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Climb Mountain(Platformer)
@Stage\n\n@Ground\n\nwhen I receive [start v]\ngo to [back v] layer\ngo [backward v] (75888888888888888888888888888888888888888888888888888) layers\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n change [color v] effect by (2)\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nset size to (100) %\nshow\nset [signal v] to [disactivated]\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [xs v] to [0]\nset [ys v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xs v] by (1.5)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xs v] by (-1.5)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (dont up :|2 v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (dont up :|3 v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (normal v)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (dont up :| v)\n end\n change x by (Xs)\n if <touching (ground v)?> then\n change x by ((Xs) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xs) > [0]> then\n set [xs v] to [-15]\n set [ys v] to [10]\n else\n set [xs v] to [15]\n set [ys v] to [10]\n end\n else\n set [xs v] to [0]\n end\n else\n set [xs v] to ((Xs) * (0.8))\n end\n change y by (Ys)\n if <touching (ground v)?> then\n change y by ((Ys) * (-1))\n set [ys v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up v)\n if <(Jumping) = [yes]> then\n set [ys v] to [12]\n set [jumping v] to [no]\n end\n end\n else\n change [ys v] by (-1)\n set [jumping v] to [yes]\n end\n if <(Level) = [fffffffffffffffffdsijehiwjncwcyhxjgszsjtywjfdvewfdfxt]> then\n if <(y position) < [-170]> then\n change [level v] by (1)\n end\n else\n if <(Level) = [coming sowsfk]> then\n if <[167] < (y position)> then\n change [level v] by (1)\n end\n else\n if <(x position) > [239]> then\n set size to (100) %\n change [level v] by (1)\n go to x: (-190) y: (20)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n end\n end\n if <<<touching (spikes and etc v)?> or <(y position) < [-178]>> or <<touching (arrow v)?> or <<touching (saws v)?> or <touching (enemy v)?>>>> then\n turn left (10) degrees\n change [ghost v] effect by (30)\n play sound [death v] until done\n set size to (100) %\n set [xs v] to [0]\n set [ys v] to [0]\n go to x: (-190) y: (50)\n point in direction (90)\n set [ghost v] effect to (0)\n end\n if <touching (water v)?> then\n set [ys v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [ys v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [ys v] to [-5]\n end\n end\n if <touching (speed v)?> then\n set [xs v] to [20]\n end\n if <touching (dont speed v)?> then\n set [xs v] to [-20]\n if <touching (coming soon v)?> then\n set [ys v] to [?]\n end\n end\nend\n\nset size to (100) %\nset [xs v] to [0]\nset [ys v] to [0]\ngo to x: (-190) y: (50)\n\nchange [☁ your best v] by (1)\n\nwhen I receive [restart v]\nset [xs v] to [0]\nset [ys v] to [0]\ngo to x: (-190) y: (50)\nset [level v] to [1]\n\nwhen flag clicked\nbroadcast (Start v)\n\nset instrument to (6 v)\nset instrument to (18 v)\nplay drum (4 v) for (0.25) beats\n\nplay sound [Dance Energetic v] until done\n\nplay sound [Bossa Nova v] until done\n\nwait (0.5) seconds\nrepeat (2)\n\nplay sound [Bossa Nova v] until done\n\nwhen flag clicked\nforever\n if <<(Level) = [10]> or <(Level) > [10]>> then\n switch backdrop to (фон 2 v)\n end\nend\n\nwhen [space v] key pressed\nclear graphic effects\n\nwhen flag clicked\nforever\n if <<(Level) = [15]> or <(Level) > [15]>> then\n switch backdrop to (фон 3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [20]> or <(Level) > [20]>> then\n switch backdrop to (фон 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ Lvl world record) < (Level)> then\n set [☁ lvl world record v] to (Level)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nchange [color v] effect by (25)\n\n@Spikes and etc\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@secret\n\n@secret functions 3000\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(username) = [navynav11]> then\n show\n change [level v] by (1)\nelse\n hide\nend\n\nforever\nend\n\nwhen flag clicked\nif <(username) = [navynav11]> then\n show\nelse\n hide\nend\n\n@secret 1\n\n@restart\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@music\n\nwhen flag clicked\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n repeat until <(costume [number v]) = [2]>\n play sound [Cycles\(DJVI\) v] until done\n end\n end\n if <(costume [number v]) = [2]> then\n repeat until <(costume [number v]) = [1]>\n repeat (2)\n play note (60) for (0.25) beats\n wait (0.1) seconds\n play note (64) for (0.45) beats\n wait (0.1) seconds\n repeat (2)\n play note (62) for (0.25) beats\n end\n play note (67) for (0.25) beats\n wait (0.1) seconds\n play note (69) for (0.25) beats\n wait (0.1) seconds\n play note (67) for (0.25) beats\n wait (0.1) seconds\n play note (66) for (0.25) beats\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n switch costume to (костюм 1 v)\nend\nif <(costume [number v]) = [1]> then\n switch costume to (костюм 3 v)\nend\n\n@Спрайт 1\n\nwhen flag clicked\nforever\n if <(username) = [ 454455546]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [ 454455546]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [ 454455546]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [ 454455546]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [ 454455546]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [ 454455546]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [ 454455546]> then\n show\n else\n hide\n end\nend\n\n@settings\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (костюм 2 v)\n show variable [volume v]\nelse\n switch costume to (костюм 1 v)\n hide variable [volume v]\nend\n\nforever\nend\n\nwhen flag clicked\nif <(username) = [ 454455546]> then\n hide\nelse\n show\n say [<<== Hey i am settings!] for (2) seconds\nend\n\n@Спрайт 2\n\nforever\n if <(username) = [ 454455546]> then\n hide\n else\n show\n end\nend\n\nchange [ghost v] effect by (2)\nchange [ghost v] effect by (2)\n\nset [ghost v] effect to (0)\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\n@Спрайт 3\n\n
<-----------------------------<=HI!=>------------------------------>\n--Controls--\n-Arrows- Read all for play\n-w,a,s,d- Прочти все для игры\n-Mobile Friendly-\n--This game Short!--\n--How to play?--\n-climb mountain and enter home!-\n-Star and like or sub for play:)-\n-Check My games in profile!\n--------------------------------end-----------------------------------\nRU\n-управление-\n-Стрелочки-\n-w,a,s,d-\n-Мышью-\n-дружелюбна к телефонам-\n-игра не длинная-\n-Как играть?-\n-Попади домой!-\n-Подпишись ,лайкни, добавь в избранное чтобы играть:)-\n-Посмотри другие игры в моем профиле-
HALLOWEEN - A MOBILE-FRIENDLY PLATFORMER #GAMES #ALL
@Stage\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [ghosts v]\nrepeat (20)\n change [brightness v] effect by (-4)\nend\n\n@Character\n\nwhen flag clicked\nset [y v] to [0]\nset [x v] to [0]\nset [jump v] to [1]\nset [level v] to [1]\ngo to x: (-200) y: (-50)\nforever\n PING\nend\n\ndefine PING\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n if <[0] < (y)> then\n set [jump v] to [1]\n set [y v] to [-0.5]\n else\n set [jump v] to [0]\n set [y v] to [0]\n end\nend\nchange x by (x)\nif <touching (level v)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <not <touching (level v)?>> then\n if <[-8] < (x)> then\n change [x v] by (-0.5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n switch costume to (up left v)\n else\n switch costume to (left v)\n end\n end\n end\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n if <not <touching (level v)?>> then\n if <(x) < [8]> then\n change [x v] by (0.5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n switch costume to (up right v)\n else\n switch costume to (right v)\n end\n end\n end\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(jump) = [0]> then\n set [jump v] to [1]\n set [y v] to [14]\n end\nend\nif <not <<<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> or <mouse down?>>> then\n set [x v] to ((x) * (0.5))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n switch costume to (up v)\n else\n switch costume to (center v)\n end\nend\nif <(jump) = [1]> then\n change [y v] by (-0.75)\nend\nif <(jump) = [0]> then\n if <not <touching (level v)?>> then\n set [jump v] to [1]\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-50)\nchange [level v] by (1)\nif <(LEVEL) = [3]> then\n stop all sounds\n broadcast (GHOSTS v)\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-180]> then\n broadcast (DONE v)\n change [level v] by (1)\n set y to (999)\n end\nend\n\nwhen flag clicked\nrepeat until <[2] < (LEVEL)>\n play sound [Music v] until done\nend\n\nwhen I receive [ghosts v]\nforever\n play sound [Andrew Gold - Spooky Scary Skeletons \(2spooky4u\) v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (dangerous v)?> then\n go to x: (-200) y: (-50)\n end\nend\n\n@Level\n\nwhen flag clicked\nhide variable [level v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [ghosts v]\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [done v]\nclear graphic effects\nshow\n\nwhen [space v] key pressed\nif <(username) = [rgantzos]> then\n show variable [level v]\n wait (5) seconds\n hide variable [level v]\nend\n\n@End\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n if <not <(LEVEL) = [14]>> then\n wait until <touching (character v)?>\n broadcast (Next Level v)\n wait until <not <touching (character v)?>>\n end\nend\n\n@Ghost\n\ndefine CLONE\ngo to x: (pick random (-247) to (247)) y: (pick random (-60) to (198))\ncreate clone of (_myself_ v)\n\nwhen I receive [ghosts v]\nrepeat (30)\n CLONE\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-2)\n change x by (pick random (-2) to (2))\n change y by (pick random (-2) to (2))\nend\nrepeat (20)\n change [ghost v] effect by (2)\n change x by (pick random (-2) to (2))\n change y by (pick random (-2) to (2))\nend\ndelete this clone\n\n@Dangerous\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
New Game!\nhttps://scratch.mit.edu/projects/720120434/\n\nIf you like this, please love and favorite, and that will help other people see it!\n\nUse WASD, Arrow Keys, or your finger (it's mobile-friendly).\n\nCan we get this trending, or maybe even on the front page?\n\nPlease don't advertise.
Lava Lands || A Scrolling Platformer || Contest Entry
@Stage\n\n@Player\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (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 [20]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Change player y by (sy)\nset [in water v] to [0]\nset [on ground v] to [0]\nchange [y v] by (sy)\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 [on ground v] to [1]\n set [double jump? v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (water v)?> then\n set [sy v] to [0]\n set [in water v] to [1]\nend\n\ndefine Scrolling\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Vertical Speed\nset [parachute v] to [0]\nif <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(on ground) = [1]> then\n set [sy v] to [21]\n end\nend\nif <<(double jump?) = [1]> and <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [double jump? v] to [2]\n set [sy v] to [20]\nend\nif <(double jump?) = [0]> then\n if <not <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [double jump? v] to [1]\n end\nend\nif <<(sy) < [0]> and <key (1 v) pressed?>> then\n set [sy v] to [-2]\n set [double jump? v] to [2]\n set [parachute v] to [1]\nend\nif <(in water) = [1]> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [sy v] to [7]\n end\n if <<key (down arrow v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>> then\n set [sy v] to [-6]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\nPosition\n\ndefine Horizantal speed\nif <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [sx v] by (-3)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [sx v] by (3)\nend\nif <<key (down arrow v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>> then\n repeat (2)\n change [sy v] by (-1.5)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change player x by (round (sx))\nend\n\ndefine Tick\nSet-Costume\nHorizantal speed\nVertical Speed\nScrolling\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 Game - Die\n end\nend\n\ndefine Reset\nset [sx v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nswitch costume to (black v)\nset size to (100) %\nset [ghost v] effect to (0)\npoint in direction (90)\nif <(Checkpoint) = [0]> then\n Checkpoints X [0] Y [0] Scroll-X [0] Scroll-Y [0]\nelse\n if <(Checkpoint) = [1]> then\n Checkpoints X [1810] Y [-75] Scroll-X [1810] Scroll-Y [-75]\n else\n if <(Checkpoint) = [2]> then\n Checkpoints X [4445] Y [220] Scroll-X [4445] Scroll-Y [220]\n else\n Checkpoints X [6815] Y [-80] Scroll-X [6815] Scroll-Y [-80]\n end\n end\nend\n\ndefine Checkpoints X (x) Y (y) Scroll-X (scroll-x) Scroll-Y (scroll-y)\nset [x v] to (x)\nset [y v] to (y)\nset [scroll x v] to (scroll-x)\nset [scroll y v] to (scroll-y)\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\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Test - Die\nif <<<touching (danger v)?> or <touching (saws v)?>> or <touching (lava 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]\nrepeat (5)\n switch costume to (normal v)\n wait (0.1) seconds\n switch costume to (died v)\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nbroadcast (You Win v)\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 I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\ndefine Set-Costume\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right up v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left up v)\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (duck v)\nend\n\nwhen I receive [small_bounce v]\nset [sy v] to [16]\n\nwhen flag clicked\nforever\n play sound [The Score - Stronger \(Instrumental\) v] until done\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\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: [700] y: [0]\n Clone at x: [560] y: [-38]\n Clone at x: [575] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [635] y: [0]\n Clone at x: [1000] y: [0]\n Clone at x: [800] y: [300]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [650] y: [-200]\n Clone at x: [700] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((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: [700] y: [0]\n Clone at x: [560] y: [-38]\n Clone at x: [575] y: [0]\n Clone at x: [850] y: [0]\n Clone at x: [850] y: [0]\n Clone at x: [1000] y: [0]\n Clone at x: [800] y: [300]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [650] y: [-200]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [540] y: [-32]\n Clone at x: [690] y: [-32]\n Clone at x: [840] y: [-32]\n Clone at x: [6315] y: [-95]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nchange [tick v] by (0.5)\nPosition ((Collectables: x) - (SCROLL X)) (((Collectables: y) + ((8) * ([sin v] of (((Collectables: x) + (TICK)) * (2)) ))) - ())\nif <touching (player v)?> then\n delete this clone\nend\n\nwhen I receive [setup v]\nset size to (80) %\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-7] y: [80]\n Clone at x: [610] y: [0]\n Clone at x: [760] y: [0]\n Clone at x: [1360] y: [55]\n Clone at x: [1460] y: [55]\n Clone at x: [1560] y: [55]\n Clone at x: [2334] y: [-55]\n Clone at x: [2570] y: [-55]\n Clone at x: [2770] y: [-55]\n Clone at x: [2870] y: [-55]\n Clone at x: [3080] y: [-55]\n Clone at x: [3180] y: [-55]\n Clone at x: [3440] y: [-135]\n Clone at x: [3540] y: [-135]\n Clone at x: [3640] y: [-135]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [tick v] to [0]\nset [ghost v] effect to (0)\nset size to (80) %\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [7480] y: [-15]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\n@loading\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\nswitch costume to (loading v)\nshow\n\nwhen I receive [connected v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nstart sound [Connect v]\nswitch costume to (loaded 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 [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) (((Platforms: y) - (SCROLL Y)) + (([cos v] of ((timer) * (150)) ) * (7)))\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: [250] 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@Enemy\n\nwhen I receive [tick v]\nchange [frame v] by (0.3)\nPosition (((Moving Platforms: x) - (SCROLL X)) + (([cos v] of ((FRAME) * (2)) ) * (150))) ((Moving Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [front v] layer\nhide\nset [moving platforms - horizontal v] to [0]\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nClone at x: [1080] y: [-71]\nClone at x: [2720] y: [-71]\nClone at x: [4700] y: [228]\nClone at x: [10000000000000000000000000] y: [-80]\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 [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\nset [frame v] to [60000]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (red1 v)\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen I receive [tick v]\nif <(([cos v] of ((FRAME) * (2)) ) * (150)) > [149]> then\n point in direction (-90)\nend\nif <(([cos v] of ((FRAME) * (2)) ) * (200)) < [-149]> then\n point in direction (90)\nend\n\nset [trigo v] to (([cos v] of ((FRAME) * (2)) ) * (100))\n\nwhen I start as a clone\nforever\n switch costume to (red1 v)\n repeat (6)\n next costume\n wait (0.035) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(sy) < [0]> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n stop [other scripts in sprite v]\n switch costume to (red8 v)\n repeat (11)\n next costume\n end\n hide\n delete this clone\n else\n set [exit v] to [die]\n end\n end\nend\n\n@Boosters\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nchange [tick v] by (0.5)\nPosition ((Boost: x) - (SCROLL X)) (((Boost: y) + ((5) * ([sin v] of (((Collectables: x) + (tick)) * (8)) ))) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [boost: x v] to [0]\nset [boost: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1315] y: [50] [1]\n Clone at x: [2670] y: [-70] [3]\n Clone at x: [4858] y: [230] [1]\n Clone at x: [5300] y: [175] [2]\n Clone at x: [5350] y: [175] [1]\n Clone at x: [6170] y: [150] [3]\nend\nset [boost: x v] to [-9999999999]\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) (costume#)\nset [boost: x v] to (x)\nset [boost: y v] to (y)\nswitch costume to (costume#)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [tick v] to [0]\nset [ghost v] effect to (0)\nset size to (40) %\n\nwhen I receive [tick v]\nforever\n if <touching (player v)?> then\n if <(costume [number v]) = [1]> then\n set [sx v] to [50]\n else\n if <(costume [number v]) = [2]> then\n set [sx v] to [-50]\n else\n if <(costume [number v]) = [3]> then\n set [sy v] to [35]\n else\n set [sy v] to [-35]\n end\n end\n end\n end\nend\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nshow\nif <(LEVEL) = [1]> then\n Clone at x: [1810] y: [-75]\n Clone at x: [4445] y: [220]\n Clone at x: [6815] y: [-80]\nend\nset [checkpoint : x v] to [-99999]\nshow\n\nwhen I receive [tick v]\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\n end\nend\n\n@Moving-Saws\n\nwhen I receive [tick v]\nturn right (10) degrees\nchange [frame v] by (2)\nPosition (((Moving Platforms: x) - (SCROLL X)) + (([cos v] of ((frame) * (3)) ) * (100))) ((Moving Platforms: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [die]\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [moving platforms - horizontal v] to [0]\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nClone at x: [2000] y: [-95]\nClone at x: [4000] y: [-65]\nClone at x: [7250] y: [-100]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\nset [frame v] to [60000]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@Parachute\n\nwhen I receive [chute open v]\nrepeat until <touching (platforms v)?>\n go to (player v)\n stop [other scripts in sprite v]\n show\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to (player v)\nhide\nif <([parachute v] of [player v]) = [1]> then\n go to [back v] layer\n show\nend\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) (((Platforms: y) - (SCROLL Y)) + (([cos v] of ((timer) * (150)) ) * (7)))\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: [700] y: [0]\n Clone at x: [560] y: [-38]\n Clone at x: [575] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [635] y: [0]\n Clone at x: [1000] 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@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: [700] y: [0]\n Clone at x: [560] y: [-38]\n Clone at x: [575] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [635] y: [0]\n Clone at x: [1000] y: [0]\n Clone at x: [800] y: [300]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [650] y: [-200]\n Clone at x: [700] 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@You-Win\n\nwhen I receive [you win v]\ngo to [front v] layer\nshow\nrepeat (5)\n wait (0.01) seconds\n change x by (10)\n wait (0.01) seconds\n change x by (-10)\n wait (0.01) seconds\n change y by (10)\n wait (0.01) seconds\n change y by (-10)\nend\nwait (1) seconds\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide\n\nforever\nend\n\n@lava smoke\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (4)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [begin v]\nforever\n create clone of (_myself_ v)\n wait (.001) seconds\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 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 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 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 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 (15) seconds\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
FOLLOW : @-Asolo- !\n\nʜᴇʟʟᴏ ᴇᴠᴇʀʏᴏɴᴇ! ᴀɴᴅ ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴍʏ ɴᴇᴡ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ ᴄᴀʟʟᴇᴅ ʟᴀᴠᴀ ʟᴀɴᴅꜱ!\nᴛʜɪꜱ ᴛᴏᴏᴋ ᴀ ᴡᴇᴇᴋ ᴛᴏ ᴄᴏᴍᴘʟᴇᴛᴇ! \nꜱᴏ ɪ ᴛʜɪɴᴋ ʏᴏᴜ ɢᴜʏꜱ ᴀʀᴇ ʙᴏʀᴇᴅ ʀᴇᴀᴅɪɴɢ ᴛʜɪꜱ ꜱᴏ ʟᴇᴛꜱ ɢᴇᴛ ɪɴᴛᴏ ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ ᴀɴᴅ ᴡʜᴀᴛ'ꜱ ɪɴ ᴛʜᴇ ɢᴀᴍᴇ!\n\nɪꜱᴛʀᴜᴄᴛɪᴏɴꜱ - \nᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴛᴏ ᴍᴏᴠᴇ\nᴅᴏɴ'ᴛ ᴛᴏᴜᴄʜ ᴇɴᴇᴍɪᴇꜱ ᴀɴᴅ ᴛʜᴇ ᴏʙᴠɪᴏᴜꜱ ᴏɴᴇꜱ xᴅ\n\nᴡʜᴀᴛ'ꜱ ɪɴ ᴛʜᴇ ɢᴀᴍᴇ?\n\nꜱᴏ ɪ ʜᴀᴠᴇ ɪɴꜱᴇʀᴛᴇᴅ ᴛʜᴇ ɴᴏʀᴍᴀʟ ᴛʀᴀᴘꜱ ʟɪᴋᴇ ꜱᴀᴡꜱ, ᴍᴏᴠɪɴɢ ꜱᴀᴡꜱ, ꜱᴘɪᴋᴇꜱ ᴇᴛᴄ.\n\nʏᴏᴜ ʜᴀᴠᴇ ᴛʀᴀᴍᴘᴏʟɪɴᴇꜱ ᴀɴᴅ ɪ ᴛʜɪɴᴋ ʏᴏᴜ ɢᴜʏꜱ ʟɪᴋᴇ ɪᴛ!\n\nᴡᴀᴛᴇʀ ꜱᴏ ᴛʜᴀᴛ ʏᴏᴜ ᴄᴀɴ ʜᴀᴠᴇ ᴀ ʙᴀᴛʜ ᴀꜰᴛᴇʀ ᴀ ʜᴏᴛ ꜱᴡᴇᴀᴛʏ ʀᴜɴ xᴅ\n\nᴏꜰ ᴄᴏᴜʀꜱᴇ ᴛʜᴇʀᴇ ɪꜱ ʟᴀᴠᴀ!!\n\nᴀɴᴅ..... ʏᴇᴀʜ ᴛʜᴀᴛ'ꜱ ɪᴛ! ʏᴏᴜ ᴄᴀɴ ꜰɪɴᴅ ᴍᴀɴʏ ᴍᴏʀᴇ ꜱᴛᴜꜰꜰ ɪꜰ ʏᴏᴜ ᴘʟᴀʏ ᴛʜᴇ ᴡʜᴏʟᴇ ɢᴀᴍᴇ!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment : Areeb52090 is Awesome!
Jump platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Murad - Run \(Inspired By Alan Walker\) NCN Release v] until done\nend\n\n@Platformer\n\nwhen flag clicked\ngo to x: (-200) y: (-40)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (costume3 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n fast\n if <touching color (#000000)?> then\n change y by (-6)\n xcoll\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n ycoll\n if <<key (up arrow v) pressed?> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\n if <touching color (#ff6565)?> then\n repeat (7)\n change [ghost v] effect by (15)\n end\n go to x: (-200) y: (-40)\n clear graphic effects\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Heart -1 v)\n end\n if <touching color (#fdff66)?> then\n set [y v] to [20]\n end\n if <[260] < (x position)> then\n broadcast (Next Level v)\n go to x: (-200) y: (-40)\n end\n if <touching (sprite1 v)?> then\n set [y v] to [20]\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching color (#000000)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching color (#000000)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching color (#000000)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-40)\n\n\n\nwhen flag clicked\n\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\nend\n\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\n\nswitch costume to (costume1 v)\n\n\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nchange [☁ thanks for playing v] by (1)\n\n@Levels\n\nwhen I receive [next level v]\nif <(costume [name v]) = [costume5]> then\n broadcast (Trampoline v)\n broadcast (block v)\n next costume\nelse\n next costume\n broadcast (Bye^^ v)\nend\nif <(costume [name v]) = [costume6]> then\n broadcast (hide v)\nend\nif <(costume [name v]) = [costume11]> then\n broadcast (hide skip v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\n\nbroadcast (Trampoline v)\nbroadcast (block v)\nnext costume\nnext costume\nbroadcast (Bye^^ v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [trampoline v]\nshow\ngo to x: (-155) y: (-90)\n\nwhen I receive [bye^^ v]\nhide\n\nwhen I receive [bye^^ v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen I receive [hide skip v]\nhide\n\n@Sprite4\n\nwhen I receive [block v]\nshow\nforever\n glide (2) secs to x: (41) y: (-147)\n glide (2) secs to x: (275) y: (-147)\nend\n\nwhen flag clicked\nhide\ngo to x: (275) y: (-147)\n\nwhen I receive [bye^^ v]\nhide\n\n@Sprite2\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (400) y: (pick random (6) to (160))\nswitch costume to (pick random (1) to (3))\nset size to (80) %\nchange [ghost v] effect by (pick random (25) to (75))\nrepeat until <(x position) < [-200]>\n change x by (pick random (-1) to (-4))\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (3) layers\nwait (0.01) seconds\nforever\n wait (2.5) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\n@cooltext396870862482655\n\nwhen flag clicked\nhide\n\n
Arrow keys to move(R to restart the stage(fixing bug))\nDon't touch Red(the lava) \nYellow is the trampoline\nAnd the byebye level is just the end of the game\n
Adventure - A platformer
@Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n set volume to (70) %\n play sound [Forest v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n if <(Level) = [6]> then\n broadcast (Win v)\n else\n broadcast (Next level v) and wait\n end\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (100) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nshow\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 [space v] key pressed\nif <(username) = [mg272011]> then\n broadcast (Next level v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <touching color (#fdff00)?> then\n broadcast (Win v)\n end\n end\nend\n\nwhen I receive [win v]\nhide\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n show\n set [level v] to (costume [number v])\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Bouncy\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> or <(Level) = [6]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n go to x: (-92) y: (-85)\n else\n if <(Level) = [6]> then\n go to x: (153) y: (-84)\n go to [back v] layer\n end\n end\nend\n\n@Saw\n\nwhen I receive [next level v]\nnext costume\nif <(Level) = [4]> then\n go to x: (92) y: (-100)\n go to [back v] layer\nelse\n \nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n turn right (10) degrees\n if <(Level) = [4]> then\n go to x: (92) y: (-100)\n go to [back v] layer\n else\n if <(Level) = [6]> then\n go to x: (-120) y: (-105)\n go to [back v] layer\n end\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (10) to (20)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n 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@Tb\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n\n\n@Win\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [win v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (5) seconds\nstop [all v]\n\n
Adventure - A platformer\n- Complete all the levels\n- mobile friendly \n- all levels possible \nBye!\n(Pls love and fav) (let’s get toped loved)
Minecraft - A Platformer                           #games
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (img_2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\n@Minecraft Main Character\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\nforever\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\n@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [C418 - Moog City v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [15]> then\n stop [other scripts in sprite v]\n stop all sounds\n start sound [Goal Cheer v]\n forever\n play sound [Revenge - A Minecraft Parody of Usher's DJ Got Us Fallin' In Love \(Music Video\) v] until done\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (0) y: (-9)\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (25)\nset [level v] to [1]\nhide\nwait until <(level) = [10]>\nwait (5) seconds\nif <(level) = [10]> then\n show\n repeat until <not <(level) = [10]>>\n repeat (20)\n change x by (-.5)\n end\n repeat (20)\n change x by (.5)\n end\n end\n hide\nelse\n stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n hide\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <(deaths) > [4]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (350) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\n
how to play w=jump d=left move a=right move \nyou can play it also with the arows
【#9】rain platformer Japanese 【モバイル対応】
@Stage\n\nwhen flag clicked\nswitch backdrop to (black v)\n\nwhen I receive [スタート v]\nset volume to (50) %\nswitch backdrop to (rainy v)\nforever\n play sound [Water v] until done\nend\n\nwhen I receive [nextステージ v]\nif <([costume # v] of [地面 v]) = [10]> then\n switch backdrop to (sunny v)\nend\n\nwhen flag clicked\nhide variable [タイム v]\nset [タイム v] to [0]\n\nwhen I receive [スタート v]\nshow variable [タイム v]\nrepeat until <([costume # v] of [地面 v]) = [10]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\n@君\n\nwhen I receive [nextステージ v]\nswitch costume to (1 v)\ngo to x: (-180) y: (30)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [スタート v]\nwait (0.02) seconds\nswitch costume to (1 v)\nshow\ngo to [front v] layer\ngo to x: (-180) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n 動作\nend\n\nwhen flag clicked\nhide\n\ndefine 動作\nif <(操作判定) = [0]> then\n go to [front v] layer\n set [マグマ v] to [0]\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (2 v)\n change [x v] by (1)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (3 v)\n change [x v] by (-1)\n else\n switch costume to (1 v)\n end\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#3500ff)?> then\n set [y v] to [20]\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n set [マグマ v] to [1]\n end\n if <<touching color (#00ff1e)?> or <<touching color (#00b315)?> or <<touching color (#ff9d00)?> or <touching color (#ffffff)?>>>> then\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 start sound [High Whoosh v]\n if <(X) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#3500ff)?> then\n set [y v] to [20]\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n set [マグマ v] to [1]\n end\n if <<touching color (#00ff1e)?> or <<<touching color (#ff9d00)?> or <touching color (#00b315)?>> or <touching color (#ffffff)?>>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<touching color (#00ff1e)?> or <<touching color (#ffffff)?> or <touching color (#ff9d00)?>>> and <key (up arrow v) pressed?>> or <<<<touching color (#00ff1e)?> or <<touching color (#ffffff)?> or <touching color (#ff9d00)?>>> and <key (w v) pressed?>> or <<<touching color (#00ff1e)?> or <<touching color (#ffffff)?> or <touching color (#ff9d00)?>>> and <<mouse down?> and <(mouse y) > (y position)>>>>> then\n start sound [High Whoosh v]\n set [y v] to [13]\n end\n change y by (1)\n if <<(マグマ) = [1]> or <(y position) < [-160]>> then\n 再挑戦\n end\n if <(x position) > [230]> then\n broadcast (NEXT v)\n start sound [Magic Spell v]\n end\nend\n\ndefine 再挑戦\nswitch costume to (1 v)\nstart sound [Oops v]\ngo to x: (-180) y: (30)\nset [x v] to [0]\nset [y v] to [0]\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [スタート v]\nwait (0.01) seconds\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [nextステージ v]\nnext costume\n\n@ネクスト\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nset [操作判定 v] to [1]\ngo to [front v] layer\ngo to x: (-400) y: (0)\nshow\nglide (0.5) secs to x: (0) y: (0)\nbroadcast (NEXTステージ v)\nwait (0.5) seconds\nglide (0.5) secs to x: (400) y: (0)\nset [操作判定 v] to [0]\nhide\n\n@AXTUKUN intro\n\nwhen flag clicked\nclear graphic effects\nhide\nswitch costume to (背景 v)\nset [intro v] to [0]\nreset timer\nrepeat (6)\n change [intro v] by (1)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nif <(intro) = [1]> then\n set [ghost v] effect to (100)\n show\n wait until <(timer) > [2]>\n go to [back v] layer\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait until <(timer) > [10.5]>\n delete this clone\nelse\n if <(intro) = [2]> then\n go to x: (0) y: (-70)\n wait until <(timer) > [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 (((timer) - (1)) * (100)) ) * (6)) + (0))\n point in direction ((([sin v] of (((timer) - (1)) * (1000)) ) * (4)) + (90))\n end\n point in direction (90)\n wait until <(timer) > [10.5]>\n delete this clone\n else\n if <(intro) = [3]> then\n go to x: (0) y: (60)\n wait until <(timer) > [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) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (m) degrees\n end\n end\n wait until <(timer) > [10.5]>\n delete this clone\n else\n if <(intro) = [4]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (10)\n wait until <(timer) > [3.3]>\n show\n repeat until <(timer) > [10.5]>\n set x to ((([sin v] of (((timer) - (1)) * (100)) ) * (6)) + (0))\n point in direction ((([sin v] of (((timer) - (1)) * (1000)) ) * (4)) + (90))\n end\n delete this clone\n else\n if <(intro) = [5]> then\n go to x: (0) y: (-300)\n wait until <(timer) > [10]>\n go to [front v] layer\n show\n glide (0.4) secs to x: (0) y: (0)\n wait (0.1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n delete this clone\n else\n if <(intro) = [6]> then\n go to x: (0) y: (300)\n wait until <(timer) > [10]>\n go to [front v] layer\n show\n glide (0.4) secs to x: (0) y: (0)\n wait (0.1) seconds\n broadcast (タイトル v)\n glide (0.4) secs to x: (0) y: (-300)\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nplay sound [TheFatRat - Monody v] until done\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen I receive [タイトル v]\nswitch costume to (コスチューム2 v)\nshow\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nhide\nbroadcast (スタート v)\n\n@雨\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nrepeat until <([costume # v] of [地面 v]) = [10]>\n wait (pick random (0.1) to (0.5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-200) to (200)) y: (150)\nset [ghost v] effect to (50)\nshow\nglide (pick random (1) to (2)) secs to x: (pick random (-200) to (200)) y: (-30)\ndelete this clone\n\n
重い人はタボワ推奨\n___________________________________________\n【操作方法】\n矢印キー、WASDキー(モバイル対応)\n\n【難易度】\n★★☆☆☆\n\n【ストーリー】\n主人公(君)は晴れを目指して雨の中の散歩に行きます!主人公(君)に晴れを見せてあげましょう!\n\n【コメント】\nいやぁ、前作ではかなりの人気で傾向1位・コミュ好き・人気5Pなど一気にいろんなことを成し遂げることができました!ありがとうございます!
上を目指す!platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@ステージ\n\ndefine ステージ (x座標) (y座標) (ステージ数)\nswitch costume to (なし v)\nset [x座標 v] to (x座標)\nset [y座標 v] to (y座標)\nswitch costume to ((ステージ数) + (1))\nset [コスチューム v] to ((ステージ数) + (1))\ncreate clone of (_myself_ v)\n\ndefine 動力 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<(終わり) = [1]> or <<([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 (コスチューム)\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 動力 ((x座標) - (Camera_x)) ((y座標) - (Camera _y))\nend\n\nwhen I receive [スタート v]\nhide\nステージ [0] [0] [1]\nステージ [0] [250] [2]\nステージ [240] [500] [3]\nステージ [0] [750] [4]\nステージ [0] [900] [5]\nステージ [0] [1100] [6]\nステージ [7] [1800] [7]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\nwhen I start as a clone\nshow\n\n@障害物\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(終わり) = [1]> or <<([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\nforever\n if <(終わり) = [1]> then\n stop [this script v]\n end\n if <(costume [number v]) = [5]> then\n turn right (8) degrees\n end\nend\n\nwhen I receive [スタート v]\nhide\nステージ配置 [0] [565] [1]\nステージ配置 [0] [1100] [4]\nステージ配置 [0] [1200] [2]\nステージ配置 [7] [1800] [3]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\n@Player\n\ndefine 動作\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [x v] by (1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n switch costume to (右上 v)\n else\n switch costume to (右 v)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [x v] by (-1)\n switch costume to (左 v)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n switch costume to (左上 v)\n else\n switch costume to (左 v)\n end\nend\nif <not <<key (any v) pressed?> or <mouse down?>>> then\n switch costume to (正面 v)\nend\nset [x v] to ((x) * (0.88))\nchange x by (x)\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x (() - ((x) / ([abs v] of (x) ))) ([ceiling v] of ([abs v] of (x) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [y v] to [12]\n set [x v] to ((7) - (<(x) > [0]> * (14)))\n else\n set [x v] to [0]\n end\nend\nchange y by (y)\nif <touching (ステージ v)?> then\n 位置y (() - ((y) / ([abs v] of (y) ))) ([ceiling v] of ([abs v] of (y) ) )\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 v] to [15]\n switch costume to (上 v)\nend\nchange y by (1.1)\nif <touching (ゴール v)?> then\n hide\n set [終わり v] to [1]\nend\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x (向き) (回数)\nif <(x) = [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)?>>)))\nif <touching (ばね v)?> then\n set [y v] to [50]\nend\n\ndefine 位置y (y座標) (回数)\nif <(y) = [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 (y座標)\nend\nchange y by (() - ((y座標) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [y v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\npoint in direction (90)\nset size to (65) %\nset [x v] to [0]\nset [y 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]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [スタート v]\nset [ゲーム開始 v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-20)\nset [x v] to [0]\nset [y 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]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ゲーム開始 v] to [0]\nset [終わり v] to [0]\nhide\n\n@スプライト2\n\nwhen this sprite clicked\nrepeat (4)\n change size by (((0) - (size)) / (8))\n change [ghost v] effect by (12.5)\nend\nhide\nbroadcast (スタート v)\n\nwhen flag clicked\ngo to x: (0) y: (-75)\nshow\nset size to (100) %\n\nwhen I receive [世界記録 v]\nrepeat (4)\n change size by (((0) - (size)) / (8))\n change [ghost v] effect by (12.5)\nend\nhide\n\n@スプライト1\n\nwhen flag clicked\ngo to [back v] layer\nset size to (150) %\nhide\ngo to x: (220) y: (150)\n\nwhen I receive [スタート v]\nshow\nforever\n repeat (30)\n change size by (2)\n end\n repeat (30)\n change size by (-2)\n end\nend\n\n@看板\n\ndefine ステージ (x座標) (y座標) (ステージ数)\nswitch costume to (なし v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ数) + (1))\nset [my_n v] to ((ステージ数) + (1))\ncreate clone of (_myself_ v)\n\ndefine 動力 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<(終わり) = [1]> or <<([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 動力 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [スタート v]\nhide\nステージ [0] [0] [1]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (表示 v)\n else\n broadcast (隠す v)\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (60)\nwait (0.01) seconds\nrepeat until <(ゲーム開始) = [1]>\n change y by ([cos v] of ((timer) * (200)) )\n turn right (([cos v] of ((timer) * (100)) ) / (3)) degrees\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (10)\nend\nhide\n\nwhen I receive [世界記録 v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (10)\nend\nhide\n\n@世界記録\n\ndefine 表示\nset [スプライト4: カウンター v] to [1]\nrepeat (length of (☁ 世界記録))\n クローン ((50) + ((22) * (スプライト4: カウンター))) (letter (スプライト4: カウンター) of (☁ 世界記録))\n change [スプライト4: カウンター v] by (1)\nend\n\nwhen I start as a clone\nshow\nwait (0.01) seconds\ndelete this clone\n\ndefine クローン (1) (数)\nswitch costume to (数)\nset x to (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [終わり v]\nset y to (-90)\nhide\nset size to (200) %\ngo to [front v] layer\nforever\n 表示\nend\n\n@ゴール\n\ndefine ステージ (x座標) (y座標) (ステージ数)\nswitch costume to (なし v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ数) + (1))\nset [my_n v] to ((ステージ数) + (1))\ncreate clone of (_myself_ v)\n\ndefine 動力 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<(終わり) = [1]> or <<([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 動力 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [スタート v]\nhide\nステージ [0] [1800] [1]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [終わり v]\nshow\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [終わり v]\nif <(タイム) = (☁ 世界記録)> then\n show\nend\nforever\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\n@記録\n\ndefine 表示\nset [スプライト4: カウンター v] to [1]\nrepeat (length of (タイム))\n クローン ((50) + ((22) * (スプライト4: カウンター))) (letter (スプライト4: カウンター) of (タイム))\n change [スプライト4: カウンター v] by (1)\nend\n\nwhen I start as a clone\nshow\nwait (0.01) seconds\ndelete this clone\n\ndefine クローン (1) (数)\nswitch costume to (数)\nset x to (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [終わり v]\nset y to (20)\nhide\nset size to (200) %\ngo to [front v] layer\nforever\n 表示\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nhide\n\nwhen I receive [スタート v]\nrepeat until <(終わり) = [1]>\n change [タイム v] by (1)\n wait (1) seconds\nend\nbroadcast (終わり v)\nstop [this script v]\n\nwhen I receive [終わり v]\nif <<(タイム) < (☁ 世界記録)> or <(タイム) = (☁ 世界記録)>> then\n set [☁ 世界記録 v] to (タイム)\nend\nbroadcast (表示 v)\n\n@ばね\n\ndefine ステージ (x座標) (y座標) (ステージ数)\nswitch costume to (なし v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ数) + (1))\nset [my_n v] to ((ステージ数) + (1))\ncreate clone of (_myself_ v)\n\ndefine 動力 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<(終わり) = [1]> or <<([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 動力 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I receive [スタート v]\nhide\nステージ [0] [1200] [1]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n set [y v] to [35]\n end\nend\n\n@スプライト6\n\nwhen flag clicked\nhide\nforever\n go to x: ((([x position v] of [player v]) + (40)) * (-1)) y: (([y position v] of [player v]) + (110))\nend\n\nwhen I receive [表示 v]\nshow\n\nwhen I receive [隠す v]\nhide\n\n
https://scratch.mit.edu/projects/588275559\nNew game!\n\n傾向2位( ゚д゚)アリガトウ!\nコミュニティーが好きなものに選ばれました!\n参照数130000はえぐいて…\n※音無し\n※例の通りステージは短いです\n\n日本語は下\n\nHow to play\nOperate with the WASD key or the arrow keys. The goal is on top. Please do your best to reach that goal!\n\n WASDキーまたは矢印キーで操作します。 ゴールは上にあります。 そのゴールを目指して頑張ってください!\nゴールしたらちゃんとタイムとかが出るのでそこを\n目指してください!ゴールして最初の位置に戻ったのなら、それはダミーのゴールです!\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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
【0.8K】summer platformer【mobileOK】
@Stage\n\nwhen flag clicked\nforever\n play sound [candybouquet v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nset [プラフォ停止 v] to [OFF]\nclone [太陽]\nswitch backdrop to (背景1 v)\n定義:初期状態(ステージは含まない)\nforever\n change [重力 v] by (-0.8)\n change y by (重力)\n if <touching color (#85ff66)?> then\n change y by ((重力) * (-1))\n set [重力 v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n start sound [ニュッ2 v]\n set [重力 v] to [13]\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> 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 (#a56842)?> or <<touching color (#a56842)?> or <<touching color (#62bd4c)?> or <touching color (#85ff66)?>>>> then\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [重力 v] to [10]\n start sound [ニュッ3 v]\n if <[0] < (x)> then\n change [x v] by (-10)\n else\n change [x v] by (10)\n end\n end\n end\n if <touching color (#ff6565)?> then\n 定義:初期状態(ステージは含まない)\n start sound [中キック v]\n end\n if <touching color (#66a3ff)?> then\n set [重力 v] to [20]\n start sound [ボヨン v]\n end\n if <<(y position) = [-187]> or <(y position) = [-169]>> then\n 定義:初期状態(ステージは含まない)\n end\n if <<(x position) = [247]> or <(x position) = [251]>> then\n clone [NEXT]\n next backdrop\n wait (0.3) seconds\n end\nend\n\ndefine 定義:初期状態(ステージは含まない)\nset [x v] to [0]\nset [重力 v] to [0]\nshow\ngo to x: (-212) y: (50)\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <[0] > (mouse y)>>>> then\n switch costume to (しゃがみ v)\n else\n switch costume to (プラフォ v)\n end\nend\n\ndefine clone (number or text)\nset [clone用変数 v] to (number or text)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (clone用変数)\nif <(clone用変数) = [太陽]> then\n forever\n change [変数 v] by (1)\n go to x: (250) y: (((([sin v] of (変数) ) + ([sin v] of ((変数) * (5)) )) + ([sin v] of ((変数) * (-3)) )) * (10))\n end\nelse\n if <(clone用変数) = [NEXT]> then\n start sound [シーン切り替え1 \(1\)2 v]\n go to [front v] layer\n set [プラフォ停止 v] to [ON]\n go to x: (0) y: (-347)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\n repeat until <(round (y position)) = [347]>\n change y by (((347) - (y position)) / (5))\n end\n set [プラフォ停止 v] to [OFF]\n delete this clone\n else\n if <(clone用変数) = [降ってくるトゲ]> then\n go to x: (0) y: (0)\n glide (0.3) secs to x: (0) y: (-290)\n delete this clone\n else\n \n end\n end\nend\n\nwhen flag clicked\nforever\n if <(プラフォ停止) = [ON]> then\n 定義:初期状態(ステージは含まない)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n wait (0.5) seconds\n wait until <[30] < (x position)>\n wait (0.5) seconds\n clone [降ってくるトゲ]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nrepeat until <(backdrop [number v]) = [11]>\n wait (1) seconds\n change [タイム v] by (1)\nend\nif <(☁ 世界記録) > (タイム)> then\n set [☁ 世界記録 v] to (タイム)\nend\n\n@スプライト2\n\nwhen flag clicked\nshow variable [☁ 世界記録 v]\nshow variable [タイム v]\nhide\n\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\nshow\n\n
ターボは許可しています。\n日本語は下\nEnglish\nThe following sentence is a sentence translated by google translate.\nPlease note that there are some strange points.\nHello! Koppe-pan. That's it!\nThis time, I made a summer platformer!\nForgiveness that there is not much summer element t (((((((beat)\nIt is a sloppy product.\nSometimes I get stuck in the ground, but I won't fix it.\nMendoika r ((((((beat)\nNice to meet you ♡ and ★! If you do, I'll follow you!\n日本語\n2スプライト!\n【0.8K】 サマープラットフォーマー モバイル対応\nどうもこんにちは! こっぺぱん。 だよ!\n今回は、夏のplatformerを作ってみたよ!\nあんまり夏的な要素がないのは許しt((((((((殴\n雑に作った物です。\nたまに地面にめり込むことがあるけど、直さないわ。\nめんどいかr((((((殴\n♡と★をよろしく!してくれたらフォローするよ!\n傾向乗りたいわ。そろそろ。うん。だから絶対に押してね。\ncredit\nProgram: @nekopyon @atomic-osuhi\nPlafo costume: @LightBlue012\nSound effect: KOUKAON-LABO\nBGM: AMACHANO ONGAKUKOUBOU\nBackground: SOZAI-GOOD\n\nクレジット\nプログラム:@nekopyon @atomic-osuhi 様\nプラフォのコスチューム:@LightBlue012 様\n効果音:効果音ラボ 様\nBGM:甘茶の音楽工房 様\n背景:素材good 様\n集中線:集中線メーカー\n\n#games #game #mobile #mobileOK #0.8K #summer\n#summerplatformer #platformer #coppepan_desu\n#coppepan #【mobileOK】#all\n#夏 #夏のプラットフォーマー #サマープラットフォーマー #サマー #プラットフォーマー\n#モバイルOK #モバイル対応 #スマホ対応 #スマートフォン対応 #ipad対応 #アイパッド対応\n#タブレット対応 #傾向 #傾向乗りたい #拡散希望\n#こっぺぱん。 #0.8K記念 #記念 #こっぺぱんです\n#こっぺぱん #コッペパンです #コッペパン\n#自信作\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nなんでここまで見る必要が?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nおやくそく\nここまでみたからには、絶対に
Halloween - A platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [2 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (209) y: (153)\nforever\n set y to ((150) + (([cos v] of (((timer) - (3)) * (400)) ) * (5)))\n if <(Level) = [12]> then\n set x to (0)\n end\nend\n\n@Sprite1\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (costume2 v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (45) %\nswitch costume to (middle v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (sprite2 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [13]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (sprite2 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <<(x position) > [230]> and <not <(Level) = [12]>>> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n if <<(y position) < [-180]> or <<touching (lava v)?> or <touching (spikes v)?>>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-50)\n end\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (32) y: (-146)\ngo to [back v] layer\nhide\nforever\n if <(Level) = [2]> then\n show\n set y to ((-150) + (([cos v] of (((timer) - (3)) * (400)) ) * (5)))\n else\n set y to (-146)\n hide\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [5]> or <<(Level) = [6]> or <<(Level) = [8]> or <<(Level) = [9]> or <<(Level) = [10]> or <(Level) = [11]>>>>>>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n switch costume to (3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n switch costume to (4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch costume to (5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (10 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch costume to (11 v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n show\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
WASD and arrows to move, or simple just click or tap the screen if you are on mobile!\nPlease follow and fav if you like it!\nWOW! 100 views!!! \nThanks for playing!\nAnd check out my new game, too: https://scratch.mit.edu/projects/583136958\nNice 200 views! \n303 views!\n30 loves! Part 2 coming soon!
Halloween 3 || A Platformer || Last Part
@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 I receive [next level v]\nswitch costume to (Level)\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\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 X Collide\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) < [-178]>>> then\n start sound [Crunch v]\n broadcast (Reset v)\nend\nif <<(x position) > [239]> and <(Level) < [11]>> then\n if <(COLLECTED) = (COLLECTED MAX)> then\n change [level v] by (1)\n broadcast (Reset v)\n broadcast (Next Level v)\n else\n broadcast (No Treats v)\n end\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\nwhen I receive [extra jump v]\nset [speed y v] to (JUMP HEIGHT)\n\ndefine X Collide\nchange y by (1)\nif <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (-2)\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 stop [this script v]\n end\nend\n\nchange [level v] by (1)\nbroadcast (Reset v)\nbroadcast (Next Level v)\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) = [8]> then\n repeat until <not <(Level) = [8]>>\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) = [4]> then\n repeat until <not <(Level) = [4]>>\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@Treats\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [next level v]\nset [collected max v] to [0]\nset [collected v] to [0]\nLoad Level\n\nwhen I receive [setup v]\nhide\nswitch costume to (level v)\nset [collected v] to [0]\nset [collected max v] to [0]\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\ndefine Load Level\nif <(Level) = [4]> then\n Clone at [68] [30]\nelse\n if <(Level) = [6]> then\n Clone at [-50] [-90]\n Clone at [-40] [-90]\n Clone at [-30] [-90]\n Clone at [-20] [-90]\n Clone at [-10] [-90]\n Clone at [0] [-90]\n Clone at [10] [-90]\n Clone at [20] [-90]\n Clone at [30] [-90]\n Clone at [40] [-90]\n Clone at [50] [-90]\n end\nend\n\n@Collect All\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [no treats v]\nshow\nwait (2) seconds\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\nhide\nset [ghost v] effect to (0)\n\n@Extra Jump\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (0)\nset [ghost v] to [0]\nset size to (70) %\n\nwhen I receive [next level v]\nbroadcast (reset clones v) and wait\nset size to (70) %\nset [ghost v] effect to (0)\nset [ghost v] to [0]\nset [tag v] to [0]\nLoad Level\n\nwhen I receive [reset v]\nset size to (70) %\nset [ghost v] effect to (0)\nset [ghost v] to [0]\nset [tag v] to [0]\n\ndefine Load Level\nif <(Level) = [3]> then\n Create Clone at [180] [-130]\nelse\n if <(Level) = [5]> then\n Create Clone at [-145] [-30]\n Create Clone at [-30] [-30]\n Create Clone at [90] [-30]\n Create Clone at [135] [-30]\n end\nend\n\ndefine Create Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\nwhen I receive [tick v]\nif <<touching (player v)?> and <(ghost) = [0]>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > ((y position) + (10))> and <mouse down?>>>> then\n set [tag v] to [1]\n broadcast (extra jump v) and wait\n end\nend\n\nwhen I receive [extra jump v]\nif <<(ghost) = [0]> and <(tag) = [1]>> then\n repeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n change [ghost v] by (5)\n end\nend\n\n@Hidden\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
The Last Part..\nI know, generic\nUsual Instructions Below\n\nHalloween 3 || A Platformer || Last\nFull Screen Recommended\n\nHalloween 2: https://scratch.mit.edu/projects/580455154\n\nReshare (20th of October)\n7th on Trending! (19th of October)\n9th on Trending! (18th of October)\n11th on Trending! (17th of October)\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!!)\n100 Likes (Complete!!!)\n300 Likes (Complete!!!!!!)\n\n--Languages--\n- Halloween 3 || A Platformer\n- ハロウィーン3 ||プラットフォーマー\n\n--Other--\nPlease do not advertise\nRemixing is Allowed\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\n\n--Credits--\n@-CodingAnimations- for the Contest\n@griffpatch for the physics\n@-duxx for the intro\n@jindalsargun for the art\nGeometry Dash Orbs\nKevin MacLeod for The Music "Not As it Seems"
Parkour | A platformer
@Stage\n\n@Player\n\nwhen flag clicked\nset size to (80) %\nshow\nswitch costume to (default v)\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\nset [acceleration v] to [2]\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 set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\ndefine Check Touching Solid\nif <touching (levels 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 x) ) + ([abs v] of (speed y) ))\n\ndefine Controls - Up and Down\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - Left and Right\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by ((0) - (ACCELERATION))\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (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 [falling v] to [99]\ngo to x: (-100) y: (-50)\nbroadcast (Change Seen v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\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\n\ndefine Begin Scene # (scene #) go to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Seen v)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix collision in Direction [0]\nbroadcast (Game Loop v)\n\ndefine Fix collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (512)\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 [r v] key pressed\nReset and Begin Level\n\nwhen [right arrow v] key pressed\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\nend\nwait until <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\nswitch costume to (default v)\n\nwhen [d v] key pressed\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\nend\nwait until <not <<key (right arrow v) pressed?> or <key (space v) pressed?>>>\nswitch costume to (default v)\n\nwhen [up arrow v] key pressed\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\nend\nwait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\nswitch costume to (default v)\n\nwhen [w v] key pressed\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\nend\nwait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\nswitch costume to (default v)\n\nwhen [left arrow v] key pressed\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\nend\nwait until <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\nswitch costume to (default v)\n\nwhen [a v] key pressed\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\nend\nwait until <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\nswitch costume to (default v)\n\nwhen [down arrow v] key pressed\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (down v)\nend\nwait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\nswitch costume to (default v)\n\nwhen [down arrow v] key pressed\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (down v)\nend\nwait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\nswitch costume to (default v)\n\n@Levels\n\nwhen flag clicked\nshow\ngo to x: (50) y: (5)\ngo to [back v] layer\n\nwhen I receive [change seen v]\nswitch costume to (join [Scene] (SCENE #))\n\n@Thumbnail\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@Blank\n\n@Blank2\n\n
Use arrow keys or WASD to move...\nWorking on making it mobile-friendly...\nParkour up next level\nTook me 8 hours to make. Hope you like it\nThere are Fifteen levels...\nAll levels are possible (if you try).\nThank you for viewing\n
Halloween platformer!/ハロウィン プラットフォーマー!
@Stage\n\nwhen I receive [終わり v]\nbroadcast (サムネ出し v)\nstop [all v]\n\nwhen flag clicked\nset [ghost v] effect to (20)\nset [brightness v] effect to (-9.5)\nforever\n repeat (100)\n change [ghost v] effect by (0.2)\n change [brightness v] effect by (0.1)\n end\n wait (2) seconds\n repeat (100)\n change [ghost v] effect by (-0.2)\n change [brightness v] effect by (-0.1)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\n\nwhen I receive [12 v]\nswitch backdrop to (背景4 v)\n\nwhen flag clicked\nforever\n play sound [Halloween風の曲 v] until done\nend\n\n@スプライト\n\nwhen I receive [あ v]\nwait (0.5) seconds\nnext costume\nforever\n if <(costume [number v]) = [1]> then\n broadcast (1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (2 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (3 v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (4 v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (5 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (6 v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (7 v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (8 v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (9 v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (10 v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (11 v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (12 v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (9) y: (-8)\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\nwait (0.3) seconds\nrepeat (30)\n change [ghost v] effect by (-5)\nend\n\n\n broadcast (1 v)\nend\n\n@notif\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [行け v]\ngo to x: (0) y: (50)\nhide\nwait (pick random (20) to (30)) seconds\nstart sound [pop v]\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n start sound [pop v]\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n@が\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (コスチューム1 \(1\) v)\nhide\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [3 v]\nset size to (100) %\ngo to x: (56) y: (-123)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [4 v]\nshow\nswitch costume to (コスチューム6 v)\ngo to x: (176) y: (99)\n\nwhen I receive [5 v]\nswitch costume to (コスチューム1 \(1\)2 v)\ngo to x: (86) y: (34)\n\nwhen I receive [6 v]\ngo to x: (154) y: (-169)\nswitch costume to (コスチューム2 v)\n\nwhen I receive [7 v]\ngo to x: (154) y: (-169)\nswitch costume to (コスチューム3 v)\n\nwhen I receive [8 v]\nswitch costume to (コスチューム555555 v)\ngo to x: (-73) y: (-15)\n\nwhen I receive [9 v]\nswitch costume to (コスチューム5 v)\ngo to x: (6) y: (-96)\nshow\n\nwhen I receive [10 v]\nshow\nswitch costume to (コスチューム7 v)\n\nwhen I receive [11 v]\nshow\nswitch costume to (コス1 \(1\)3 v)\n\nwhen I receive [12 v]\nhide\n\nwhen I receive [2 v]\nset size to (50) %\nswitch costume to (コスチューム1 \(1\) v)\nshow\ngo to x: (0) y: (-110)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\n\ndelete this clone\n\nhide\n\n@次に行く\n\nwhen flag clicked\nhide\n\nwhen I receive [あ v]\nshow\ngo to [front v] layer\ngo to x: (465) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nwait (1.2) seconds\nglide (0.5) secs to x: (-465) y: (0)\nhide\nbroadcast (リセット v)\n\nplay sound [ソウル ブレーク v] until done\n\nwhen flag clicked\nclear graphic effects\nset [brightness v] effect to (-10)\n\n@ぷれいやー-\n\nwhen flag clicked\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nset volume to (100) %\n\nwhen flag clicked\nwait (0.5) seconds\ngo to x: (-220) y: (20)\nset [ghost v] effect to (100)\ngo to [back v] layer\nrepeat (30)\n change [ghost v] effect by (-3)\nend\nset rotation style [left-right v]\nswitch backdrop to (背景7 v)\nshow\nset size to (57.5) %\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n reset timer\n if <touching (が v)?> then\n play sound [パキッ v] until done\n wait (0.2) seconds\n start sound [ソウル ブレーク v]\n repeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\n end\n wait (0.8) seconds\n clear graphic effects\n set size to (57.5) %\n go to x: (-189) y: (18)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [xのやつ v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [xのやつ v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\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 (スプライト v)?> then\n change y by (1)\n if <touching (スプライト v)?> then\n change y by (1)\n if <touching (スプライト v)?> then\n change y by (1)\n if <touching (スプライト v)?> then\n change y by (1)\n if <touching (スプライト v)?> then\n change y by (1)\n if <touching (スプライト v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ2 v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (スプライト v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ2 v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (スプライト v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (あ v)\n start sound [Rip v]\n wait (0.69) seconds\n go to x: (-216) y: (50)\n end\n if <touching (ゆ v)?> then\n start sound [High Whoosh v]\n set [yだー v] to [20.89]\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (8)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [リセット v]\nrepeat (10)\n go to x: (-220) y: (20)\nend\n\nwhen flag clicked\nforever\n if <touching color (#eeff00)?> then\n broadcast (終わり v)\n end\nend\n\nrepeat (8)\n\nwait (1) seconds\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to [front v] layer\n\ngo to x: (36) y: (28)\n\n
今回はハロウィンのプラットフォーマーを作ってみました!(ステージ制)難易度は★★★☆☆くらいだと思います。面白かったら⭐️と❤️、良ければフォローも宜しくお願いします!
Sunshine Dimension - A platformer #Games #All
@Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (costume1 v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (45) %\nswitch costume to (costume1 v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (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 [y v] to [14]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <<(x position) > [230]> and <not <(Level) = [12]>>> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n if <<touching (spikes v)?> or <<touching color (#ff2222)?> or <(y position) < [-170]>>> then\n go to x: (-190) y: (-10)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#fff700)?> then\n set [y v] to [17]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#fdff75)?> then\n change [x v] by (5)\n end\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n if <<<(Level) = [4]> or <<<(Level) = [7]> or <<<(Level) = [9]> or <<(Level) = [11]> or <(Level) = [10]>>> or <(Level) = [8]>>> or <(Level) = [5]>>> or <(Level) = [2]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n switch costume to (2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n switch costume to (4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch costume to (5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (10 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch costume to (11 v)\n end\nend\n\n@Decoration\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <<<(Level) = [6]> or <(Level) = [7]>> or <(Level) = [3]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (costume2 v)\n go to x: (40) y: (-140)\n else\n switch costume to (costume1 v)\n go to x: (0) y: (-130)\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n if <<(Level) = [10]> or <(Level) = [4]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n go to x: (-23) y: (-54)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n go to x: (-110) y: (-54)\n end\nend\n\n@Texture\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n switch costume to (Level)\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [12]> then\n switch costume to (12 v)\n show\n end\nend\n\n@Speedy boi\n\nwhen flag clicked\nforever\n if <<<(Level) = [8]> or <(Level) = [11]>> or <(Level) = [6]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch costume to (costume3 v)\n end\nend\n\n@Clouds\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\nwhen I start as a clone\nset [ghost v] effect to (pick random (5) to (30))\nswitch costume to (costume1 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\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n else\n change size by (((90) - (size)) / (3))\n end\n if <(Level) = [12]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((70) - (size)) / (3))\n else\n change size by (((60) - (size)) / (3))\n end\nend\n\nwhen flag clicked\ngo to x: (-58) y: (-40)\ngo to x: (-204) y: (-147)\nshow\nrepeat until <(Level) = [12]>\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [level v] by (1)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-14) y: (-1)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
No ads!\nPART 4 OUT! https://scratch.mit.edu/projects/592943798/\nPART 3: \nhttps://scratch.mit.edu/projects/590633016/\nPART 2 IS OUT: https://scratch.mit.edu/projects/584488285/\nWASD and arrows to move! \nIf you are on mobile, just simply tap the screen!\nThis is my entry of the contest of @Sprites-Sing-Songs\nThanks for playing!\nWOW! 114 views! Thanks!\n217 views!\n23 loves! 22 fav! TYSM! Part 2 is already WIP, so love and fav this project!\nOMG! 315 views! Thanks for playing :D\n403 views! WOW!\n#60 on trending games! TYSM!\n500 views! Hooray!\n603 views! Part 2 is nearly done! Keep playing!\n706 views! Nice!\n806 views! We are getting closer to 1K! TYSM!\nOMG!! I WOKE UP AND NOW IT IS 910 VIEWS! TYSM!\nO.O Let's go! 1000+ views!
Fall(Autumn)Scrolling Platformer【Mobile Support】/秋のスクロールプラットフォーマー【モバイル対応】
@Stage\n\nwhen flag clicked\nset [\(゚∀゚\)アヒャ v] to [0]\nset volume to (50) %\n\nwhen I receive [背景をスタート画面に変更 v]\nset [クリア? v] to [0]\nswitch backdrop to (スタート画面とプレイ中 v)\nforever\n play sound [魔王魂 民族31 v] until done\n play sound [魔王魂 BGM ネオロック72 v] until done\n play sound [魔王魂 アコースティック27 v] until done\n play sound [魔王魂 民族13 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (イントロ v)\n\nwhen I receive [クリア! v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait until <(\(゚∀゚\)アヒャ) = [1]>\nrepeat (5)\n change volume by (-10)\nend\nwait (1) seconds\nrepeat (5)\n change volume by (10)\nend\n\ndefine ランキングリセット\nset [☁ 1位 v] to [10000]\nset [☁ 2位 v] to [20000]\nset [☁ 3位 v] to [30000]\n\n@キャラ\n\nwhen I receive [背景をスタート画面に変更 v]\nshow\npoint in direction (90)\nset [隠せ v] to [0]\nset size to (200) %\ngo to x: (120) y: (-86)\nset rotation style [all around v]\nrepeat until <(隠せ) = [1]>\n set y to ((-86) + (([sin v] of ((タイマー) * (200)) ) * (15)))\nend\nset size to (100) %\n全初期化\nstop [this script v]\n\nwhen I receive [次のコスチューム v]\nnext costume\n\nwhen [r v] key pressed\nif <(ゴールに触れているか) = [0]> then\n broadcast (リトライ v)\nend\n\ndefine 全初期化\nset rotation style [left-right v]\npoint in direction (90)\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]\nset [clearまでにかかった時間 v] to [0]\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\ndefine 動作\nif <not <touching (水 v)?>> then\n if <not <[-25] > (yの力)>> then\n change [yの力 v] by (-1)\n end\nelse\n change [yの力 v] by (-0.1)\nend\nif <touching (ジャンプ台 v)?> then\n start sound [大Jump v]\n set [yの力 v] to [25]\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n if <not <touching (水 v)?>> then\n change [xの力 v] by (1)\n else\n change [xの力 v] by (0.5)\n end\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 if <not <touching (水 v)?>> then\n change [xの力 v] by (-1)\n else\n change [xの力 v] by (-0.5)\n end\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ 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 <not <touching (水 v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n start sound [ジャンプの着地 v]\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\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 <not <touching (水 v)?>> then\n if <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [jump v]\n set [yの力 v] to [15]\n end\nelse\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 [3]\n end\nend\nchange y by (1.1)\nif <<(Y) < [-550]> or <touching (障害物 v)?>> then\n start sound [カーソル移動7 v]\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]\nshow\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 [タイム v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [リトライ v]\n全初期化\n\nwhen flag clicked\nforever\n if <touching (ゴール! v)?> then\n set [ゴールに触れているか v] to [1]\n else\n set [ゴールに触れているか v] to [0]\n end\nend\n\n@ステージ\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n 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 [スタート準備 v]\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [200] [6]\nステージ配置 [2880] [200] [7]\nステージ配置 [3360] [200] [8]\nステージ配置 [3840] [200] [9]\nステージ配置 [4800] [200] [10]\nステージ配置 [5280] [200] [11]\nステージ配置 [6240] [200] [12]\nステージ配置 [6720] [200] [13]\nステージ配置 [7200] [200] [14]\nステージ配置 [7680] [200] [15]\nステージ配置 [8640] [450] [16]\nステージ配置 [9120] [450] [17]\nステージ配置 [9600] [450] [18]\nステージ配置 [10080] [450] [19]\nステージ配置 [10560] [450] [20]\nステージ配置 [11040] [450] [21]\nステージ配置 [11520] [450] [22]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I receive [タイム v]\nstop [other scripts in sprite v]\nhide\n\n@障害物\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <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 [スタート準備 v]\nステージ配置 [480] [0] [1]\nステージ配置 [960] [0] [2]\nステージ配置 [1440] [0] [3]\nステージ配置 [3360] [200] [4]\nステージ配置 [3840] [200] [5]\nステージ配置 [5280] [200] [6]\nステージ配置 [6240] [200] [7]\nステージ配置 [6720] [200] [8]\nステージ配置 [7680] [200] [9]\nステージ配置 [9120] [450] [10]\nステージ配置 [9600] [450] [11]\nステージ配置 [10560] [450] [12]\nステージ配置 [11040] [450] [13]\nswitch costume to (none v)\n\nwhen I receive [タイム v]\nstop [other scripts in sprite v]\nhide\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((4800) - (Camera_x)) ((163) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [4800]\n set [復活y v] to [200]\n start sound [魔王魂 効果音 システム37 v]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen I receive [タイム v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [リトライ v]\nswitch costume to (a v)\nset [チェックポイント到達 v] to [0]\n\n@水\n\nwhen flag clicked\nhide\ngo to [front v] layer\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 [スタート準備 v]\nset [ghost v] effect to (60)\nステージ配置 [480] [0] [1]\nステージ配置 [960] [0] [2]\nステージ配置 [1440] [0] [3]\nステージ配置 [1920] [0] [4]\nステージ配置 [5280] [200] [5]\nステージ配置 [6240] [200] [6]\nステージ配置 [6720] [200] [7]\nswitch costume to (none v)\n\nwhen I receive [タイム v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [スタート準備 v]\n\n@ジャンプ台\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <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 [スタート準備 v]\nステージ配置 [4320] [200] [1]\nステージ配置 [5760] [300] [2]\nステージ配置 [8160] [350] [3]\nステージ配置 [10080] [450] [4]\nswitch costume to (none v)\n\nwhen I receive [タイム v]\nstop [other scripts in sprite v]\nhide\n\n@黒\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [黒 v]\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-5)\nend\nbroadcast (背景をスタート画面に変更 v)\nrepeat (50)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [黒2 v]\nshow\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-5)\nend\nbroadcast (スタート準備 v)\nrepeat (50)\n change [ghost v] effect by (5)\nend\nbroadcast (スタート v)\nhide\nforever\n broadcast (このスクリプトを止める v)\nend\n\nwhen I receive [このスクリプトを止める v]\nstop [other scripts in sprite v]\n\n@メニュー\n\nwhen flag clicked\nhide\n\nwhen I receive [背景をスタート画面に変更 v]\nset [隠せ v] to [0]\nshow\nswitch costume to (プレイ 英語 v)\nクローン [0]\nクローン [1]\nクローン [2]\ngo to x: (-326) y: (100)\nset size to (80) %\nglide (1) secs to x: (-150) y: (100)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (4))\n if <mouse down?> then\n start sound [魔王魂 効果音 システム37 v]\n set [\(゚∀゚\)アヒャ v] to [1]\n broadcast (黒2 v)\n wait until <not <mouse down?>>\n stop [this script v]\n end\n else\n change size by (((80) - (size)) / (4))\n end\nend\n\nwhen I start as a clone\nif <(クローン) = [0]> then\n switch costume to (コスチュームを変更 v)\n set size to (70) %\n go to x: (-292) y: (0)\n hide\n wait (0.5) seconds\n show\n glide (1) secs to x: (-150) y: (0)\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (4))\n if <mouse down?> then\n start sound [魔王魂 効果音 システム37 v]\n broadcast (次のコスチューム v)\n wait until <not <mouse down?>>\n end\n else\n change size by (((70) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nwait until <(隠せ) = [1]>\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [スタート準備 v]\nhide\nset [隠せ v] to [1]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(クローン) = [1]> then\n go to x: (100) y: (79)\n set size to (80) %\n switch costume to (題名 v)\n forever\n set y to ((79) + (([sin v] of ((タイマー) * (200)) ) * (20)))\n point in direction ((([cos v] of ((タイマー) * (150)) ) * (5)) + (90))\n end\nend\n\ndefine クローン (id)\nset [クローン v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(クローン) = [2]> then\n switch costume to (ランキング 英語 v)\n set size to (80) %\n go to x: (-320) y: (-100)\n hide\n wait (1) seconds\n show\n glide (1) secs to x: (-150) y: (-100)\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (4))\n if <mouse down?> then\n start sound [魔王魂 効果音 システム37 v]\n broadcast (ランキング v)\n wait until <not <mouse down?>>\n end\n else\n change size by (((80) - (size)) / (4))\n end\n end\nend\n\n@ブロック\n\nwhen I start as a clone\nset x to (pick random (-230.) to (230))\nswitch costume to (pick random (1) to (6))\nset [ghost v] effect to (60)\nshow\nif <(c) = [0]> then\n repeat until <(y position) > [250]>\n set size to (200) %\n change y by (5)\n turn right (1) degrees\n set size to (100) %\n end\n delete this clone\nelse\n repeat until <(y position) > [250]>\n set size to (200) %\n change y by (5)\n turn left (1) degrees\n set size to (100) %\n end\n delete this clone\nend\n\nwhen I receive [背景をスタート画面に変更 v]\ngo to [back v] layer\ngo to x: (36) y: (-211)\nforever\n set [c v] to (pick random (0) to (1))\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート準備 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [タイム v]\nstop [other scripts in sprite v]\n\n@数字\n\nwhen I receive [タイム v]\nshow\nstop [other scripts in sprite v]\nbroadcast (消せ! v)\nrepeat (3)\n 書く (CLEARまでにかかった時間) X [70] Y [-80] 大きさ [200] 明るさ [0] 透明度 [0] 色 [110]\nend\nif <not <(CLEARまでにかかった時間) < [1]>> then\n if <(☁ 1位) > (CLEARまでにかかった時間)> then\n set [☁ 3位 v] to (☁ 2位)\n wait (0) seconds\n set [☁ 2位 v] to (☁ 1位)\n wait (0) seconds\n set [☁ 1位 v] to (CLEARまでにかかった時間)\n wait (0) seconds\n broadcast (🥇 v)\n else\n if <(☁ 2位) > (CLEARまでにかかった時間)> then\n set [☁ 3位 v] to (☁ 2位)\n wait (0) seconds\n set [☁ 2位 v] to (CLEARまでにかかった時間)\n wait (0) seconds\n broadcast (🥈 v)\n else\n if <(☁ 3位) > (CLEARまでにかかった時間)> then\n set [☁ 3位 v] to (CLEARまでにかかった時間)\n wait (0) seconds\n broadcast (🥉 v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine 書く (数字) X (x) Y (y) 大きさ (大きさ) 明るさ (明るさ) 透明度 (透明度) 色 (色)\nset [color v] effect to (色)\nset [書けた?2 v] to [0]\nhide\ngo to [front v] layer\ngo to x: (x) y: (y)\nset size to (大きさ) %\nset [brightness v] effect to (明るさ)\nset [ghost v] effect to (透明度)\nset [数字の変数 v] to [0]\nrepeat (length of (数字))\n change [数字の変数 v] by (1)\n switch costume to (letter (数字の変数) of (数字))\n create clone of (_myself_ v)\n change x by ((大きさ) / (9.5))\nend\nset [書けた?2 v] to [1]\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nwait until <(書けた?2) = [1]>\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [消せ! v]\ndelete this clone\n\nwhen I receive [スタート v]\ngo to [front v] layer\nタイム測る\n\ndefine タイム測る\nforever\n 書く (CLEARまでにかかった時間) X [130] Y [144] 大きさ [100] 明るさ [0] 透明度 [0] 色 [0]\n wait (0.9) seconds\n broadcast (消せ! v)\n change [clearまでにかかった時間 v] by (1)\nend\n\nwhen I receive [クリア! v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [背景をスタート画面に変更 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ランキング v]\nbroadcast (消せ! v)\nwait (1) seconds\ngo to [front v] layer\nshow\nrepeat (3)\n 書く (☁ 1位) X [-70] Y [140] 大きさ [200] 明るさ [0] 透明度 [200] 色 [0]\n 書く (☁ 2位) X [-70] Y [40] 大きさ [200] 明るさ [0] 透明度 [200] 色 [0]\n 書く (☁ 3位) X [-70] Y [-60] 大きさ [200] 明るさ [0] 透明度 [200] 色 [0]\nend\n\nwhen I receive [ランキングから戻る v]\nstop [other scripts in sprite v]\nbroadcast (消せ! v)\nhide\n\n@バー\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [スタート準備 v]\nshow\n\nwhen I receive [クリア! v]\nhide\n\n@チェックポイント2\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((7200) - (Camera_x)) ((163) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [7200]\n set [復活y v] to [400]\n start sound [魔王魂 効果音 システム37 v]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen I receive [タイム v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [リトライ v]\nswitch costume to (a v)\nset [チェックポイント到達 v] to [0]\n\n@ゴール!\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((11700) - (Camera_x)) ((414) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [11520]\n set [復活y v] to [415]\n set [クリア? v] to [1]\n start sound [魔王魂 効果音 システム37 v]\n broadcast (クリア! v)\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen I receive [タイム v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [リトライ v]\nswitch costume to (a v)\nset [チェックポイント到達 v] to [0]\n\n@クリア!\n\nwhen I receive [クリア! v]\nshow\nrepeat (50)\n change y by (((0) - (y position)) / (4))\nend\nbroadcast (タイム v)\nwait until <mouse down?>\n\nwhen flag clicked\ngo to x: (0) y: (346)\nhide\n\n@宣伝\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\ngo to x: (140) y: (-210)\nset volume to (50) %\nforever\n wait (pick random (30.) to (50)) seconds\n show\n start sound [ポップ v]\n repeat (100)\n change [なめらか v] by ((((-148) - (y position)) / (10)) - ((なめらか) / (4)))\n change y by (なめらか)\n end\n wait (1) seconds\n repeat (100)\n change [なめらか v] by ((((-210) - (y position)) / (10)) - ((なめらか) / (4)))\n change y by (なめらか)\n end\n hide\nend\n\nwhen I receive [クリア! v]\nstop [other scripts in sprite v]\nhide\n\n@リトライ\n\nwhen flag clicked\nhide\ngo to x: (-191) y: (-152)\n\nwhen I receive [スタート準備 v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nstart sound [魔王魂 効果音 システム37 v]\nif <(ゴールに触れているか) = [1]> then\n broadcast (リトライ v)\nend\n\nwhen I receive [クリア! v]\nstop [other scripts in sprite v]\nhide\n\n@ランキングの時の背景\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ランキング v]\ngo to [front v] layer\nshow\n\nwhen I receive [ランキングから戻る v]\nhide\n\n@戻る\n\nwhen flag clicked\ngo to x: (-169) y: (-150)\nhide\n\nwhen I receive [ランキング v]\nif <(クリア?) = [0]> then\n show\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen this sprite clicked\nstart sound [魔王魂 効果音 システム37 v]\nbroadcast (ランキングから戻る v)\nhide\n\n@通知\n\nwhen flag clicked\nhide\n\nwhen I receive [🥇 v]\n背景効果\nswitch costume to (世界記録1位 v)\nスライド\n\ndefine スライド\nclear graphic effects\ngo to x: (0) y: (270)\ngo to [front v] layer\nstart sound [魔王魂 効果音 システム37 v]\nshow\nrepeat (50)\n change y by (((0) - (y position)) / (4))\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [魔王魂 効果音 システム37 v]\nrepeat (50)\n set size to (200) %\n change y by (((-300) - (y position)) / (4))\n set size to (100) %\nend\nhide\nbroadcast (ランキング v)\n\nwhen I receive [🥈 v]\n背景効果\nswitch costume to (世界記録2位 v)\nスライド\n\nwhen I receive [🥉 v]\n背景効果\nswitch costume to (世界記録3位 v)\nスライド\n\ndefine 背景効果\ngo to x: (0) y: (0)\nset [ghost v] effect to (60)\nswitch costume to (背景 v)\nshow\ncreate clone of (_myself_ v)\n\n@サムネだよ~ン\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nif <(language::translate) = [日本語]> then\n switch costume to (サムネ 宣伝入り 日本語 v)\nelse\n switch costume to (サムネ 宣伝入り 英語 v)\nend\ngo to [front v] layer\nstart sound [魔王魂 効果音 システム37 v]\nshow\n\n@タイマー\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@ INTR\n\nwhen I start as a clone\nif <[1] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (blue v)\n go to [front v] layer\n wait (0.7) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nreset timer\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [1]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [3]\ncreate clone of (_myself_ v)\nwait (6) seconds\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [4]\ngo to x: (-240) y: (0)\npoint in direction (0)\ncreate clone of (_myself_ v)\nrepeat (9)\n change x by (55)\n turn right (1) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[2] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n set [ghost v] effect to (40)\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (-394)\n switch costume to (x% v)\n show\n glide (2) secs to x: (0) y: (394)\n delete this clone\nend\n\nwhen flag clicked\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [0]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nrepeat (200)\n set [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [2]\n create clone of (_myself_ v)\n wait (0.8) seconds\nend\n\nwhen I start as a clone\nif <[0] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n switch costume to (black v)\n go to x: (0) y: (0)\n show\n forever\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\nwhen I start as a clone\nif <[3] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (100)\n go to x: (0) y: (186)\n switch costume to (nanakusa03 v)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change y by ((() - (y position)) / (7))\n end\n repeat (2)\n wait () seconds\n end\n set rotation style [all around v]\n repeat (5)\n point in direction (-90)\n set [π v] to [0]\n set size to (0) %\n repeat (30)\n set [π v] to (((π) * (0.75)) + (((90) - (direction)) / (5)))\n turn right (π) degrees\n change size by ((((π) + (10)) * (0.5)) + (((100) - (size)) / (3)))\n end\n end\nend\n\nwhen I start as a clone\nif <[1] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n forever\n go to [back v] layer\n end\nend\n\ngo to x: (0) y: (0)\nswitch costume to (nanakusa03 v)\nshow\n\nwhen I start as a clone\nif <[4] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <[4] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n switch costume to (white v)\n set [π v] to (direction)\n set [color v] effect to (((π) mod (2)) * (25))\n set size to (0) %\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-361)\n repeat (20)\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to ((100) - (size))\n change x by ((((-240) + ((55) * (π))) - (x position)) / (3))\n change y by ((() - (y position)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (0.2) seconds\n broadcast (THE END v)\nend\n\nwhen I receive [the end v]\nif <(ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ) = [4]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n broadcast (黒 v)\n wait ((1) / ()) seconds\n delete this clone\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nstart sound [Blooom - Be Around \[NCS Release\] v]\n\nrepeat (1)\n\n
ーEnglishー\nI'm sorry. I am using a translator, so some of the sentences may be wrong.\n\nBe sure to read to the end.\n\n1. Explanation of the home screen\nAfter the intro, you will go to the home screen. Press "play" to start the game. Then, press the second button from the top to change the skin. Press "ranking" at the end to see time ranking up to the third place.\n\n2. Instructions during play\nYou can control the game by using the arrow keys or WASD, and tapping or clicking the direction you want to go.\nIf you touch the needle, magma, or fall off the ground, the game will be over, and you will start from the checkpoint if you touched the checkpoint, or from the beginning if you did not.\nYou can start over from the beginning by pressing the R key or the "Retry" button at the bottom left.\nThe number on the top right is your time.\nIf you touch the jumping board, you can make a big jump, and if you touch the water, your movement slows down.\n\n3.Explanation of the screen when the game is cleared.\nTouch the flag with a "G" on it to clear it. (There may be a fake one at .....)\nYour time will be displayed under the "Game Clear" sign. If you are in the third to first place of the world record, you will receive a notification and you can click on the notification to see your ranking.\nLet's aim for first place!\n\nI'd appreciate it if you'd press ♥ and ★!\n\n\nー日本語ー\n必ず最後まで読んでください。\n\n1.ホーム画面の説明\nイントロが終わると、ホーム画面に行きます。「play」を押すとゲームを始めることができます。そして、上から2番目のボタンを押すと、スキンを変更できます。最後の「ranking」を押すとタイムのランキングが3位まで表示されます。\n\n2.プレイ中の説明\n矢印キーまたはWASD、行きたい方向をタップかクリックで操作できます。\n針にまたは、マグマに触れるか、地面から落ちてしまうとゲームオーバーになり、チェックポイントに触れていた場合はチェックポイントの場所から、触れていなかった場合は最初からになります。\nRキーを押すか、左下の「リトライ」を押すことで、初めからやり直しできます。\n右上の数字は自分のタイムです。\nジャンプ台に触れると、大きくジャンプすることができ、水に触れると、動きが遅くなります。\n\n3.クリアしたときの説明。\n「G」と書かれた旗に触れるとクリアします。(偽物があるかも.....)\nゲームクリアと書かれている下に自分のタイムが表示されます。世界記録の3位から1位までに入った場合、通知が来るので通知をクリックすることでランキングが表示されます。\n1位を目指そう!\n\n♥と★を押してくれると嬉しいです!\n
Halloween | A Platformer
@Stage\n\nwhen flag clicked\nplay sound [monodyL v] until done\n\nwhen I receive [lol v]\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Famitracker - Spooky Scary Skeletons \(8-Bit VRC6 Remix\).mp3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\n@Player\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-214) y: (125)\n\nwhen I receive [lol v]\nset drag mode [not draggable v]\nshow\nbroadcast (Restart v)\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Sprite2\n\nwhen flag clicked\nset [color v] effect to (0)\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message1 v]\nset size to (10) %\nshow\nrepeat (10)\n change size by (10)\nend\nwait (7) seconds\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.05) seconds\nend\nbroadcast (lol v)\n\n@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@Level2\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n@notif\n\nwhen flag clicked\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]\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
IT'S ALMOST HALLOWEEN SO HERE'S HALLOWEEN A PLATFORMER!\nInstructions:\n-Use Arrow Keys to Move \n-Avoid Ghosts \n-Get to the Candy \nIt's kinda hard, ALL LEVELS ARE POSSIBLE
Underwater Platformer!
@Stage\n\nwhen flag clicked\nforever\n play sound [Bowser's Inside Story - In the Final Theme.mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (-465) y: (-1)\nglide (10) secs to x: (466) y: (3)\ndelete this clone\n\nwhen I receive [effectkill v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [editor v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (84) y: (49)\nshow\nset [my variable v] to [1]\npoint in direction (105)\nforever\n set [my variable v] to [1]\n repeat (30)\n turn left (my variable) degrees\n change [my variable v] by (-0.02)\n end\n set [my variable v] to [-1]\n repeat (30)\n turn left (my variable) degrees\n change [my variable v] by (0.02)\n end\nend\n\nwhen I receive [effectkill v]\nhide\n\nwhen I receive [editor v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n broadcast (playimage v)\n else\n set size to (100) %\n broadcast (no image v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (transition v)\nwait (1) seconds\nbroadcast (effectkill v)\n\nwhen I receive [effectkill v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [editor v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [no image v]\nwait (0.1) seconds\nshow\ngo to x: (-467) y: (-6)\nglide (0.2) secs to x: (-5) y: (0)\n\nwhen I receive [playimage v]\nwait (0.1) seconds\ngo to x: (0) y: (0)\nglide (0.2) secs to x: (-467) y: (0)\nhide\n\nwhen I receive [effectkill v]\nforever\n hide\nend\n\nwhen I receive [editor 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 (120) %\n broadcast (playimage2 v)\n else\n set size to (100) %\n broadcast (noimage2 v)\n end\nend\n\nwhen I receive [effectkill v]\nhide\nstop [other scripts in sprite v]\n\nwhen this sprite clicked\nbroadcast (transition v)\nwait (1) seconds\nbroadcast (editor v)\n\nwhen I receive [editor v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite6\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [noimage2 v]\nwait (0.1) seconds\nshow\ngo to x: (-467) y: (-6)\nglide (0.2) secs to x: (-5) y: (0)\n\nwhen I receive [playimage2 v]\nwait (0.1) seconds\ngo to x: (0) y: (0)\nglide (0.2) secs to x: (-467) y: (0)\nhide\n\nwhen I receive [effectkill v]\nforever\n hide\nend\n\nwhen I receive [editor v]\nforever\n hide\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\ngo to x: (-953) y: (0)\ngo to [front v] layer\nshow\nglide (1) secs to x: (0) y: (0)\nglide (1) secs to x: (953) y: (0)\n\n@Sprite8\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [effectkill v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nglide (0.3) secs to x: (-7) y: (-347)\nnext costume\nglide (0.3) secs to x: (0) y: (0)\n\nwhen I receive [change v]\nnext costume\n\n@Sprite9\n\nwhen I receive [effectkill v]\npoint in direction (90)\nclear graphic effects\nset [jetpack v] to [0]\nshow\ngo to x: (-214) y: (81)\nwait (1) seconds\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.5)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching color (#000000)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (1)\nend\n\nwhen I receive [effectkill v]\nforever\n if <touching color (#fff300)?> then\n broadcast (next v)\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-214) y: (81)\n set [jetpack v] to [0]\n set size to (100) %\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [effectkill v]\nforever\n if <touching color (#ff0000)?> then\n change [lives v] by (-1)\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n turn left (15) degrees\n end\n go to x: (-214) y: (81)\n set [jetpack v] to [0]\n set size to (100) %\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [effectkill v]\nforever\n if <touching color (#00ff1e)?> then\n set [jetpack v] to [1]\n set size to (100) %\n end\nend\n\nwhen I receive [effectkill v]\nforever\n if <<(Jetpack) = [1]> and <key (up arrow v) pressed?>> then\n change [yv v] by (1)\n end\nend\n\nwhen I receive [effectkill v]\nforever\n if <touching color (#00f6ff)?> then\n set size to (50) %\n set [jetpack v] to [0]\n end\nend\n\nwhen I receive [effectkill v]\nforever\n if <touching color (#830000)?> then\n broadcast (change v)\n end\nend\n\nwhen I receive [play v]\nshow\nforever\n if <touching color (#fff300)?> then\n broadcast (next v)\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-214) y: (81)\n set [jetpack v] to [0]\n set size to (100) %\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching color (#ff0000)?> then\n change [lives v] by (-1)\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n turn left (15) degrees\n end\n go to x: (-214) y: (81)\n set [jetpack v] to [0]\n set size to (100) %\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching color (#00ff1e)?> then\n set [jetpack v] to [1]\n set size to (100) %\n end\nend\n\nwhen I receive [play v]\nforever\n if <<(Jetpack) = [1]> and <key (up arrow v) pressed?>> then\n change [yv v] by (1)\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching color (#00f6ff)?> then\n set size to (50) %\n set [jetpack v] to [0]\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [play v]\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [jetpack v] to [0]\nshow\ngo to x: (-214) y: (81)\nwait (1) seconds\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.5)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching color (#000000)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (1)\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [effectkill v]\nclear graphic effects\nforever\n if <(Jetpack) = [1]> then\n show\n go to (sprite9 v)\n change y by (25)\n go to [back v] layer\n else\n hide\n end\nend\n\nwhen I receive [effectkill v]\nforever\n if <(Jetpack) = [1]> then\n if <key (up arrow v) pressed?> then\n switch costume to (costume1 v)\n repeat (4)\n next costume\n end\n create clone of (_myself_ v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n hide\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nswitch costume to (costume6 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (-5)\nend\ndelete this clone\n\nwhen I receive [play v]\nforever\n if <(Jetpack) = [1]> then\n if <key (up arrow v) pressed?> then\n switch costume to (costume1 v)\n repeat (4)\n next costume\n end\n create clone of (_myself_ v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n hide\n end\nend\n\nwhen I receive [play v]\nclear graphic effects\nforever\n if <(Jetpack) = [1]> then\n show\n go to (sprite9 v)\n change y by (25)\n go to [back v] layer\n else\n hide\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [effectkill v]\nswitch costume to (costume1 v)\npoint in direction (90)\nwait (1) seconds\nwait until <([costume # v] of [sprite8 v]) = [16]>\nwait (1) seconds\nshow\ngo to x: (91) y: (242)\nglide (1) secs to x: (96) y: (36)\nrepeat (5)\n turn left (2) degrees\nend\nwait (1) seconds\nrepeat (3)\n repeat (5)\n turn right (4) degrees\n end\n repeat (5)\n turn right (-2) degrees\n end\nend\npoint in direction (90)\nwait (1) seconds\nset [attack v] to (pick random (1) to (3))\npoint in direction (90)\nswitch costume to (costume1 v)\nset [jetpack v] to [1]\nrepeat (2)\n set [attack v] to (pick random (1) to (3))\n if <(attack) = [1]> then\n switch costume to (costume2 v)\n glide (1) secs to x: (-219) y: (203)\n repeat (15)\n change x by (10)\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume4 v)\n wait (0.01) seconds\n end\n switch costume to (costume2 v)\n glide (1) secs to x: (149) y: (208)\n repeat (15)\n change x by (-10)\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume4 v)\n wait (0.01) seconds\n end\n switch costume to (costume1 v)\n else\n if <(attack) = [2]> then\n point in direction (90)\n switch costume to (costume1 v)\n glide (1) secs to x: (237) y: (-9)\n switch costume to (costume5 v)\n wait (1) seconds\n repeat (10)\n turn right (2) degrees\n switch costume to (costume6 v)\n wait (0.01) seconds\n turn right (2) degrees\n switch costume to (costume7 v)\n wait (0.01) seconds\n end\n switch costume to (costume1 v)\n repeat (10)\n turn right (-4) degrees\n end\n point in direction (90)\n else\n switch costume to (costume1 v)\n point in direction (90)\n switch costume to (costume5 v)\n repeat (13)\n turn right (6) degrees\n end\n wait (0.5) seconds\n switch costume to (costume6 v)\n repeat (10)\n turn right (-6) degrees\n wait (0.01) seconds\n end\n switch costume to (costume5 v)\n repeat (4)\n turn right (-6) degrees\n wait (0.01) seconds\n end\n wait (0.5) seconds\n switch costume to (costume6 v)\n repeat (10)\n turn right (4) degrees\n wait (0.01) seconds\n end\n switch costume to (costume1 v)\n point in direction (90)\n end\n end\nend\nglide (1) secs to x: (36) y: (28)\nswitch costume to (costume8 v)\nwait until <touching (sprite9 v)?>\nswitch costume to (costume1 v)\nrepeat (45)\n turn right (8) degrees\nend\npoint in direction (90)\nset [attack v] to (pick random (1) to (3))\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (2)\n set [attack v] to (pick random (1) to (3))\n if <(attack) = [1]> then\n switch costume to (costume2 v)\n glide (1) secs to x: (-219) y: (203)\n repeat (15)\n change x by (10)\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume4 v)\n wait (0.01) seconds\n end\n switch costume to (costume2 v)\n glide (1) secs to x: (149) y: (208)\n repeat (15)\n change x by (-10)\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume4 v)\n wait (0.01) seconds\n end\n switch costume to (costume1 v)\n else\n if <(attack) = [2]> then\n point in direction (90)\n switch costume to (costume1 v)\n glide (1) secs to x: (237) y: (-9)\n switch costume to (costume5 v)\n wait (1) seconds\n repeat (10)\n turn right (2) degrees\n switch costume to (costume6 v)\n wait (0.01) seconds\n turn right (2) degrees\n switch costume to (costume7 v)\n wait (0.01) seconds\n end\n switch costume to (costume1 v)\n repeat (10)\n turn right (-4) degrees\n end\n point in direction (90)\n else\n glide (1) secs to x: (162) y: (-17)\n switch costume to (costume1 v)\n point in direction (90)\n switch costume to (costume5 v)\n repeat (13)\n turn right (6) degrees\n end\n wait (0.5) seconds\n switch costume to (costume6 v)\n repeat (10)\n turn right (-6) degrees\n wait (0.01) seconds\n end\n switch costume to (costume5 v)\n repeat (4)\n turn right (-6) degrees\n wait (0.01) seconds\n end\n wait (0.5) seconds\n switch costume to (costume6 v)\n repeat (10)\n turn right (4) degrees\n wait (0.01) seconds\n end\n switch costume to (costume1 v)\n point in direction (90)\n end\n end\nend\nglide (1) secs to x: (36) y: (28)\nswitch costume to (costume8 v)\nwait until <touching (sprite9 v)?>\nswitch costume to (costume1 v)\nrepeat (45)\n turn right (8) degrees\nend\npoint in direction (90)\nset [attack v] to (pick random (1) to (3))\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (2)\n set [attack v] to (pick random (1) to (3))\n if <(attack) = [1]> then\n switch costume to (costume2 v)\n glide (1) secs to x: (-219) y: (203)\n repeat (15)\n change x by (10)\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume4 v)\n wait (0.01) seconds\n end\n switch costume to (costume2 v)\n glide (1) secs to x: (149) y: (208)\n repeat (15)\n change x by (-10)\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume4 v)\n wait (0.01) seconds\n end\n switch costume to (costume1 v)\n else\n if <(attack) = [2]> then\n point in direction (90)\n switch costume to (costume1 v)\n glide (1) secs to x: (237) y: (-9)\n switch costume to (costume5 v)\n wait (1) seconds\n repeat (10)\n turn right (2) degrees\n switch costume to (costume6 v)\n wait (0.01) seconds\n turn right (2) degrees\n switch costume to (costume7 v)\n wait (0.01) seconds\n end\n switch costume to (costume1 v)\n repeat (10)\n turn right (-4) degrees\n end\n point in direction (90)\n else\n glide (1) secs to x: (162) y: (-17)\n switch costume to (costume1 v)\n point in direction (90)\n switch costume to (costume5 v)\n repeat (13)\n turn right (6) degrees\n end\n wait (0.5) seconds\n switch costume to (costume6 v)\n repeat (10)\n turn right (-6) degrees\n wait (0.01) seconds\n end\n switch costume to (costume5 v)\n repeat (4)\n turn right (-6) degrees\n wait (0.01) seconds\n end\n wait (0.5) seconds\n switch costume to (costume6 v)\n repeat (10)\n turn right (4) degrees\n wait (0.01) seconds\n end\n switch costume to (costume1 v)\n point in direction (90)\n end\n end\nend\nglide (1) secs to x: (36) y: (28)\nswitch costume to (costume8 v)\nwait until <touching (sprite9 v)?>\nswitch costume to (costume1 v)\nrepeat (45)\n turn right (8) degrees\nend\npoint in direction (90)\nhide\nstop [all v]\n\nwhen I receive [effectkill v]\nwait (3) seconds\nwait until <([costume # v] of [sprite8 v]) = [16]>\nforever\n set [jetpack v] to [1]\nend\n\n@Sprite12\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-208) y: (146)\nset drag mode [not draggable v]\nhide\n\nwhen I receive [editor v]\nshow\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (3) y: (11)\nset drag mode [draggable v]\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <key (x v) pressed?>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <key (r v) pressed?>> then\n turn left (1) degrees\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [stop v]\nshow\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen I receive [editor v]\nsay [Click = Spawn clone, Click and drag = Move block, R = Rotate, X = Delete] for (6) seconds\n\n@Sprite13\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-147) y: (146)\nset drag mode [not draggable v]\nhide\n\nwhen I receive [editor v]\nshow\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (3) y: (11)\nset drag mode [draggable v]\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <key (x v) pressed?>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <key (r v) pressed?>> then\n turn left (1) degrees\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [stop v]\nshow\n\nwhen I start as a clone\nforever\n show\nend\n\n@Sprite14\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-96) y: (146)\nset drag mode [not draggable v]\nhide\n\nwhen I receive [editor v]\nshow\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (3) y: (11)\nset drag mode [draggable v]\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <key (x v) pressed?>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <key (r v) pressed?>> then\n turn left (1) degrees\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [stop v]\nshow\n\nwhen I start as a clone\nforever\n show\nend\n\n@Sprite15\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-50) y: (146)\nset drag mode [not draggable v]\nhide\n\nwhen I receive [editor v]\nshow\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (3) y: (11)\nset drag mode [draggable v]\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <key (x v) pressed?>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <key (r v) pressed?>> then\n turn left (1) degrees\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [stop v]\nshow\n\nwhen I start as a clone\nforever\n show\nend\n\n@Sprite16\n\nwhen flag clicked\ngo to x: (187) y: (129)\nhide\n\nwhen I receive [editor v]\nshow\n\nwhen I receive [stop v]\nshow\n\nwhen this sprite clicked\nbroadcast (play v)\nhide\n\n@Sprite17\n\nwhen flag clicked\ngo to x: (186) y: (129)\nhide\n\nwhen I receive [play v]\nshow\n\nwhen this sprite clicked\nbroadcast (stop v)\nhide\n\n@Sprite18\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [del.clone v] to [0]\nshow\nswitch costume to (costume2 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (0.01) seconds\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.01) seconds\nend\nset [del.clone v] to [1]\nhide\n\nwhen I start as a clone\nwait (5.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.01) seconds\nend\ndelete this clone\n\n
Updated || Spooky || A Platformer || Halloween Special
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\n@Sprite2\n\n@Sprite3\n\n@Sprite4\n\n@Sprite5\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nset size to (100) %\nshow\nset [signal v] to [disactivated]\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [xs v] to [0]\nset [ys v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xs v] by (1.5)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xs v] by (-1.5)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upright v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upleft v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (normal v)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (down v)\n end\n change x by (Xs)\n if <touching (ground v)?> then\n change x by ((Xs) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xs) > [0]> then\n set [xs v] to [-15]\n set [ys v] to [10]\n else\n set [xs v] to [15]\n set [ys v] to [10]\n end\n else\n set [xs v] to [0]\n end\n else\n set [xs v] to ((Xs) * (0.8))\n end\n change y by (Ys)\n if <touching (ground v)?> then\n change y by ((Ys) * (-1))\n set [ys v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (player - up v)\n if <(Jumping) = [yes]> then\n set [ys v] to [12]\n set [jumping v] to [no]\n end\n end\n else\n change [ys v] by (-1)\n set [jumping v] to [yes]\n end\n if <(Level) = [21]> then\n if <(y position) < [-170]> then\n change [level v] by (1)\n end\n else\n if <(Level) = [26]> then\n if <[167] < (y position)> then\n change [level v] by (1)\n end\n else\n if <(x position) > [239]> then\n set size to (100) %\n change [level v] by (1)\n go to x: (-190) y: (20)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n end\n end\n if <<<touching (spikes v)?> or <(y position) < [-178]>> or <<touching (arrow v)?> or <<touching (saws v)?> or <<touching (demon v)?> or <touching (lava v)?>>>>> then\n set size to (100) %\n set [xs v] to [0]\n set [ys v] to [0]\n go to x: (-190) y: (50)\n end\n if <touching (trampoline v)?> then\n set [ys v] to [20]\n end\n if <touching (water v)?> then\n set [ys v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [ys v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [ys v] to [-5]\n end\n end\n if <touching (speed ups v)?> then\n set [xs v] to [20]\n end\n if <touching (back ups v)?> then\n set [xs v] to [-20]\n end\n if <touching (small become v)?> then\n set size to (50) %\n end\n if <touching (large become v)?> then\n set size to (100) %\n end\nend\n\nwhen I receive [skip v]\ngo to x: (-190) y: (50)\nchange [level v] by (1)\n\nwhen I receive [restart v]\nset [xs v] to [0]\nset [ys v] to [0]\ngo to x: (-190) y: (50)\n\n@Ground\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nset [level v] to [8]\n\n@Spikes\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait (0.5) seconds\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\n@Trampoline\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Cat\n\nwhen I receive [start v]\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n go to x: (-63) y: (56)\n show\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n go to x: (199) y: (41)\n show\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n go to x: (227) y: (-32)\n show\n end\n if <(Level) = [7]> then\n go to x: (-58) y: (-90)\n show\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n go to x: (-58) y: (-90)\n show\n end\n if <(Level) = [11]> then\n go to x: (-148) y: (-90)\n show\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [13]> then\n go to x: (58) y: (-90)\n show\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nset size to (200) %\nhide\nforever\n switch costume to (cat1 v)\n wait (0.5) seconds\n switch costume to (cat2 v)\n wait (0.5) seconds\nend\n\n@Cauldron\n\nwhen flag clicked\ngo to [back v] layer\nset size to (200) %\nhide\nwait (0.25) seconds\nforever\n switch costume to (cauldron1 v)\n wait (0.5) seconds\n switch costume to (cauldron2 v)\n wait (0.5) seconds\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n go to x: (203) y: (-84)\n show\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n go to [back v] layer\n go to x: (-98) y: (-84)\n show\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n go to [back v] layer\n go to x: (-30) y: (-84)\n show\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n go to [back v] layer\n go to x: (0) y: (-84)\n show\n end\n if <(Level) = [10]> then\n go to [back v] layer\n go to x: (-30) y: (-84)\n show\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [12]> then\n go to [front v] layer\n go to x: (5) y: (10)\n show\n end\n if <(Level) = [13]> then\n go to [back v] layer\n go to x: (78) y: (-84)\n show\n end\nend\n\n@Extra\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Shine\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n go to (player v)\nend\n\n@stars diamond\n\nwhen I start as a clone\ngo [backward v] (100) layers\nset size to (50) %\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\ngo to (random position v)\nshow\nrepeat (10)\n change [ghost v] effect by (-7)\n change [brightness v] effect by (10)\n change size by (1)\nend\nrepeat (10)\n change [ghost v] effect by (7)\n change [brightness v] effect by (-10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [start v]\nhide\nforever\n wait (pick random (0.01) to (0.002)) seconds\n create clone of (_myself_ v)\nend\n\n@stars circle\n\nwhen I start as a clone\ngo [backward v] (100) layers\nset size to (50) %\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\ngo to (random position v)\nshow\nrepeat (10)\n change [ghost v] effect by (-7)\n change [brightness v] effect by (10)\n change size by (1)\nend\nrepeat (10)\n change [ghost v] effect by (7)\n change [brightness v] effect by (-10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [start v]\nhide\nforever\n wait (pick random (0.01) to (0.002)) seconds\n create clone of (_myself_ v)\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (poop v) and wait\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n clear graphic effects\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Restart v)\n\nwhen [k v] key pressed\nif <not <(Level) = [12]>> then\n change [level v] by (1)\n broadcast (Restart v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Restart\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (poop v) and wait\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n clear graphic effects\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (poop v) and wait\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n clear graphic effects\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nforever\n play sound [bg music v] until done\nend\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen [m v] key pressed\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Intro\n\ndefine smooth size to (size) speed (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\n\ndefine smooth glide to x (x) y (y) speed (speed) turn (turn) size (size)\nrepeat until <<<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (turn))>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((turn) - (direction)) / (speed)) degrees\n change size by (((size) - (size)) / (speed))\nend\n\nwhen I start as a clone\nif <(my variable) = [shocksquare]> then\n point in direction (90)\n go to x: (x2) y: (y2)\n switch costume to (shockwave 1 v)\n clear graphic effects\n set size to (0) %\n show\n repeat (5)\n go to [front v] layer\n go [forward v] (1) layers\n next costume\n change size by (((size2) - (size)) / (5))\n end\n repeat (7)\n go to [front v] layer\n go [forward v] (1) layers\n next costume\n change size by (((size2) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n hide\nend\n\ndefine clone square shocks (x) (y) (size)\nset [x2 v] to (x)\nset [y2 v] to (y)\nset [size2 v] to (size)\nset [my variable v] to [shocksquare]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(my variable) = [arrows]> then\n point in direction (90)\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (arrows v)\n clear graphic effects\n go to x: (0) y: (-1000)\n go to [back v] layer\n show\n forever\n repeat (400)\n change y by (5)\n end\n end\nend\n\nwhen flag clicked\nreset timer\nhide\ngo to x: (-299) y: (0)\nset size to (30) %\npoint in direction (-150)\nstart sound [Vexento - Time Goes By v]\nclone [arrows]\nclone square shocks [-150] [-50] [150]\nwait (0) seconds\nclone square shocks [0] [-50] [150]\nwait (0) seconds\nclone square shocks [150] [-50] [150]\nwait (0) seconds\nclone square shocks [-150] [100] [150]\nwait (0) seconds\nclone square shocks [0] [100] [150]\nwait (0) seconds\nclone square shocks [150] [100] [150]\nwait (2) seconds\nclone [bar]\nwait (0.1) seconds\nclone [bar2]\nwait (1) seconds\nclone [circle]\nwait (1) seconds\nclone [slider]\nshow\nswitch costume to (username v)\ngo to [front v] layer\nsmooth glide to x [0] y [0] speed [15] turn [90] size [140]\nsmooth size to [170] speed [3]\nbroadcast (message1 v)\nsmooth size to [80] speed [10]\nhide\nwait (1) seconds\nbroadcast (Start v)\n\nclone square shocks [0] [0] [200]\n\ndefine clone (id)\nset [my variable v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(my variable) = [bar]> then\n switch costume to (bar v)\n go to x: (0) y: (-900)\n point in direction (90)\n set size to (100) %\n go to [front v] layer\n show\n repeat (50)\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [bar2]> then\n switch costume to (bar v)\n go to x: (240) y: (-900)\n point in direction (90)\n set size to (100) %\n show\n repeat (50)\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [circle]> then\n point in direction (90)\n set size to (0) %\n switch costume to (circle v)\n clear graphic effects\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (20)\n switch costume to (size hack v)\n change size by (((998) - (size)) / (10))\n switch costume to (circle v)\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [slider]> then\n point in direction (90)\n set size to (100) %\n switch costume to (slide v)\n clear graphic effects\n go to x: (-550) y: (0)\n go to [front v] layer\n show\n smooth glide to x [0] y [0] speed [10] turn [90] size [100]\nend\n\nwhen I receive [message1 v]\nwait (0.3) seconds\nclone [circle]\n\nwhen [timer v] > (10)\ndelete this clone\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen I receive [start v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\nwhen flag clicked\nforever\n if then\n hide\n delete this clone\n else\n hide\n end\nend\n\n@Thumb\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset volume to (100) %\n\n
Explorer || Platformer 5
@Stage\n\nwhen flag clicked\nswitch backdrop to (bakgrunn1 v)\n\nwhen I receive [start v]\nswitch backdrop to (bühnenbild2 v)\n\nwhen flag clicked\nforever\n play sound [Spirit Final Ver v] until done\nend\n\n@Player\n\nwhen I receive [death v]\nset rotation style [all around v]\nset [y v v] to [10]\nrepeat until <(y position) < [-179]>\n switch costume to (death v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (75) layers\n\nwhen I receive [start v]\npoint in direction (90)\nset rotation style [left-right v]\nshow\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 <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n 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 (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper 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 [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 (platformer v)?> or <touching (helper 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 (platformer v)?> or <touching (helper v)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (enemy v)?> or <<touching (arrows 1 v)?> or <<touching (arrows 2 v)?> or <<touching (enemy4 v)?> or <<<touching (spikes v)?> or <touching (traps v)?>> or <<touching (traps2 v)?> or <<touching (arrows 3 v)?> or <<touching (arrows 4 v)?> or <<touching (lava v)?> or <<touching (lava2 v)?> or <<touching (arrows 5 v)?> or <<touching (enemy2 v)?> or <<touching (enemy3 v)?> or <<touching (traps 3 v)?> or <<touching (arrows 6 v)?> or <<<touching (arrows 7 v)?> or <touching (arrows 8 v)?>> or <<touching (arrows 9 v)?> or <<touching (traps 2 v)?> or <<touching (enemy5 v)?> or <<touching (enemy6 v)?> or <<touching (traps 4 v)?> or <<touching (enemy7 v)?> or <<touching (enemy8 v)?> or <<touching (arrows 10 v)?> or <<<touching (arrows 11 v)?> or <touching (traps3 v)?>> or <<touching (arrows 12 v)?> or <<touching (arrows 13 v)?> or <<touching (arrows 14 v)?> or <<touching (enemy10 v)?> or <<touching (enemy9 v)?> or <<touching (traps4 v)?> or <touching (traps5 v)?>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> then\n broadcast (Death v) and wait\n go to x: (-217) y: (70)\n point in direction (90)\n set rotation style [left-right v]\n broadcast (Reset the moving variables v)\n clear graphic effects\n end\n if <(x position) > [222]> then\n hide\n broadcast (Next Level v) and wait\n go to x: (-214) y: (70)\n broadcast (Reset the moving variables v)\n show\n clear graphic effects\n end\nend\n\nwhen I receive [reset the moving variables v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nhide\ngo to x: (-214) y: (-85)\npoint in direction (90)\n\nwhen I receive [skip v]\nhide\ngo to x: (-214) y: (70)\nbroadcast (Next Level v)\nbroadcast (Reset the moving variables v)\nshow\n\nwhen flag clicked\nforever\n if <<touching (bounce v)?> or <touching (bounce2 v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (speed12 v)?> then\n change [x v] by (10)\n end\n if <<<touching (speed3 v)?> or <touching (speed4 v)?>> or <<touching (speed5 v)?> or <<touching (speed6 v)?> or <<touching (speed v)?> or <<<touching (speed8 v)?> or <<touching (speed9 v)?> or <<touching (speed10 v)?> or <touching (speed2 v)?>>>> or <touching (speed11 v)?>>>>>> then\n change [x v] by (-10)\n end\n if <touching (speed7 v)?> then\n change [y v] by (-10)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (side v)\n else\n switch costume to (up-side v)\n end\n else\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (up-side v)\n else\n switch costume to (up v)\n end\n else\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (down v)\n else\n switch costume to (- v)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (75) layers\nforever\n if <<touching (water v)?> or <touching (water3 v)?>> then\n change [y v] by (1)\n end\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (water v)?>> then\n change [y v] by (1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <touching (water v)?>>> then\n set [y v] to [-1]\n end\n end\nend\n\nwhen I receive [intro finished v]\nbroadcast (start2 v)\n\n@Platformer\n\nwhen I receive [levelübergang v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro finish v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [start v]\nshow\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (level 1 v)\nset [level v] to [1]\nforever\n set drag mode [not draggable v]\n switch costume to ([costume # v] of [platformer v])\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nset [ghost v] effect to (25)\n\nwhen I start as a clone\ngo to x: (270) y: (135)\nshow\nglide (4) secs to x: (-300) y: (135)\ndelete this clone\n\nwhen I receive [start v]\nforever\n go to [back v] layer\n switch costume to (pick random (1) to (10))\n create clone of (_myself_ v)\n wait (pick random (2) to (5)) seconds\nend\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (22) layers\nforever\n set [ghost v] effect to (40)\n if <<([costume # v] of [platformer v]) = [123456789]> or <<([costume # v] of [platformer v]) = [1234567890]> or <([costume # v] of [platformer v]) = [20]>>> then\n switch costume to (water dark v)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (96) y: (-165)\nwait (0.1) seconds\nforever\n glide (0.3) secs to x: (96) y: (-170)\n glide (0.3) secs to x: (96) y: (-165)\nend\n\n@Water2\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n set [ghost v] effect to (20)\n if <<([costume # v] of [platformer v]) = [234567890]> or <<([costume # v] of [platformer v]) = [3234567890]> or <([costume # v] of [platformer v]) = [20]>>> then\n switch costume to (water light v)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (96) y: (-155)\nforever\n glide (0.3) secs to x: (96) y: (-165)\n glide (0.3) secs to x: (96) y: (-155)\nend\n\ngo to x: (96) y: (-165)\n\n@Bounce\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (10) layers\n if <([costume # v] of [platformer v]) = [6]> then\n go to x: (-90) y: (-76)\n show\n else\n if <([costume # v] of [platformer v]) = [13]> then\n go to x: (0) y: (-76)\n show\n else\n if <([costume # v] of [platformer v]) = [4444444]> then\n go to x: (-130) y: (-76)\n show\n else\n if <([costume # v] of [platformer v]) = [444444]> then\n go to x: (-60) y: (-76)\n show\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait until <touching (player v)?>\n repeat (5)\n next costume\n wait (0.05) seconds\n end\nend\n\n@Bounce2\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <([costume # v] of [platformer v]) = [6]> then\n go to x: (90) y: (-76)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait until <touching (player v)?>\n repeat (5)\n next costume\n wait (0.05) seconds\n end\nend\n\n@Speed\n\nwhen flag clicked\nset size to (170) %\nforever\n if <<([costume # v] of [platformer v]) = [7878787878]> or <([costume # v] of [platformer v]) = [1212121221]>> then\n go to x: (-50) y: (-10)\n show\n else\n hide\n end\nend\n\n@Speed2\n\nwhen flag clicked\nset size to (210) %\nforever\n if <([costume # v] of [platformer v]) = [12]> then\n go to x: (-90) y: (-75)\n show\n else\n hide\n end\nend\n\n@Arrows 1\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (-50) y: (-70)\n glide (1) secs to x: (-50) y: (-180)\n wait (1) seconds\n glide (1) secs to x: (-50) y: (-70)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [7777]> then\n show\n else\n hide\n end\nend\n\ngo to x: (-77) y: (-125)\n\n@Arrows 2\n\nwhen flag clicked\nwait (1) seconds\nforever\n go to [back v] layer\n go to x: (150) y: (-100)\n glide (1) secs to x: (150) y: (-150)\n glide (1) secs to x: (150) y: (-100)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [123456]> then\n show\n else\n hide\n end\nend\n\ngo to x: (-77) y: (-125)\n\n@Traps\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [14]> then\n go to [back v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (-87)\n glide (1) secs to x: (0) y: (-127)\n wait (1) seconds\n glide (1) secs to x: (0) y: (-87)\nend\n\n@Arrows 4\n\nwhen flag clicked\nforever\n go to [back v] layer\n point in direction (90)\n go to x: (10) y: (0)\n glide (1) secs to x: (10) y: (50)\n glide (1) secs to x: (10) y: (0)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [10]> then\n show\n else\n hide\n end\nend\n\n@Speed3\n\nwhen flag clicked\nset size to (210) %\nforever\n if <([costume # v] of [platformer v]) = [777777]> then\n go to x: (-32) y: (-75)\n show\n else\n if <([costume # v] of [platformer v]) = [111111]> then\n go to x: (-100) y: (-75)\n show\n else\n hide\n end\n end\nend\n\n@Speed4\n\nwhen flag clicked\nset size to (210) %\nforever\n if <([costume # v] of [platformer v]) = [28718278172]> then\n go to x: (150) y: (-75)\n show\n else\n if <([costume # v] of [platformer v]) = [11111]> then\n go to x: (80) y: (-75)\n show\n else\n if <([costume # v] of [platformer v]) = [1622222]> then\n go to x: (90) y: (-75)\n show\n else\n hide\n end\n end\n end\nend\n\n@Helper\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [1122133545]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (-115) y: (-98)\n glide (3) secs to x: (127) y: (-98)\n glide (3) secs to x: (-115) y: (-98)\nend\n\n@Speed5\n\nwhen flag clicked\nset size to (210) %\nforever\n if <([costume # v] of [platformer v]) = [11111111]> then\n go to x: (-5) y: (-5)\n show\n else\n hide\n end\nend\n\n@Speed6\n\nwhen flag clicked\nset size to (210) %\nforever\n if <([costume # v] of [platformer v]) = [111222]> then\n go to x: (200) y: (-5)\n show\n else\n hide\n end\nend\n\n@Traps2\n\nwhen flag clicked\ngo to x: (10) y: (28)\nforever\n glide (1) secs to x: (10) y: (100)\n glide (1) secs to x: (10) y: (28)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [11]> then\n show\n else\n hide\n end\nend\n\n@Enemy\n\nwhen flag clicked\ngo to x: (-120) y: (-86)\npoint in direction (90)\nforever\n point in direction (90)\n glide (1.5) secs to x: (212) y: (-73)\n point in direction (-90)\n glide (1.5) secs to x: (-120) y: (-73)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [999999]> then\n show\n else\n hide\n end\nend\n\n@Arrows 5\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (20) y: (110)\n glide (1) secs to x: (20) y: (60)\n glide (1) secs to x: (20) y: (110)\nend\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [555555]> then\n show\n else\n hide\n end\nend\n\ngo to x: (-77) y: (-125)\n\n@Speed7\n\nwhen flag clicked\nset size to (210) %\nforever\n if <([costume # v] of [platformer v]) = [11111]> then\n go to x: (28) y: (67)\n show\n else\n hide\n end\nend\n\n@Enemy2\n\nwhen flag clicked\nset size to (75) %\ngo to x: (-95) y: (-90)\npoint in direction (90)\nwait (1) seconds\nforever\n point in direction (90)\n glide (1) secs to x: (-25) y: (-89)\n point in direction (-90)\n glide (1) secs to x: (-120) y: (-89)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [123456789]> then\n show\n else\n hide\n end\nend\n\n@thumbnail\n\nwhen I receive [intro finished v]\nshow\nclear graphic effects\nwait (0.5) seconds\nbroadcast (Start v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n go [forward v] (1000000) layers\nend\n\nwhen flag clicked\nhide\n\n@Skip\n\nwhen flag clicked\nforever\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n broadcast (Skip v)\nend\n\nwhen flag clicked\ngo to x: (195) y: (145)\ngo to [front v] layer\nhide\npoint in direction (90)\nrepeat (30)\n turn right (0.5) degrees\nend\nforever\n repeat (30)\n turn left (1) degrees\n end\n repeat (30)\n turn right (1) degrees\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n go to x: (-211) y: (156)\n if <([costume # v] of [platformer v]) = [18]> then\n hide\n else\n show\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 go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [start v]\ngo to x: (195) y: (145)\nrepeat (5)\n change y by (1)\nend\nforever\n repeat (10)\n change y by (-1)\n end\n wait (0.1) seconds\n repeat (10)\n change y by (1)\n end\n wait (0.1) seconds\nend\n\n@Traps 3\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [platformer v]) = [2222]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (220) y: (-88)\n glide (2) secs to x: (-150) y: (-88)\n glide (2) secs to x: (220) y: (-88)\nend\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (-145)\n repeat (25)\n change y by (-0.25)\n end\n repeat (25)\n change y by (0.25)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <<([costume # v] of [platformer v]) = [34567]> or <<([costume # v] of [platformer v]) = [56789]> or <<([costume # v] of [platformer v]) = [100]> or <<([costume # v] of [platformer v]) = [77]> or <([costume # v] of [platformer v]) = [12334]>>>>> then\n show\n else\n hide\n end\nend\n\n@Arrows 6\n\nwhen flag clicked\nwait (1) seconds\nforever\n go to [back v] layer\n point in direction (90)\n go to x: (-90) y: (-124)\n glide (1) secs to x: (-90) y: (-25)\n glide (1) secs to x: (-90) y: (-124)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [345678]> then\n show\n else\n hide\n end\nend\n\n@Arrows 7\n\nwhen flag clicked\nwait (1) seconds\nforever\n go to [back v] layer\n point in direction (90)\n go to x: (160) y: (-124)\n glide (1) secs to x: (160) y: (-25)\n glide (1) secs to x: (160) y: (-124)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [567890]> then\n show\n else\n hide\n end\nend\n\n@Arrows 8\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [24132]> then\n show\n go to x: (0) y: (-10)\n else\n hide\n end\nend\n\n@Enemy3\n\nwhen flag clicked\ngo to x: (-90) y: (-10)\npoint in direction (90)\nwait (1) seconds\nforever\n point in direction (90)\n glide (1.5) secs to x: (220) y: (-10)\n point in direction (-90)\n glide (1.5) secs to x: (-90) y: (-10)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [5467890']> then\n show\n else\n hide\n end\nend\n\n@Arrows 9\n\nwhen flag clicked\nforever\n go to [back v] layer\n point in direction (90)\n go to x: (0) y: (-154)\n glide (1) secs to x: (0) y: (-100)\n glide (1) secs to x: (0) y: (-154)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [234567]> then\n show\n else\n hide\n end\nend\n\n@Speed8\n\nwhen flag clicked\nset size to (210) %\nforever\n if <([costume # v] of [platformer v]) = [12]> then\n go to x: (110) y: (-77)\n show\n else\n hide\n end\nend\n\n@Speed9\n\nwhen flag clicked\nset size to (170) %\nforever\n if <([costume # v] of [platformer v]) = [67748383]> then\n go to x: (-10) y: (-79)\n show\n else\n hide\n end\nend\n\n@Speed10\n\nwhen flag clicked\nforever\n go to x: (85) y: (-80)\n glide (1) secs to x: (85) y: (-127)\n glide (1) secs to x: (85) y: (-80)\nend\n\nwhen flag clicked\nset size to (170) %\nforever\n go to [back v] layer\n if <([costume # v] of [platformer v]) = [15]> then\n show\n else\n hide\n end\nend\n\n@Speed11\n\nwhen flag clicked\nset size to (170) %\nforever\n if <([costume # v] of [platformer v]) = [123456789]> then\n go to x: (115) y: (-82)\n show\n else\n hide\n end\nend\n\n@Traps 2\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [platformer v]) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\n\ngo to x: (8) y: (-142)\n\nwhen I receive [start2 v]\nforever\n go to [back v] layer\n glide (1) secs to x: (-100) y: (-142)\n glide (1) secs to x: (-100) y: (-40)\nend\n\n@Traps 4\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [platformer v]) = [7]> then\n show\n else\n hide\n end\nend\n\ngo to x: (8) y: (-142)\n\nwhen I receive [start2 v]\nwait (1) seconds\nforever\n go to [back v] layer\n glide (1) secs to x: (100) y: (-142)\n glide (1) secs to x: (100) y: (-40)\nend\n\n@Enemy4\n\nwhen flag clicked\ngo to x: (-95) y: (-10)\npoint in direction (-50)\nwait (1) seconds\nforever\n point in direction (90)\n glide (1.2) secs to x: (140) y: (-10)\n point in direction (-90)\n glide (1.2) secs to x: (-110) y: (-10)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [12345678]> then\n show\n else\n hide\n end\nend\n\n@Enemy5\n\nwhen flag clicked\ngo to x: (-95) y: (-10)\npoint in direction (90)\nforever\n point in direction (90)\n glide (1.7) secs to x: (220) y: (-86)\n point in direction (-90)\n glide (1.7) secs to x: (-160) y: (-86)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [22]> then\n show\n else\n hide\n end\nend\n\n@Enemy6\n\nwhen flag clicked\ngo to x: (-95) y: (-10)\npoint in direction (90)\nwait (1.6) seconds\nforever\n point in direction (90)\n glide (1.7) secs to x: (220) y: (-86)\n point in direction (-90)\n glide (1.7) secs to x: (-160) y: (-86)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [22]> then\n show\n else\n hide\n end\nend\n\n@Enemy7\n\nwhen flag clicked\ngo to x: (-90) y: (-10)\npoint in direction (90)\nforever\n point in direction (90)\n glide (1.5) secs to x: (220) y: (-10)\n point in direction (-90)\n glide (1.5) secs to x: (-90) y: (-10)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [567890']> then\n show\n else\n hide\n end\nend\n\n@Enemy8\n\nwhen flag clicked\ngo to x: (-90) y: (-10)\npoint in direction (90)\nwait (0.5) seconds\nforever\n point in direction (90)\n glide (1.5) secs to x: (220) y: (-10)\n point in direction (-90)\n glide (1.5) secs to x: (-90) y: (-10)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [3245678]> then\n show\n else\n hide\n end\nend\n\n@Arrows 10\n\nwhen flag clicked\nwait (1.5) seconds\nforever\n go to [back v] layer\n go to x: (50) y: (-70)\n glide (1) secs to x: (50) y: (-180)\n wait (1) seconds\n glide (1) secs to x: (50) y: (-70)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [77777]> then\n show\n else\n hide\n end\nend\n\ngo to x: (-77) y: (-125)\n\n@Arrows 11\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (150) y: (-70)\n glide (1) secs to x: (150) y: (-180)\n wait (1) seconds\n glide (1) secs to x: (150) y: (-70)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [7777777]> then\n show\n else\n hide\n end\nend\n\ngo to x: (-77) y: (-125)\n\n@Traps3\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [14]> then\n go to [back v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (1.5) seconds\nforever\n go to x: (0) y: (-87)\n glide (1) secs to x: (0) y: (-127)\n wait (1) seconds\n glide (1) secs to x: (0) y: (-87)\nend\n\n@Arrows 12\n\nwhen flag clicked\nwait (1) seconds\nforever\n go to [back v] layer\n point in direction (90)\n go to x: (-150) y: (-154)\n glide (1) secs to x: (-150) y: (-100)\n glide (1) secs to x: (-150) y: (-154)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [234567]> then\n show\n else\n hide\n end\nend\n\n@Arrows 13\n\nwhen flag clicked\nwait (1) seconds\nforever\n go to [back v] layer\n point in direction (90)\n go to x: (150) y: (-154)\n glide (1) secs to x: (150) y: (-100)\n glide (1) secs to x: (150) y: (-154)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [564789]> then\n show\n else\n hide\n end\nend\n\n@Arrows 14\n\nwhen flag clicked\nforever\n go to [back v] layer\n point in direction (90)\n go to x: (0) y: (-180)\n glide (0.5) secs to x: (0) y: (-110)\n glide (0.5) secs to x: (0) y: (-180)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [12]> then\n show\n else\n hide\n end\nend\n\n@Enemy9\n\nwhen flag clicked\ngo to x: (-95) y: (-10)\npoint in direction (-50)\nwait (0.4) seconds\nforever\n point in direction (90)\n glide (1.2) secs to x: (140) y: (-10)\n point in direction (-90)\n glide (1.2) secs to x: (-110) y: (-10)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [2345678]> then\n show\n else\n hide\n end\nend\n\n@Enemy10\n\nwhen flag clicked\ngo to x: (-95) y: (-10)\npoint in direction (-50)\nforever\n point in direction (90)\n glide (1.2) secs to x: (140) y: (-10)\n point in direction (-90)\n glide (1.2) secs to x: (-110) y: (-10)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [123456]> then\n show\n else\n hide\n end\nend\n\n@Traps4\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [123456789]> then\n go to [back v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (-87)\n glide (1) secs to x: (0) y: (-127)\n glide (1) secs to x: (0) y: (-87)\nend\n\n@Speed12\n\nwhen flag clicked\nwait (1) seconds\nforever\n go to x: (85) y: (-80)\n glide (1) secs to x: (85) y: (-127)\n glide (1) secs to x: (85) y: (-80)\nend\n\nwhen flag clicked\nset size to (170) %\nforever\n go to [back v] layer\n if <([costume # v] of [platformer v]) = [1234567]> then\n show\n else\n hide\n end\nend\n\n@Arrows 3\n\nwhen flag clicked\nwait (1) seconds\nforever\n go to [back v] layer\n go to x: (-140) y: (-100)\n glide (1) secs to x: (-140) y: (-150)\n glide (1) secs to x: (-140) y: (-100)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [12345678]> then\n show\n else\n hide\n end\nend\n\ngo to x: (-77) y: (-125)\n\n@Intro\n\nwhen flag clicked\nbroadcast (Intro finished v)\n\n@Decoration\n\nwhen I receive [levelübergang v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro finish v]\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [start v]\nshow\n\n@Lava2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (-145)\n repeat (25)\n change y by (-0.25)\n end\n repeat (25)\n change y by (0.25)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <<([costume # v] of [platformer v]) = [4]> or <<([costume # v] of [platformer v]) = [5]> or <<([costume # v] of [platformer v]) = [6]> or <<([costume # v] of [platformer v]) = [7]> or <([costume # v] of [platformer v]) = [14]>>>>> then\n show\n else\n hide\n end\nend\n\n@Traps5\n\nwhen flag clicked\nset size to (70) %\nforever\n if <([costume # v] of [platformer v]) = [2]> then\n go to x: (0) y: (-110)\n show\n else\n if <([costume # v] of [platformer v]) = [3]> then\n go to x: (120) y: (-110)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nset [speedofsaw v] to [5]\nforever\n repeat (10)\n repeat (5)\n go to [back v] layer\n turn right (speedofsaw) degrees\n change [speedofsaw v] by (1)\n end\n end\n repeat (10)\n repeat (5)\n go to [back v] layer\n turn right (speedofsaw) degrees\n change [speedofsaw v] by (-1)\n end\n end\nend\n\n
Control with the arrow keys.\nAll levels are possible. \nDon't touch the spikes, the arrows and the lava!
Outline platformer part 1 #games
@Stage\n\nwhen I receive [next level v]\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (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\nif <<(x position) > [230]> and <not <[] = [11]>>> then\n broadcast (next level v)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (15)\n change [color v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching color (#f4ff00)?> then\n change [y v] by (40)\n start sound [Boing v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n switch costume to (you v)\n end\n if <key (2 v) pressed?> then\n switch costume to (bob v)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen flag clicked\n\n\nforever\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nchange [y v] by (-30)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (100) %\nswitch costume to (you v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#ffffff)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [13]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#ffffff)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <<(x position) > [230]> and <not <[] = [11]>>> then\n broadcast (next level v)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n if <(y position) < [-170]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching color (#ff0000)?> then\n if <[] = [2]> then\n start sound [Roblox Death Sound - Sound Effect \(HD\) v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-221) y: (-5)\n else\n if <touching color (#ff0000)?> then\n start sound [Roblox Death Sound - Sound Effect \(HD\) v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-218) y: (-23)\n end\n end\n end\n \n start sound [Roblox Death Sound - Sound Effect \(HD\) v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-218) y: (-23)\n end\n \n start sound [Roblox Death Sound - Sound Effect \(HD\) v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-218) y: (-23)\n end\n \n start sound [Roblox Death Sound - Sound Effect \(HD\) v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-218) y: (-23)\n end\n if <touching (sprite4 v)?> then\n start sound [Roblox Death Sound - Sound Effect \(HD\) v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-218) y: (-23)\n end\n if <touching (sprite5 v)?> then\n start sound [Roblox Death Sound - Sound Effect \(HD\) v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-218) y: (-23)\n end\nend\n\nwhen flag clicked\nforever\n play sound [The Script - Hall Of Fame \(Lyrics\) v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (you2 v)\n else\n switch costume to (you v)\n end\nend\n\n\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (-185) y: (-68)\n\nwhen backdrop switches to [backdrop2 v]\nwait (2) seconds\nsay [I am here to save my world] for (4) seconds\n\n@Sprite2\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (10)\n change size by (-1)\n end\n repeat (10)\n change size by (1)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [stop v] to [0]\nswitch costume to (costume1 v)\nset size to (40) %\nset [ghost v] effect to (0)\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\nsay [Why are you here?] for (2) seconds\nwait (4) seconds\nsay [I WILL DEFEAT YOU] for (4) seconds\nset size to (40) %\ngo to x: (160) y: (-46)\nrepeat until <(stop) = [1]>\n glide (1) secs to (player v)\nend\n\nwhen backdrop switches to [backdrop3 v]\nbroadcast (STOP! v)\nswitch costume to (costume2 v)\nsay [NOOOOOO!] for (2) seconds\nrepeat (10)\n change [ghost v] effect by (15)\nend\nwait (4) seconds\nhide\n\nwhen I receive [stop! v]\ngo to x: (114) y: (-48)\nchange [stop v] by (1)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\n\n
Use arrow keys or tap to move LETS GET THIS ON TRENDING! #36 on overall trending wow! Famous scratcher @prodannau loved and faved\nPART 2 is out! https://scratch.mit.edu/projects/592890985 I HAVE A GAME CONTEST! https://scratch.mit.edu/projects/582746366\n Story\nYou used to be a normal cube until an evil king took over your world and made it an outline!\n\n\nScratch not showing that we have 16 views and four hearts don't know why!
Space - platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-85) y: (0)\nset [camx v] to [130]\nset [camy v] to [0]\nset [speedx v] to [0]\nset [speedy v] to [0]\npoint in direction (90)\nforever\n point in direction (speedx)\n set [ghost v] effect to (0)\n change x by (speedx)\n change y by (speedy)\n change [speedx v] by ((-1.4) * (<key (left arrow v) pressed?> - <key (right arrow v) pressed?>))\n set [speedx v] to ((speedx) * (0.8))\n if <touching (level v)?> then\n change y by ((0) - (speedy))\n set [speedy v] to [0]\n if <touching (level v)?> then\n change y by (1)\n switch costume to (costume1 v)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-2)\n set [speedx v] to ((0) - (speedx))\n end\n end\n end\n end\n end\n end\n end\n change [speedy v] by (-0.5)\n change y by (-1)\n if <touching (level v)?> then\n change [speedy v] by (<key (up arrow v) pressed?> * (12))\n end\n change y by (1)\n if <touching (spike v)?> then\n go to x: (-199) y: (0)\n end\n if <[240] < (x position)> then\n set x to (-210)\n broadcast (nnext v)\n end\n if <(cost) = [1]> then\n go to x: (-240) y: (0)\n set [cost v] to [0]\n end\n change [camx v] by ((0) - ((x position) / (10)))\n change [camy v] by ((y position) / (10))\n broadcast (next v)\n if <[null] < (camy)> then\n repeat (300)\n change y by (10)\n end\n set [speedx v] to [0]\n set [speedy v] to [0]\n set [camx v] to [-130]\n set [camy v] to [900]\n end\n turn right (0) degrees\nend\n\nif <(cpstume) = [1]> then\n\nif <touching (_edge_ v)?> then\n if <[0] < (x position)> then\n broadcast (nnext v)\n end\nend\n\n@Level\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nswitch costume to (cpstume)\n\ndefine new block at () ()\ngo to x: ((camx) + ()) y: ((camy) + ())\n\nwhen flag clicked\nset [cpstume v] to [1]\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nforever\n if <(cpstume) = [2]> then\n switch costume to (costume2 v)\n new block at [5600] [0]\n end\nend\n\nwhen I receive [nnext v]\nset [camx v] to [0]\nchange [cpstume v] by (1)\n\n@thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@spike\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nswitch costume to (cpstume)\n\ndefine new block at () ()\ngo to x: ((camx) + ()) y: ((camy) + ())\n\n
arrow keys to move!\n100 loves and i'll make a sequel!\nwhy is there lava on the moon?\nThe sequel is out! play it here: https://scratch.mit.edu/projects/585170009/
Blue Platformer 3
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [acceleration v] to [1.5]\nset [resistence v] to [0.9]\nset [jump force v] to [14]\nset [speed y v] to [0]\ngo to x: (-200) y: (80)\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(falling) < [3]> then\n set [speed y v] to (jump force)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (acceleration)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by ((0) - (acceleration))\n end\n set [speed x v] to ((speed x) * (resistence))\n change [speed y v] by (gravity)\n Move-in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\ndefine Move-in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching color (#000000)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching color (#000000)?> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <[240] < (x position)> then\n broadcast (next level v)\n set [speed y v] to [0]\n set [speed x v] to [0]\n go to x: (-200) y: (80)\n end\n if <touching (lava v)?> then\n set [speed y v] to [0]\n set [speed x v] to [0]\n go to x: (-200) y: (80)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Super World v] until done\nend\n\n@Lava\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n
ㅡㅡㅡㅡㅡㅡㅡㅡBlue Platformer 3ㅡㅡㅡㅡㅡㅡㅡㅡ\n\nHello.\nWelcome to Blue Platformer 3.\n\n==========Control==========\n- WASD or arrow keys to control.\n- Avoid lava and spikes.\n\n==========Differences==========\n- Better level quality\n- Move creative levels\n- Longer levels.\n\n==========Blue Platformer Series==========\nPart 1: https://scratch.mit.edu/projects/567950772/\nPart 2: https://scratch.mit.edu/projects/574931445/\n\n\n0.5k+ views!!!\n30+ loves!!!\n\n\nIf you like this project, please lov, fav and follow me!!!
Sunshine Dimension 2 - A platformer #All #Games #Art
@Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (3)) until done\n play sound (pick random (1) to (3)) until done\n play sound (pick random (1) to (3)) until done\n play sound (pick random (1) to (3)) until done\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (7)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (45) %\nswitch costume to (middle v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (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 [y v] to [13]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <<(x position) > [230]> and <not <(Level) = [15]>>> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n set size to (45) %\n end\n if <<(y position) = [-180]> or <<touching (lava v)?> or <touching (spikes v)?>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-190) y: (-50)\n set size to (45) %\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#af00ff)?> then\n set size to (20) %\n end\n if <touching color (#fff700)?> then\n set [y v] to [17]\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-190) y: (-50)\nset size to (45) %\n\n@ground\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (Level)\nend\n\n@Clouds\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\nwhen I start as a clone\nswitch costume to (big v)\nset [ghost v] effect to (pick random (5) to (30))\nset size to (100) %\ngo [backward v] (10000000) layers\nswitch costume to (costume1 v)\nshow\ngo to x: (-290) y: (pick random (80) to (20))\nrepeat until <(x position) > [270]>\n go to [back v] layer\n change x by (2)\nend\ndelete this clone\n\nhide\n\n@Spikes\n\nwhen flag clicked\nforever\n if <<<(Level) = [3]> or <<<(Level) = [5]> or <<<(Level) = [7]> or <<<(Level) = [9]> or <<<(Level) = [11]> or <<<(Level) = [13]> or <(Level) = [14]>> or <(Level) = [12]>>> or <(Level) = [10]>>> or <(Level) = [8]>>> or <(Level) = [6]>>> or <(Level) = [4]>>> or <(Level) = [2]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n switch costume to (2 v)\n go to x: (-19) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n switch costume to (3 v)\n go to x: (-19) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n switch costume to (4 v)\n go to x: (-19) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch costume to (5 v)\n go to x: (-19) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (6 v)\n go to x: (-19) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (7 v)\n go to x: (-19) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (8 v)\n go to x: (-19) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch costume to (9 v)\n go to x: (-19) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (10 v)\n go to x: (-19) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch costume to (11 v)\n go to x: (-19) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n switch costume to (12 v)\n go to x: (-19) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n switch costume to (13 v)\n go to x: (-19) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch costume to (14 v)\n go to x: (-19) y: (-73)\n end\nend\n\n@Shrink\n\nwhen flag clicked\nforever\n if <<(Level) = [12]> or <(Level) = [5]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n go to x: (-46) y: (-64)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n go to x: (-130) y: (-64)\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> or <(Level) = [8]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (costume3 v)\n end\nend\n\n@Lava\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(Level) = [12]> then\n show\n else\n hide\n end\nend\n\n@Letters\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\n@follow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n else\n change size by (((90) - (size)) / (3))\n end\n if <(Level) = [15]> then\n show\n else\n hide\n end\nend\n\n@Skip\n\nwhen flag clicked\nshow\nforever\n go to x: (-217) y: (-157)\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n else\n change size by (((90) - (size)) / (3))\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [15]>\n go to [front v] layer\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [level v] by (1)\n broadcast (next level v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n
PART 4 IS HERE! https://scratch.mit.edu/projects/592943798/\nPART 3 IS OUT! https://scratch.mit.edu/projects/590633016/\nPart 1: https://scratch.mit.edu/projects/583136958/ \nSpam the flag xD\nWASD or arrows to move\nIf you are on mobile, just simply tap the screen!\nThanks for playing!\nO.O 100 views in a day?\n21 loves! TYSM!\n200 views!\nHooray 308 views! 35 loves! 26 favs! TYSM!\nHOORAY! 51 loves! 413 views! Part 3 coming soon!\n1k+ views! TYSM!\n2k+ views!\n#23 TRENDING GAMES! LET'S GO!\n4k+!
✧✨❖BLACK Platformer❖✨✧
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [ニラ玉サイコー v]\nnext backdrop\n\n@プラフォ イントロ\n\nwhen I receive [project;start v]\nforever\n play sound [昼下がり気分 v] until done\nend\n\nwhen I receive [project;start v]\ngo to x: (-210) y: (13)\nset size to (100) %\nset rotation style [left-right v]\npoint in direction (90)\nshow\nhide variable [x v]\nplay sound [平凡音楽 v] until done\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 (#000000)?> or <touching color (#656565)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#656565)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#656565)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#656565)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#656565)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#656565)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#656565)?>> 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 (#000000)?> or <touching color (#656565)?>> 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 (#000000)?> or <touching color (#656565)?>>> 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 <<touching color (#ffffff)?> 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 (ニラ玉サイコー 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 flag clicked\nhide\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3\n\nwhen flag clicked\nhide\n\nwhen I receive [project;start v]\nhide\nforever\n wait (pick random (8) to (5)) seconds\n show\n start sound [ポップ v]\n go to x: (-150) y: (180)\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@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@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
日本語説明は下\n【English】\nOperate with arrow keys or tap\nThis platformer was made with the image of "black" !! ♥ and ★ would be a blessing !!\nThis work is a collaboration work with @Nirayossy!\nI hope you follow them !! \n【日本語】\n矢印キーまたはタップで操作\nこのプラットフォーマーは「黒」をイメージに作りました!!♥と★してくれたら恵みになります!!\nこの作品は@Nirayossyさんとのコラボ作品です!\n2人をフォローしてくれると嬉しいです!!
Night & difficult (more gimmicks) platformer 夜&難しい(ギミック多め)プラットフォーマー #all #art #
@Stage\n\n@障害物\n\nwhen flag clicked\n\ngo to x: (-8) y: (-76)\n\nwhen flag clicked\nhide\n\n\n\nforever\n\nwhen flag clicked\n\nwhen I start as a clone\n\ngo to [front v] layer\ngo to x: (25) y: (0)\n\nforever\n if <(level) = [4]> then\n set [きごう v] to [0]\n create clone of (_myself_ v)\n wait (500) seconds\n else\n go to [front v] layer\n repeat (10)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(level) > [3]> then\n forever\n delete this clone\n end\n end\nend\n\nforever\n\n\n\n\n\nforever\n go to [back v] layer\n switch costume to (3a v)\nend\n\nset y to ((-20) + (([cos v] of ((timer) * (100)) ) * (10)))\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(きごう) = [0]> then\n switch costume to (5 v)\n go to [front v] layer\n turn right ((122) / (50)) degrees\n else\n if <(きごう) = [1]> then\n go to [back v] layer\n switch costume to (3a v)\n set y to ((-20) + (([cos v] of ((timer) * (100)) ) * (10)))\n else\n forever\n delete this clone\n end\n end\n end\nend\n\nrepeat (10)\n\ndelete this clone\n\nwhen flag clicked\n\nset [☁ time world record タイム世界記録! v] to [100]\n\nset [☁ time world record タイム世界記録! v] to [45]\n\nwhen I receive [ペントロ終わり v]\nshow\npoint in direction (90)\ngo to [front v] layer\ngo to x: (25) y: (0)\nforever\n if <(level) = [3]> then\n set [きごう v] to [1]\n create clone of (_myself_ v)\n wait (50000000000000000) seconds\n else\n go to [back v] layer\n repeat (10)\n delete this clone\n end\n end\nend\n\nwhen I receive [ペントロ終わり v]\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (25) y: (0)\nforever\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\n if <(level) = [10]> then\n set y to ((10) + (([cos v] of ((timer) * (100)) ) * (10)))\n end\nend\n\nwhen I receive [ペントロ終わり v]\nforever\n if <(level) = [5]> then\n forever\n delete this clone\n end\n end\nend\n\nwhen I receive [ペントロ終わり v]\nset [きごう v] to [0]\n\n@じ\n\nwhen flag clicked\nhide\n\ngo to x: (-180) y: (-80)\n\nswitch costume to (1 v)\n\ngo to [front v] layer\n\nwhen I receive [ペントロ終わり v]\nshow\nset [level v] to [1]\ngo to x: (0) y: (-104)\nforever\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\nend\n\n@Player\n\nwhen flag clicked\n\ndefine rstart\nset size to (125) %\ngo to x: (-200) y: (-70)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine sous\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n \nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n \n change [x v] by (-0.5)\n point in direction (90)\n else\n change [x v] by (-1)\n point in direction (90)\n end\nend\nset [x v] to ((X) * (0.88))\nchange x by (X)\nrepeat (8)\n if <<touching (じ v)?> or <touching (じ2 v)?>> then\n change y by (1.1)\n end\nend\nif <<touching (じ v)?> or <touching (じ2 v)?>> then\n change x by (() - (X))\n change y by (-8.8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [11]\n set [x v] to ((7) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <<touching (じ v)?> or <touching (じ2 v)?>> then\n change y by (() - (Y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (じ v)?> or <touching (じ2 v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [13]\n end\nend\nchange y by (1)\nif <[235] < (x position)> then\n rstart\n change [level v] by (1)\nend\nif <<<(y position) < [-180]> or <touching (障害物 v)?>> or <touching (障害物2 v)?>> then\n rstart\nend\nif <(level) = [9]> then\n if <touching (スプライト4 v)?> then\n if <<touching color (#ff0b0b)?> or <touching color (#ff0505)?>> then\n set [y v] to [20]\n broadcast (t v)\n else\n rstart\n end\n end\nelse\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nchange [x v] by <(level) = [8]>\npoint in direction (90)\n\nif <touching (bounce v)?> then\n\n\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nforever\n\nwhen flag clicked\n\nset [☁ time world record タイム世界記録 v] to [35]\n\n\n\nwhen flag clicked\nforever\n\n\n\nwhen flag clicked\n\nset [level v] to [9]\n\nchange [☁ time world record タイム世界記録 v] by (1)\n\nshow variable [☁ time world record タイム世界記録 v]\n\nset [☁ time world record タイム世界記録 v] to [35]\n\nwhen flag clicked\n\nif then\n\nif then\nend\n\nset [☁ time world record タイム世界記録 v] to [100]\n\nset [☁ time world record タイム世界記録! v] to [0]\n\nshow variable [☁ time world record タイム世界記録! v]\n\nwhen I receive [ペントロ終わり v]\ngo to [front v] layer\nforever\n play sound [Open Secrets v] until done\nend\n\nwhen I receive [ペントロ終わり v]\nwait (1.1) seconds\nforever\n go to [front v] layer\n if <(level) = [3]> then\n if <key (down arrow v) pressed?> then\n switch costume to (コスチューム1 v)\n else\n switch costume to (右 v)\n end\n else\n switch costume to (右 v)\n end\nend\n\nwhen I receive [ペントロ終わり v]\nwait (0.00000001) seconds\nhide variable [☁ time world record タイム世界記録! v]\nset [制限 v] to [50]\n\nwhen I receive [ペントロ終わり v]\nwait (0.1) seconds\nforever\n if <(level) = [11]> then\n show variable [☁ time world record タイム世界記録! v]\n set [制限 v] to [0]\n if <(☁ Time world record タイム世界記録!) > (time タイム)> then\n set [☁ time world record タイム世界記録! v] to (time タイム)\n set [☁ time world record タイム世界記録! v] to ((round ((☁ Time world record タイム世界記録!) * (10))) / (10))\n end\n end\nend\n\nwhen I receive [ペントロ終わり v]\nshow variable [time タイム v]\nset [level v] to [1]\n\nwhen I receive [ペントロ終わり v]\nshow\nrstart\nforever\n sous\nend\n\nwhen I receive [ペントロ終わり v]\nshow\nset [time タイム v] to [0]\nforever\n if <(制限) = [50]> then\n wait (0.1) seconds\n change [time タイム v] by (0.1)\n end\nend\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [ペントロ終わり v]\nshow\ngo to x: (19) y: (13)\nforever\n set x to ((50) + (([sin v] of ((timer) * (100)) ) * (-10)))\nend\n\n@障害物2\n\nwhen flag clicked\nhide\n\nforever\n\nswitch costume to (join (letter (1) of (level)) (letter (2) of (level)))\n\nwhen flag clicked\n\nhide\n\n\nhide\n\ngo to [front v] layer\n\n\n\nswitch costume to (コスチューム1 v)\npoint in direction (90)\n\nset x to (0)\n\nwhen flag clicked\nforever\n\n\n\nwhen I receive [ペントロ終わり v]\nshow\ngo to x: (25) y: (0)\n\nwhen I receive [ペントロ終わり v]\ngo to [front v] layer\nforever\n if then\n show\n switch costume to (4a v)\n turn right ((122) / (50)) degrees\n else\n if <(level) = [5]> then\n switch costume to (コスチューム1 v)\n show\n point in direction (90)\n set x to (-15)\n set y to ((-20) + (([cos v] of ((timer) * (100)) ) * (10)))\n else\n if <(level) = [6]> then\n set y to ((-10) + (([cos v] of ((timer) * (100)) ) * (100)))\n set size to ((90) + (([cos v] of ((timer) * (200)) ) * (10))) %\n set x to (60)\n switch costume to (コスチューム2 v)\n show\n point in direction (90)\n else\n if <(level) = [7]> then\n switch costume to (コスチューム3 v)\n show\n point in direction (90)\n set y to ((-10) + (([cos v] of ((timer) * (100)) ) * (100)))\n set x to (78)\n else\n if <(level) = [10]> then\n show\n show\n switch costume to (4a v)\n turn right ((122) / (50)) degrees\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@じ2\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nset x to (78)\n\nwhen I receive [ペントロ終わり v]\nforever\n set y to ((-10) + (([cos v] of ((timer) * (100)) ) * (100)))\nend\n\nwhen I receive [ペントロ終わり v]\nshow\nset [level v] to [1]\ngo to x: (0) y: (-104)\nforever\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\nend\n\n@スプライト2\n\nwhen flag clicked\n\nchange y by (10)\n\nwhen flag clicked\n\nwait (1) seconds\n\nforever\nend\n\nrepeat (10)\n hide\nend\n\nset [ghost v] effect to (0)\n\nforever\n\nwhen flag clicked\n\nwhen I receive [ペントロ終わり v]\ngo to [front v] layer\n\nwhen I receive [ペントロ終わり v]\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [ペントロ終わり v]\ngo to x: (-2) y: (-56)\nforever\n if <(level) = [8]> then\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (aaa v)\n wait (pick random (1.5) to (2.5)) seconds\n go to x: (-2) y: (-56)\n set [ghost v] effect to (0)\n broadcast (y v)\n wait (pick random (1.5) to (2.5)) seconds\n else\n if <(level) = [10]> then\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (aaa v)\n wait (pick random (5) to (10)) seconds\n go to x: (-2) y: (-56)\n set [ghost v] effect to (0)\n broadcast (y v)\n wait (pick random (1.5) to (2.5)) seconds\n else\n repeat (10)\n hide\n end\n end\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [y v]\nshow\nforever\nend\n\nwhen I receive [aaa v]\nhide\n\nshow\n\nwhen I receive [ペントロ終わり v]\nhide\nwait (1) seconds\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [ペントロ終わり v]\nforever\n go to (player v)\n if <(level) = [9]> then\n hide\n end\nend\n\nshow\n\n@Love fave\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [ペントロ終わり v]\nset [costume v] to [0]\nhide\nforever\n wait (pick random (10) to (15)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [ペントロ終わり v]\nhide\n\n@スプライト11\n\nwhen I receive [新しい v]\nshow\nforever\n go to [front v] layer\n set y to ((5) + (([sin v] of ((timer) * (150)) ) * (10)))\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (5)))\n set size to ((210) + (([sin v] of ((timer) * (200)) ) * (5))) %\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [ペントロ終わり v]\nforever\n if <(level) = [11]> then\n broadcast (新しい v)\n end\nend\n\nwhen flag clicked\ngo to x: (4) y: (-14)\nhide\n\ngo to (random position v)\n\n@スプライト3\n\nwhen flag clicked\n\nwhen I receive [メッセージ1 v]\n\nset [y2 v] to [1]\nwait (0.5) seconds\nset [y2 v] to (((timer) * ()) * (5))\nwait (0.5) seconds\n\nchange y by (y2)\nchange y by (y2)\nchange y by (y2)\n\nwhen I receive [メッセージ1 v]\n\nforever\n\nrepeat (3)\nchange y by (y2)\nchange size by (滑らか〜)\n\nwait (0.1) seconds\nrepeat (3)\n change y by (y2)\n change size by (滑らか〜)\nend\n\nwhen I receive [メッセージ1 v]\n\nwhen I receive [メッセージ1 v]\n\nforever\n change y by (1)\n wait (2.4) seconds\nend\n\nwhen I receive [新しい v]\ngo to x: (-31) y: (-14)\nshow\nforever\n set y to ((5) + (([sin v] of ((timer) * (150)) ) * (5)))\nend\n\nset size to ((100) + (([sin v] of ((timer) * (200)) ) * (3))) %\n\nwhen I receive [新しい v]\n\nwhen I receive [新しい v]\nforever\n set [滑らか〜 v] to [0.2]\n wait (1) seconds\n set [滑らか〜 v] to [-0.2]\n wait (1) seconds\nend\n\nwhen I receive [新しい v]\n\nwhen I receive [新しい v]\nwait (0.00000001) seconds\ngo to [front v] layer\n\nwhen I receive [ペントロ終わり v]\nset size to (100) %\npoint in direction (90)\nhide\ngo to x: (-31) y: (-14)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\n\n@48BBE069-020C-4441-841E-354CF52FAF17\n\nwhen flag clicked\nhide\n\n@スプライト6\n\nwhen flag clicked\nhide\n\n@4B283631-70EB-4A93-91E3-92498E9E677F\n\nwhen flag clicked\nhide variable [time タイム v]\nhide\n\nset [ghost v] effect to (100)\n\nwhen I receive [新しい v]\nshow variable [time タイム v]\n\n@penzoid\n\ndefine ~~ (s)\nset [i v] to [1]\nrepeat (length of [intro:d v])\n set pen size to (((item (i) of [intro:d v]) / (5)) + (s))\n go to x: (item (i) of [intro:x v]) y: (item (i) of [intro:y v])\n pen down\n pen up\n change [i v] by (1)\nend\n\ndefine reset\nerase all\nset pen (brightness v) to (100)\nset pen (color v) to (0)\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (コスチューム1 v)\nset size to ((1) / (0)) %\nclear graphic effects\nshow\nset [s v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [d v] to [0]\nset [t v] to [0]\nset [b v] to [480]\ndelete all of [intro:a v]\nadd [0] to [intro:a v]\ndelete all of [intro:c v]\nadd [0] to [intro:c v]\ndelete all of [intro:b v]\nadd [100] to [intro:b v]\nstart sound [Egzod - Departure \(feat v]\nreset timer\n\ndefine ◇\nset [i v] to [1]\nrepeat until <(length of [intro:c v]) < (i)>\n replace item (i) of [intro:c v] with ((item (i) of [intro:c v]) + (((item (i) of [intro:b v]) - (item (i) of [intro:c v])) / (5)))\n change [i v] by (1)\nend\nif <(t) < (timer)> then\n set [t v] to ((timer) + (0.7))\n set [i v] to [1]\n repeat until <(length of [intro:c v]) < (i)>\n replace item (i) of [intro:b v] with ((item (i) of [intro:b v]) + (100))\n if <[840] < (item (i) of [intro:c v])> then\n delete (i) of [intro:c v]\n delete (i) of [intro:b v]\n delete (i) of [intro:a v]\n else\n change [i v] by (1)\n end\n end\n add [0] to [intro:c v]\n add [100] to [intro:b v]\n add ((1) - (item (length of [intro:a v]) of [intro:a v])) to [intro:a v]\nend\nrepeat (5)\n change [j v] by (0.2)\n add (([cos v] of (((j) * (5)) + (0)) ) * (200)) to [intro:x v]\n add (([sin v] of (((j) * (5)) + (15)) ) * (100)) to [intro:y v]\n add [100] to [intro:d v]\n add (([cos v] of (((j) * (5)) + (0)) ) * (-200)) to [intro:x v]\n add (([sin v] of (((j) * (5)) + (15)) ) * (-100)) to [intro:y v]\n add [100] to [intro:d v]\nend\nset [i v] to [1]\nrepeat until <(length of [intro:d v]) < (i)>\n replace item (i) of [intro:d v] with (((item (i) of [intro:d v]) * (0.9)) - (1))\n if <(item (i) of [intro:d v]) < [1]> then\n delete (i) of [intro:x v]\n delete (i) of [intro:y v]\n delete (i) of [intro:d v]\n end\n change [i v] by (1)\nend\n\ndefine ◆ (s) ( )\nchange pen (color v) by (() * (0.5))\nset [i v] to [1]\nrepeat until <(length of [intro:c v]) < (i)>\n if <((item (i) of [intro:a v]) mod (2)) = ( )> then\n point in direction (d)\n go to x: (x) y: (y)\n move ((([abs v] of ([cos v] of ((timer) * ((360) / (1.1))) ) ) * (15)) + ((s) + (item (i) of [intro:c v]))) steps\n turn left (45) degrees\n pen down\n repeat (4)\n turn left (90) degrees\n move (([sqrt v] of (2) ) * (((item (i) of [intro:c v]) + (s)) + (([abs v] of ([cos v] of ((timer) * ((360) / (1.1))) ) ) * (15)))) steps\n end\n pen up\n end\n change [i v] by (1)\nend\n\ndefine black (b)\nset pen size to (b)\nset pen color to (#000000)\ngo to x: (280) y: (240)\npen down\ngo to x: (-280) y: (240)\npen up\ngo to x: (280) y: (-240)\npen down\ngo to x: (-280) y: (-240)\npen up\n\nwhen I receive [pentro v]\nreset\nstart\nwait (0.3) seconds\nset [b v] to [480]\nrepeat (30)\n erase all\n ◇\n back\n set pen color to (#ffffff)\n set pen size to (25)\n ◆ [30] [1]\n ◆ [30] [0]\n set pen color to (#ff3e3e)\n set pen size to (40)\n ◆ [0] [1]\n ◆ [0] [0]\n set pen color to (#ffffff)\n set pen size to (5)\n ◆ [0] [1]\n ◆ [0] [0]\n **\n ~~~~~\n stamp X: (x) Y: (y) 向き: (d) 大きさ (s)\n pon! (x2) (penzoid: y2) (C)\n pon! ((x2) * (-1)) ((penzoid: y2) * (-1)) (C)\n black (B)\n change [b v] by (((250) - (B)) / (5))\nend\nrepeat until <(timer) > [13]>\n erase all\n ◇\n back\n set pen color to (#ffffff)\n set pen size to (25)\n ◆ [30] [1]\n ◆ [30] [0]\n set pen color to (#ff3e3e)\n set pen size to (40)\n ◆ [0] [1]\n ◆ [0] [0]\n set pen color to (#ffffff)\n set pen size to (5)\n ◆ [0] [1]\n ◆ [0] [0]\n **\n ~~~~~\n stamp X: (x) Y: (y) 向き: (d) 大きさ (s)\n pon! (x2) (penzoid: y2) (C)\n pon! ((x2) * (-1)) ((penzoid: y2) * (-1)) (C)\n if <not <(D) = [0]>> then\n set pen color to (#ff3e3e)\n set pen (transparency v) to (D)\n pen [0] [0] [0] [0] [1000]\n end\n black [250]\nend\nrepeat (30)\n erase all\n ◇\n back\n set pen color to (#ffffff)\n set pen size to (25)\n ◆ [30] [1]\n ◆ [30] [0]\n set pen color to (#ff3e3e)\n set pen size to (40)\n ◆ [0] [1]\n ◆ [0] [0]\n set pen color to (#ffffff)\n set pen size to (5)\n ◆ [0] [1]\n ◆ [0] [0]\n **\n ~~~~~\n stamp X: (x) Y: (y) 向き: (d) 大きさ (s)\n pon! (x2) (penzoid: y2) (C)\n pon! ((x2) * (-1)) ((penzoid: y2) * (-1)) (C)\n if <not <(D) = [0]>> then\n pon! [0] [0] (D)\n end\n black (B)\n change [b v] by (((490) - (B)) / (5))\nend\nend\n\nwhen flag clicked\nbroadcast (pentro v)\n\ndefine pen (x) (y) (x2) (y2) (s)\nset pen size to (s)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine start\nset pen color to (#000000)\nset pen (transparency v) to (90)\nrepeat (20)\n pen [0] [0] [0] [0] [1000]\nend\n\ndefine back\nset pen color to (#ffffff)\npen [0] [0] [0] [0] [1000]\nset pen color to (#ff3e3e)\nset [a v] to [-162]\nrepeat (10)\n pen [240] (A) [-240] (A) [20]\n change [a v] by (36)\nend\n\ndefine stamp X: (x) Y: (y) 向き: (d) 大きさ (s)\nswitch costume to (コスチューム1 v)\ngo to x: (x) y: (y)\npoint in direction (d)\nswitch costume to (harukimann v)\nset size to (s) %\nstamp\nswitch costume to (コスチューム1 v)\nset size to ((1) / ()) %\n\nwhen I receive [pentro v]\nwait (1) seconds\nrepeat (30)\n change [d v] by (((90) - (d)) / (5))\n set [s v] to (d)\nend\n\nwhen I receive [pentro v]\nwait until <(timer) > [2.5]>\nrepeat (30)\n change [d v] by (((30) - (d)) / (5))\n set [s v] to (d)\nend\nrepeat (30)\n change [d v] by (((150) - (d)) / (5))\n set [s v] to (d)\nend\nrepeat (30)\n change [d v] by (((90) - (d)) / (5))\n set [s v] to (d)\nend\nset [d v] to [-90]\nrepeat (50)\n change [d v] by (((90) - (d)) / (8))\nend\nset [d v] to [-90]\nrepeat (50)\n change [d v] by (((90) - (d)) / (8))\nend\nrepeat (30)\n change [x v] by (((100) - (x)) / (5))\nend\nrepeat (30)\n change [x v] by (((-100) - (x)) / (5))\n change [d v] by (((-90) - (d)) / (5))\nend\nrepeat (30)\n change [x v] by (((0) - (x)) / (5))\n change [d v] by (((90) - (d)) / (5))\nend\nset [d v] to [-90]\nrepeat (50)\n change [d v] by (((90) - (d)) / (8))\nend\n\ndefine ~~~~~\nset pen color to (#ff3e3e)\n~~ [20]\nset pen color to (#ffffff)\n~~ [10]\nset pen color to (#ff3e3e)\n~~ [5]\nset pen color to (#ffffff)\n~~ [0]\n\ndefine end\nset [b v] to [480]\nrepeat (50)\n erase all\n black (B)\n change [b v] by (((120) - (B)) / (5))\nend\nbroadcast (ペントロ終わり v)\n\ndefine pon! (x) (y) (g)\nset pen color to (#ffffff)\nset pen (transparency v) to (g)\npen (x) (y) (x) (y) [150]\n\nwhen I receive [pentro v]\n\n set [x2 v] to [-240]\n set [penzoid: y2 v] to [100]\n repeat (6)\n set [c v] to [20]\n repeat (3)\n change [c v] by (20)\n end\n change [x2 v] by (96)\n end\n set [x2 v] to [240]\n repeat (6)\n set [c v] to [20]\n repeat (3)\n change [c v] by (20)\n end\n change [x2 v] by (-96)\n end\nend\n\ndefine **\nset pen color to (#ffffff)\nset [a v] to [0]\nrepeat (70)\n pen (item ((219) - (A)) of [intro:x v]) (item ((219) - (A)) of [intro:y v]) (x) (y) [2]\n pen (item ((220) - (A)) of [intro:x v]) (item ((220) - (A)) of [intro:y v]) (x) (y) [2]\n change [a v] by (1)\nend\n\nwhen I receive [pentro v]\nwait until <(timer) > [6.8]>\nrepeat (6)\n set [d v] to [0]\n repeat (2)\n change [d v] by (50)\n end\nend\n\nwhen I receive [ペントロ終わり v]\nhide\nerase all\nstop [this script v]\n\nwhen flag clicked\nwait (0.0001) seconds\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen I receive [ペントロ終わり v]\n\nwhen I receive [bbb v]\n\nbroadcast (bbb v)\n\nwhen this sprite clicked\n\n@スプライト7\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (99)\nend\n\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (bbb v)\nstop [all v]\n\nbroadcast (ペントロ終わり v)\n\nwhen I receive [bbb v]\nbroadcast (ペントロ終わり v)\nhide\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (bbb v)\n stop [all v]\n end\nend\n\n@スプライト8\n\nwhen flag clicked\nshow\nwait (3) seconds\nhide\n\nwhen I receive [ペントロ終わり v]\nhide\n\n
十字キーで移動 またはタップです。 \nMade to express the beauty of nature\n\n⭐︎リミックスも!してくれたら嬉しいです!\nhttps://scratch.mit.edu/studios/30543801/ \nスタジオのフォローもよろしくお願いします!↑\nThank you for following the studio!↑\n\n⚠️Tap or spacebar to skip the intro. ⚠️\n⚠️タップまたはスペースキーでイントロをとばせます。\n↓ ↓ ↓\nhttps://scratch.mit.edu/studios/30543801/ \nスタジオのフォローもよろしくお願いします!↑\nThank you for following the studio!↑\n\n3ステージ目だけしゃがめます。(↓キー)\nSquat only on the 3rd stage. (↓ key)\n\n⚠️Don't advertise! 宣伝するなよ!\n\n結構難しいと思いますが慣れたら結構簡単です\nI think it's quite difficult, but once you get used to it, it's quite easy\n\n
Classic Platformer || Thebach2211
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [WickedWonderland-MartinTungevaag-2 v] until done\nend\n\nif <(pick random (1) to (3)) = [1]> then\nelse\n play sound (pick random (1) to (5)) until done\nend\n\nwhen I receive [change level v]\n\n switch backdrop to (backdrop1 v)\n stop [this script v]\nend\n\n\nswitch backdrop to (>100 v)\nstop [this script v]\n\nif <(Level #) > [11]> then\nswitch backdrop to (1 v)\n\n@Player\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (stand v)\nset size to (50) %\npoint in direction (90)\nset rotation style [left-right v]\nset [resistance v] to [0.8]\nset [acceleration v] to [1.5]\nset [jump force v] to [12]\nset [jump duration v] to [7]\nset [gravity v] to [-1.25]\nReset & Begin [1]\n\ndefine Move in steps (step)\nchange [falling v] by (1)\nrepeat (step)\n set [last value v] to (x position)\n change x by ((Speed X) / (step))\n Check touching soild\n if <(touching) > [0]> then\n Collide X - Slope/Wall\n end\n set [last value v] to (y position)\n change y by ((Speed Y) / (step))\n Check touching soild\n if <(touching) > [0]> then\n Collie Y - Celling/Floor\n end\nend\n\ndefine Check touching soild\nif <<<touching color (#000000)?> or <touching color (#458552)?>> or <touching color (#1a1a1a)?>> 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 - LR\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) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(Wall Slide) > [0]> then\n Check Wall Slide\n if <(Speed Y) < [0]> then\n set [speed y v] to ((Speed Y) * (0.6))\n end\nend\n\ndefine Controls - LR\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<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 else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((ACCELERATION) * (KEY X))\n point in direction ((90) * (KEY X))\n change [frame v] by (1)\nend\nset [speed x v] to ((Speed X) * (RESISTANCE))\n\ndefine Reset & Begin (level#)\nstop [other scripts in sprite v]\nset [long jump v] to [0]\nset [jumping v] to [0]\nset [wall slide v] to [0]\nset [frame v] to [0]\nset [level # v] to (level#)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-150) y: (50)\nbroadcast (Change Level 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 Level # ((Level #) + (1)) go to XY [-235] []\nend\nif <(x position) < [-235]> then\n Begin Level # ((Level #) - (1)) go to XY [235] []\nend\nif <(y position) > [180]> then\n Begin Level # ((Level #) + (100)) go to XY [] [-170]\nend\nif <<(y position) < [-180]> and <(Level #) > [100]>> then\n Begin Level # ((Level #) - (100)) go to XY [] [180]\nend\nif <<<(y position) < [-177]> and <(Level #) < [100]>> or <<touching color (#ff0000)?> or <touching color (#ff1a1a)?>>> then\n if <not <(username) = [Thebach2211]>> then\n Fell Vold\n set [level # v] to [1]\n broadcast (Change Level v)\n end\nend\n\nif <(go) = [0]> then\n\ndefine Begin Level # (l#) go to XY (x) (y)\nset [level # v] to (l#)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Level v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check touching soild\n if <(touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Set costume\nset rotation style [left-right v]\nif <(Wall Slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(Speed Y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check touching soild\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope/Wall\nCheck Wall Slide\nchange y by (1)\nCheck touching soild\nif <(touching) > [0]> then\n change y by (1)\n Check touching soild\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((Speed X) * (0.8))\nend\nset [speed x v] to ((Speed X) * (0.95))\nSlip\n\ndefine Collie Y - Celling/Floor\nset y to (last value)\nif <(Speed Y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((Speed Y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck touching soild\nif <(touching) < [1]> then\n set [falling v] to [0]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck touching soild\nif <(touching) < [1]> then\n set [falling v] to [0]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\nwhen [l v] key pressed\nif <not <(username) = [skyhigh173]>> then\n ask [Are you sure you want to cheat?\(Y/N\)] and wait\n if <not < (answer) contains [Y]?>> then\n stop [this script v]\n end\nend\nask [Set level# to?] and wait\nset [level # v] to (answer)\nbroadcast (Change Level v)\nwait (0) seconds\nFix Collision in Direction [0]\n\nwhen [d v] key pressed\nif <(username) = [skyhigh173]> then\n set drag mode [draggable v]\n wait (4) seconds\n set drag mode [not draggable v]\nend\n\ndefine Check Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck touching soild\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Fell Vold\nbroadcast (spikes v)\nset [1 v] to [1]\nset [2 v] to [1]\nset [3 v] to [1]\nset [4 v] to [1]\nset [5 v] to [1]\nset [6 v] to [1]\nset [7 v] to [1]\nset [8 v] to [1]\nset [9 v] to [1]\nset [10 v] to [1]\nset [11 v] to [1]\nset [12 v] to [1]\nif <(Level #) > [20]> then\n Reset & Begin [21]\n stop [this script v]\nend\nif <(Level #) > [7]> then\n Reset & Begin [7]\n stop [this script v]\nend\nReset & Begin [1]\n\nbroadcast (Change Level v)\n\nwhen I receive [talk v]\nwait (14) seconds\nsay [MEOW meow ?] for (2) seconds\nwait (13.5) seconds\nsay [meowww ] for (1.7) seconds\n\nwhen I receive [dodge v]\nswitch costume to (run-01 v)\nrepeat (10)\n change x by (20)\n next costume\nend\n\nwhen flag clicked\nwait until <<touching (sprite33 v)?> and <(Level #) = [211]>>\nset [level # v] to [13]\nbroadcast (Change Level v)\n\nwhen flag clicked\nshow variable [level # v]\n\n@level\n\nwhen flag clicked\nset [brightness v] effect to (10)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change level v]\nswitch costume to (join [L] (Level #))\n\nwhen [1 v] key pressed\nif <(username) = [Thebach2211]> then\n ask [type your level you want ] and wait\n set [level # v] to (answer)\n switch costume to (join [L] (Level #))\n broadcast (Change Level v)\nend\n\n@Cloud\n\nwhen flag clicked\n\nhide\nswitch costume to (small v)\nset size to (200) %\nset [speed x v] to []\nforever\n go to x: (-280) y: (pick random (0) to (175))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (60))\nset [speed x v] to (pick random (1.) to (3.))\nrepeat until <(x position) > [300]>\n change x by (Speed X)\nend\ndelete this clone\n\n@background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [change level v]\ngo to [back v] layer\nswitch costume to (join [/] (Level #))\nhide\nif <(costume [name v]) = (join [/] (Level #))> then\n show\nend\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nset [apear v] to [1]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [1 v] to [1]\nforever\n if <(1) = [1]> then\n point in direction (90)\n else\n if <(1) = [2]> then\n point in direction (180)\n end\n end\nend\n\n@Sprite2\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [apear v] to [0]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [2 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [2 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite3\n\nwhen flag clicked\nset [apear v] to [102]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [2 v] to [1]\nforever\n if <(2) = [1]> then\n point in direction (-90)\n else\n if <(2) = [2]> then\n point in direction (180)\n end\n end\nend\n\n@Sprite4\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [apear v] to [2]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [1 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [1 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite6\n\n@Sprite7\n\nwhen flag clicked\nset [apear v] to [3]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [3 v] to [1]\nforever\n if <(3) = [1]> then\n point in direction (180)\n else\n if <(3) = [2]> then\n point in direction (-90)\n end\n end\nend\n\n@Sprite8\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [apear v] to [3]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [3 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [3 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite9\n\nwhen flag clicked\nset [apear v] to [3]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [4 v] to [1]\nforever\n if <(4) = [1]> then\n point in direction (-90)\n else\n if <(4) = [2]> then\n point in direction (180)\n end\n end\nend\n\n@Sprite10\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [apear v] to [103]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [4 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [4 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite11\n\nwhen flag clicked\nset [apear v] to [103]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [5 v] to [1]\nforever\n if <(5) = [1]> then\n point in direction (-90)\n else\n if <(5) = [2]> then\n point in direction (180)\n end\n end\nend\n\n@Sprite12\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [apear v] to [3]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [5 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [5 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite13\n\nwhen flag clicked\nset [apear v] to [4]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n switch costume to (costume1 v)\n show\n forever\n point in direction (90)\n set [direction_lazer v] to [10]\n repeat (20)\n wait (0.01) seconds\n create clone of (_myself_ v)\n turn right (direction_lazer) degrees\n change [direction_lazer v] by (-1)\n end\n point in direction (90)\n set [direction_lazer v] to [-10]\n repeat (20)\n wait (0.01) seconds\n turn right (direction_lazer) degrees\n change [direction_lazer v] by (1)\n create clone of (_myself_ v)\n end\n end\nelse\n hide\nend\n\nif <(lava) = [1]> then\n point in direction (90)\nelse\nend\n\nwait (0.01) seconds\n\nwait (0.02) seconds\n\npoint in direction (59)\nset [direction_lazer v] to [10]\nrepeat (10)\n turn right (direction_lazer) degrees\n change [direction_lazer v] by (-1)\nend\n\nset [direction_lazer v] to [10]\n\npoint in direction (145)\nset [direction_lazer v] to [-1]\nrepeat (10)\n turn right (direction_lazer) degrees\n change [direction_lazer v] by (-1)\nend\n\nforever\n\nwhen I start as a clone\nturn right (90) degrees\nshow\nswitch costume to (costume2 v)\nrepeat until <<<touching color (#000000)?> or <touching color (#1a1a1a)?>> or <touching (_edge_ v)?>>\n move (10) steps\nend\nhide\ndelete this clone\n\n@Sprite14\n\nwhen flag clicked\nset [apear v] to [4]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [6 v] to [1]\nforever\n if <(6) = [1]> then\n point in direction (-90)\n else\n if <(6) = [2]> then\n point in direction (0)\n end\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nset [apear v] to [-1]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [4 v] to [1]\nforever\n if <(4) = [1]> then\n point in direction (-90)\n else\n if <(4) = [2]> then\n point in direction (180)\n else\n end\n end\nend\n\npoint in direction (-90)\n\nif <(4) = [3]> then\nend\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\n@Sprite17\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [apear v] to [-1]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [6 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [6 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite20\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\n go to x: (-84) y: (-127)\n point in direction (90)\n if <(costume [number v]) = [1]> then\n wait until <<touching (player v)?> and <[invetory v] contains [Pickaxe]?>>\n broadcast (dodge v)\n switch costume to (costume1 v)\n repeat (15)\n wait (0.02) seconds\n next costume\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nset [apear v] to [-2]\nswitch costume to (costume1 v)\n\nset [fall v] to [-1]\npoint in direction (90)\ngo to x: (-84) y: (-127)\nrepeat (30)\n change x by (fall)\n change [fall v] by (-0.4)\n turn left (3) degrees\nend\n\nwhen I receive [spikes v]\nset [apear v] to [-2]\nswitch costume to (costume1 v)\ndelete all of [invetory v]\n\n@Sprite18\n\nwhen flag clicked\ngo to x: (-34) y: (-41)\nset [apear v] to [6]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <<<touching (player v)?> and <[invetory v] contains [Key1]?>> or <(username) = [Thebach2211]>>\ngo to x: (-34) y: (-41)\nshow\nswitch costume to (costume1 v)\nset [y v] to [1]\nrepeat (10)\n change y by (y)\n change [y v] by (1)\nend\nrepeat (10)\n change y by (y)\n change [y v] by (-1)\nend\n\nset [5 v] to [2]\n\n@Sprite19\n\nwhen flag clicked\n\nwhen I receive [spikes v]\ndelete all of [invetory v]\nset [apear v] to [6]\n\nhide\n\nwhen flag clicked\ndelete all of [invetory v]\nset [apear v] to [6]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\n wait until <<key (space v) pressed?> and <touching (player v)?>>\n add (costume [name v]) to [invetory v]\n set [apear v] to [-]\n hide\nelse\n hide\nend\n\n\n\n\n\n@Sprite5\n\nwhen flag clicked\ndelete all of [invetory v]\nset [apear v] to [-2]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\n wait until <<key (space v) pressed?> and <touching (player v)?>>\n add (costume [name v]) to [invetory v]\n set [apear v] to [-]\n hide\nelse\n hide\nend\n\nif then\nend\n\nwhen I receive [spikes v]\ndelete all of [invetory v]\nset [apear v] to [-2]\n\n@Sprite21\n\n@Sprite23\n\nwhen flag clicked\nset [apear v] to [108]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [7 v] to [1]\nforever\n if <(7) = [1]> then\n point in direction (-90)\n else\n if <(7) = [2]> then\n point in direction (0)\n end\n end\nend\n\n@Sprite24\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [apear v] to [108]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [8 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [8 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite25\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [9 v] to [1]\nforever\n if <(9) = [1]> then\n point in direction (-90)\n else\n if <(9) = [2]> then\n point in direction (180)\n end\n end\nend\n\nwhen flag clicked\nset [apear v] to [208]\n\nwhen flag clicked\nset [apear v] to [208]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\n@Sprite26\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [apear v] to [208]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [7 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [7 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite27\n\nwhen flag clicked\nset [apear v] to [109]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [9 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [9 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\n@Sprite28\n\nwhen flag clicked\nset [apear v] to [110]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [8 v] to [1]\nforever\n if <(8) = [1]> then\n switch costume to (jellyfish-a v)\n else\n if <(8) = [2]> then\n switch costume to (costume1 v)\n end\n end\nend\n\npoint in direction (-90)\n\npoint in direction (0)\n\n@Sprite29\n\nwhen flag clicked\nset [apear v] to [111]\n\nwhen flag clicked\nset [10 v] to [1]\nforever\n if <(10) = [1]> then\n point in direction (0)\n else\n if <(10) = [2]> then\n point in direction (90)\n end\n end\nend\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\n@Sprite30\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [apear v] to [112]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [11 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [11 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite31\n\nwhen flag clicked\nset [apear v] to [112]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [11 v] to [1]\nforever\n if <(11) = [1]> then\n switch costume to (jellyfish-a v)\n else\n if <(11) = [2]> then\n switch costume to (costume1 v)\n end\n end\nend\n\npoint in direction (-90)\n\npoint in direction (0)\n\n@Sprite32\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [apear v] to [212]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [10 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [10 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite34\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [apear v] to [12]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [11 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [11 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite33\n\nwhen flag clicked\nset [apear v] to [211]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\n@Sprite35\n\n@Sprite36\n\n@Sprite37\n\nwhen flag clicked\nset [apear v] to [210]\n\nwhen flag clicked\nset [11 v] to [1]\nforever\n if <(11) = [1]> then\n point in direction (-30)\n else\n if <(11) = [2]> then\n point in direction (0)\n end\n end\nend\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\n@Sprite16\n\nwhen flag clicked\nset [apear v] to [210]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [12 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [12 v] to [2]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nset [apear v] to [210]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\n@Sprite22\n\nwhen flag clicked\nset [apear v] to [211]\n\nwhen flag clicked\nset [12 v] to [1]\nforever\n if <(12) = [1]> then\n point in direction (-90)\n else\n if <(12) = [2]> then\n point in direction (0)\n end\n end\nend\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n show\nelse\n hide\nend\n\nset [12 v] to [2]\n\n@Sprite38\n\n
Thank for Griffpatch tutorials.\nBeside, everylevel is posible but it's hard to complete it.
Ocean - Platformer [MOBILE] #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (ingame v)\n\n@Player\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (-210) y: (0)\nset rotation style [left-right v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (spikes v)?> or <<touching (waves v)?> and <not <([costume # v] of [ground v]) = [11]>>>> 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) > [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\n if <touching (bouncer v)?> then\n set [y v] to [15]\n end\n if <<key (up arrow v) pressed?> and <touching (bouncer v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-175]> then\n broadcast (Underwater v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Undertale Undyne Fight Theme \( Spear Of Justice \) v] until done\nend\n\n@Waves\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nshow\nswitch costume to (wave2 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nrepeat (4)\n next costume\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nhide\n\nwhen I start as a clone\nforever\n repeat (10)\n change y by (2)\n end\n repeat (5)\n change y by (1)\n end\n repeat (10)\n change y by (-2)\n end\n repeat (5)\n change y by (-1)\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Underwater\n\nwhen I receive [underwater v]\nshow\nrepeat (37)\n change y by (10)\nend\nbroadcast (Next Background v)\nrepeat (38)\n change y by (10)\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (-375)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@You Won\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [next background v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\n
Ocean - Platformer (Sorry If There Is Lag)\nPart 2 https://scratch.mit.edu/projects/465985542\nStory\n\nOh no! You're town is overrun by pirates, and you must flee to safety! You're friends and family were trapped and enslaved, and you were the only one who was safe. \n\nControls:\nWAD or Arrow Keys\n\nInstructions:\nDo not drown in the water!\nAvoid Spikes!\nGo to the left side of the screen to advance\n\n\n\n\nMusic: Undyne Theme from Undertale\n\nWow! So many veiws, and most of you all loved and favorited! Lets try to get this featured too!\n\n#1 On trending when you search #Ocean Platformer !!!\n\n\n\n\n\n\n\n\nTags: \n#games #art #stories #platformer #bwobonair \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 you looking at???\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHere, I'll give you something fun. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 "yeet" If you read this far!
Autumn color platformer / 秋色プラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n play sound [New Life v] until done\nend\n\nwhen flag clicked\nset volume to (150) %\nswitch backdrop to (背景1 v)\n\nswitch backdrop to (背景2 v)\n\n@キャラ\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 (コスチューム1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10.0000000000000000000000000000000000000000000000000000000000000000000000000777777777777777777777777777777777777777777777)\nend\ndelete this clone\n\nwhen I receive [スタート v]\npoint in direction (90)\nswitch costume to (左 v)\nset rotation style [left-right v]\ngo to x: (-180) y: (-50)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nclear graphic effects\nset [ステージ v] to [1]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (左 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 (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <touching (すていじ v)?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (すていじ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [219]> then\n set size to (100) %\n go to x: (-207) y: (-77)\n broadcast (Next v)\n end\n if <<touching (クリ v)?> or <(y position) < [-182]>> then\n if <not <(ステージ) = [15]>> 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: (-207) y: (-77)\n end\n if <(ステージ) = [15]> 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: (-96) y: (135)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\nwhen I receive [裏ステージ v]\ngo to x: (-96) y: (135)\n\nhide\n\n@すていじ\n\nwhen flag clicked\nhide\nswitch costume to (ステイジ1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\n\nhide\n\nwhen I receive [スタート v]\n\n@クリ\n\nwhen flag clicked\nhide\nswitch costume to (なし v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\n\nhide\n\n@スプライト1\n\nwhen flag clicked\nerase all\nhide\nforever\n create clone of (_myself_ v)\n turn right (15) degrees\n wait (1e-8) seconds\n next costume\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nset size to (pick random (1.01) to (100)) %\nset [ghost v] effect to (pick random (0) to (30))\ngo to x: (pick random (500) to (-100)) y: (pick random (-30) to (180))\nglide (pick random (2) to (5)) secs to x: (pick random (-240) to (240)) y: (-181)\ndelete this clone\n\n@スプライト2\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (31) y: (25)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
日本語は下\n\n[English]\n\nThis platformer has added elements that make you feel autumn\nI did my best to make it\nIf it's interesting\nStars and hearts please!\n\nMethod of operation\n\nMobile✔️ Arrow key✔️\n\n\n日本語\n\n説明\nこのプラットフォーマーは秋を感じられるような要素を\n入れました。\n頑張って作ったので面白ければ星とハート \nお願いします!\n\n操作方法\n\nモバイル✔️ 矢印キー✔️\n\n\n\n\n\n
Ocean - a platformer
@Stage\n\n@Player\n\nwhen I receive [run platformer v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n Reset - Setup\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [level v]\nhide variable [yv v]\nhide\n\nwhen I receive [run platformer v]\nset [dead? v] to [0]\nset [level v] to [1]\nset size to (80) %\nReset - Setup\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 [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (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 ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n Death\n end\n if <(y position) < [-180]> then\n Death\n end\n if <touching (trampoline v)?> then\n set [yv v] to [15]\n end\nend\n\nwhen I receive [run platformer v]\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine Reset - Setup\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (30)\nclear graphic effects\nswitch costume to (1 v)\nset size to (80) %\nshow\n\ndefine Death\nset [dead? v] to [1]\nrepeat (25)\n turn right (5) degrees\n change [ghost v] effect by (4)\n change size by (-4)\nend\nReset - Setup\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\n@ground\n\nwhen I receive [run platformer v]\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nbroadcast (Run Platformer v)\n\n@spikes\n\nwhen I receive [run platformer v]\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Words\n\nwhen I receive [run platformer v]\nforever\n switch costume to (Level)\n go [forward v] (1) layers\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume1 v)\nforever\n start sound [Xaf Water v]\n wait (147.17) seconds\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (100) %\nend\n\n
wasd or arrow keys or mobile controls\npart 2 is out! https://scratch.mit.edu/projects/585126789/\npt.3 too! https://scratch.mit.edu/projects/587155489/\npt.4!!!\nhttps://scratch.mit.edu/projects/597898025/\n#7 on music trending thx!!!
【Mobile ok】platformer!!【#1】
@Stage\n\n@ジメン\n\nwhen I receive [ステージ次だよーん v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\nforever\n go to x: (0) y: (-14)\nend\n\n@☀️\n\nwhen flag clicked\ngo to x: (240) y: (200)\nset size to (400) %\n\n@オンガク\n\ndefine 追加  太さ(3桁) (太さ) x(4桁) (x) y(4桁) (y) 色 (色)\nif <(length of (join (太さ) (join (x) (join (y) (色))))) = [12]> then\n add (join (太さ) (join (x) (join (y) (色)))) to [情報\(消すな\) v]\nend\n\ndefine 分離 (?)\ndelete all of [分離後の情報 v]\nadd (join (letter (1) of (item (?) of [情報\(消すな\) v])) (join (letter (2) of (item (?) of [情報\(消すな\) v])) (letter (3) of (item (?) of [情報\(消すな\) v])))) to [分離後の情報 v]\nadd (join (join (letter (4) of (item (?) of [情報\(消すな\) v])) (letter (5) of (item (?) of [情報\(消すな\) v]))) (join (letter (6) of (item (?) of [情報\(消すな\) v])) (letter (7) of (item (?) of [情報\(消すな\) v])))) to [分離後の情報 v]\nadd (join (join (letter (8) of (item (?) of [情報\(消すな\) v])) (letter (9) of (item (?) of [情報\(消すな\) v]))) (join (letter (10) of (item (?) of [情報\(消すな\) v])) (letter (11) of (item (?) of [情報\(消すな\) v])))) to [分離後の情報 v]\nadd (letter (12) of (item (?) of [情報\(消すな\) v])) to [分離後の情報 v]\n\ndefine 点 (?)\n分離 (?)\n当たり判定\nif <(書くか) = [1]> then\n pen up\n if <<([abs v] of ((item (2) of [分離後の情報 v]) + (変数)) ) < ((300) + ((item (1) of [分離後の情報 v]) / (2)))> and <([abs v] of ((item (3) of [分離後の情報 v]) + (y)) ) < ((200) + ((item (1) of [分離後の情報 v]) / (2)))>> then\n go to x: ((item (2) of [分離後の情報 v]) + (変数)) y: ((item (3) of [分離後の情報 v]) + (y))\n set pen color to (#ffffff)\n set pen (transparency v) to (50)\n set pen size to ((item (1) of [分離後の情報 v]) + ((([sin v] of ((timer) * (100)) ) * (10)) + (20)))\n pen down\n pen up\n set pen color to (item (item (4) of [分離後の情報 v]) of [色データ v])\n set pen size to (item (1) of [分離後の情報 v])\n pen down\n pen up\n end\nend\n\ndefine 当たり判定\nif <([sqrt v] of ((((item (2) of [分離後の情報 v]) + (変数)) * ((item (2) of [分離後の情報 v]) + (変数))) + (((item (3) of [分離後の情報 v]) + (y)) * ((item (3) of [分離後の情報 v]) + (y)))) ) < (((item (1) of [分離後の情報 v]) / (2)) + (18))> then\n add (item (4) of [分離後の情報 v]) to [1当たったもの v]\nend\n\nwhen flag clicked\nforever\n play sound [SUMMER_TRIANGLE v] until done\nend\n\n@👤\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (-182) y: (0)\ngo [backward v] (1) layers\nforever\n switch costume to (本体 v)\n if <(1234) = [0]> then\n 動作\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (7)\n change [ghost v] effect by (7)\n switch costume to (bear-b v)\n change size by (-10)\nend\ndelete this clone\n\ndefine 動作\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n create clone of (_myself_ v)\n change [x v] by (1.1)\n point in direction (90)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン 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]>>> 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\nend\nchange y by (-1)\nif <touching (ジメン v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [14]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (y)\nif <touching (ジメン v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nif <(x position) > [230]> then\n broadcast (ステージ次だよーん v)\n go to x: (-182) y: (30)\n hide\nend\nif <touching (邪魔者 v)?> then\n はーい、死んだー\nend\n\nwhen I receive [ステージ次だよーん v]\ngo to x: (-182) y: (30)\nshow\n\ndefine はーい、死んだー\ngo to [front v] layer\nswitch costume to (本体 v)\nset [変数 v] to [0]\npoint in direction (90)\nset rotation style [all around v]\nset [\(\(\(\(\(\(\(\( v] to (pick random (15) to (18))\nrepeat until <[-180] > (y position)>\n show\n go to [front v] layer\n turn right (\(\(\(\(\(\(\(\() degrees\n change y by (\(\(\(\(\(\(\(\()\n change [\(\(\(\(\(\(\(\( v] by (-1)\nend\nhide\nswitch costume to (本体 v)\nwait (0.5) seconds\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-20)\npoint in direction (90)\nset [変数 v] to [9999]\nshow\n\n@邪魔者\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nforever\n go to x: (0) y: (16)\nend\n\nwhen I receive [ステージ次だよーん v]\nnext costume\n\n@サムネ用\n\nwhen flag clicked\nhide\n\n
【#1】\n日本語は下だよ〜\nEnglish\n~Method of operation~\nArrow key operation Or tap operation\n\nBe careful not to hit the magma and the needle! !!\n\n日本語\n〜操作方法〜\n矢印キー操作\nまたはタップ操作\n\nマグマや針に当たらないように気をつけて!!
Ocean - a platformer 2
@Stage\n\n@Player\n\nwhen I receive [run platformer v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n Reset - Setup\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [level v]\nhide variable [yv v]\nhide\n\nwhen I receive [run platformer v]\nset [dead? v] to [0]\nset [level v] to [1]\nset size to (80) %\nReset - Setup\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 [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (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 ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n Death\n end\n if <(y position) < [-180]> then\n Death\n end\n if <touching (trampoline v)?> then\n set [yv v] to [15]\n end\nend\n\nwhen I receive [run platformer v]\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine Reset - Setup\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (30)\nclear graphic effects\nswitch costume to (1 v)\nset size to (80) %\nshow\n\ndefine Death\nset [dead? v] to [1]\nrepeat (25)\n turn right (5) degrees\n change [ghost v] effect by (4)\n change size by (-4)\nend\nReset - Setup\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\n@ground\n\nwhen I receive [run platformer v]\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nbroadcast (Run Platformer v)\n\n@spikes\n\nwhen I receive [run platformer v]\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Words\n\nwhen I receive [run platformer v]\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume1 v)\nforever\n start sound [Xaf Water v]\n wait (237) seconds\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (100) %\nend\n\n
wasd or arrow keys or mobile controls\npart 1:\nhttps://scratch.mit.edu/projects/584891980/\npt 3:\nhttps://scratch.mit.edu/projects/587155489/\npt.4\nhttps://scratch.mit.edu/projects/597898025/\n#14 on trending music TY!!!!!
Halloween Platformer Mobile version
@Stage\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\npoint in direction (-90)\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n broadcast (メッセージ1 v)\n set [y v] to [22.5]\n end\nend\n\nstart sound [jump-anime1 v]\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [撮影 v]\nhide\n\nswitch costume to (コスチューム5 v)\n\nswitch costume to (コスチューム6 v)\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\nchange y by (10)\n\nwhen flag clicked\nforever\n set size to (160) %\nend\n\nwhen flag clicked\nplay sound [Different Heaven - Safe And Sound \[NCS Release\] v] until done\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 [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\nforever\n set size to (10) %\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@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (30) to (35)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen flag clicked\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
・プラットフォーマーのハロウィンバージョンです。\n※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※旗は必ず2回押してください。\n・誰か英語いける人ここに推薦お願いします。(↓)\nhttps://scratch.mit.edu/studios/28715018
Space - platformer #2
@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-85) y: (0)\nset [camx v] to [130]\nset [camy v] to [0]\nset [speedx v] to [0]\nset [speedy v] to [0]\npoint in direction (90)\nforever\n point in direction (speedx)\n set [ghost v] effect to (0)\n change x by (speedx)\n change y by (speedy)\n change [speedx v] by ((-1) * (<key (left arrow v) pressed?> - <key (right arrow v) pressed?>))\n set [speedx v] to ((speedx) * (0.8))\n if <touching (level v)?> then\n change y by ((0) - (speedy))\n set [speedy v] to [0]\n if <touching (level v)?> then\n change y by (1)\n switch costume to (costume1 v)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-2)\n set [speedx v] to ((0) - (speedx))\n end\n end\n end\n end\n end\n end\n end\n change [speedy v] by (-0.4)\n change y by (-1)\n if <touching (level v)?> then\n change [speedy v] by (<key (up arrow v) pressed?> * (12))\n end\n change y by (1)\n if <touching (spike v)?> then\n go to x: (-199) y: (0)\n end\n if <[240] < (x position)> then\n set x to (-210)\n broadcast (nnext v)\n end\n if <(cost) = [1]> then\n go to x: (-240) y: (0)\n set [cost v] to [0]\n end\n change [camx v] by ((0) - ((x position) / (10)))\n change [camy v] by ((y position) / (10))\n broadcast (next v)\n if <[null] < (camy)> then\n repeat (300)\n change y by (10)\n end\n set [speedx v] to [0]\n set [speedy v] to [0]\n set [camx v] to [-130]\n set [camy v] to [900]\n end\n turn right (0) degrees\n if <touching color (#b90000)?> then\n change [speedy v] by (10)\n end\nend\n\n@Level\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nswitch costume to (cpstume)\n\ndefine new block at () ()\ngo to x: ((camx) + ()) y: ((camy) + ())\n\nwhen flag clicked\nset [cpstume v] to [1]\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nforever\n if <(cpstume) = [2]> then\n switch costume to (costume2 v)\n new block at [5600] [0]\n end\nend\n\nwhen I receive [nnext v]\nset [camx v] to [0]\nchange [cpstume v] by (1)\n\n@thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@spike\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nswitch costume to (cpstume)\n\ndefine new block at () ()\ngo to x: ((camx) + ()) y: ((camy) + ())\n\n@spike2\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nswitch costume to (cpstume)\n\ndefine new block at () ()\ngo to x: ((camx) + ()) y: ((camy) + ())\n\n
IM WORKING ON #3\ntip: jumping on bouncy cusions is more efficient than touhing them!\nall levels possible!\narrow keys to move!\nyou guys wanted a sequel, so here it is! Now featuring: mars!\n25 loves and i'll make a #3!\nwhy is there lava on mars?\nReported bugs fixed!
The Valley- a scrolling platformer (Collab)#games #all #music #everything
@Stage\n\n@Blank\n\n@Player\n\nwhen I receive [free rewards v]\nchange [coins v] by (10)\n\ndefine Game On\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\nshow\nset [emojichat? v] to [0]\nset [jumpboost? 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 [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<<touching (danger v)?> or <touching (danger2 v)?>> and <(Lives) = [1]>> then\n set [exit v] to [die]\nend\nif <<<touching (danger v)?> or <touching (danger2 v)?>> and <(Lives) = [2]>> then\n change [lives v] by (-1)\nend\n\ndefine Change Player Y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (graphics 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 - Win\nset rotation style [left-right v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nsend cloud data\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Change Player X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (graphics v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (graphics v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-15]\n else\n set [sx v] to [15]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (graphics 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 rotation style [left-right v]\nset [exit v] to []\nrepeat (20)\n change y by ((((100) - (y position)) / (4)) - (0.5))\nend\nbroadcast (effect v)\nrepeat until <(y position) < [-179]>\n change y by ((((-180) - (y position)) / (6)) - (0.5))\n change [ghost v] effect by (5)\nend\nhide\nwait (0.3) seconds\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(jumpBOOST?) = [0]>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(jumpBOOST?) = [1]>> then\n if <(in air) < [4]> then\n set [sy v] to [20]\n end\nend\nchange [sy v] by (-2)\nChange Player Y By (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (5)))\nif <(SCROLL Y) < [-100]> then\n set [scroll y v] to [-100]\nend\nPosition\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n repeat (10)\n change [sy v] by ((((0) - (sy)) / (3)) - (0.3))\n end\n repeat (10)\n change [sy v] by ((((15.5) - (sy)) / (3.5)) - (0.3))\n end\n else\n set rotation style [left-right v]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset [max players v] to [8]\nset [my player # v] to [1]\nhide\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\n wait (0.8) seconds\n switch backdrop to (blank v)\n broadcast (begin v)\n show\nelse\n switch backdrop to (full v)\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 set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (join (username) (join [ ] (item (say) of [chat v]))) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ((SCROLL X) + (x position)) to encoded\nwrite ((SCROLL Y) + (y position)) to encoded\nwrite (costume) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [stopclicked v]\nhide\n\nwhen I receive [touch player v]\nset [exit v] to [die]\n\nwhen flag clicked\nforever\n set [player: in air v] to (in air)\nend\n\nwhen flag clicked\nshow list [chat v]\nset [say v] to []\n\nwhen I receive [start v]\nforever\n if <key (t v) pressed?> then\n ask [] and wait\n set [say v] to (answer)\n say (say) for (2) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n if <(say) > []> then\n wait (5) seconds\n set [say v] to []\n end\nend\n\nwhen I receive [start v]\nif <(say) > []> then\n think (join (join (MY PLAYER #) (join [ : ] (username))) (join [- ] (item (say) of [chat v]))) for (3.5) seconds\nelse\n think (join (MY PLAYER #) (join [ - ] (username))) for (3.5) seconds\nend\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen [r v] key pressed\nbroadcast (effect v)\nhide\nwait (0.3) seconds\n\nwhen flag clicked\nswitch costume to (player v)\n\nwhen flag clicked\nset [jumpboost? v] to [1]\n\nwhen flag clicked\nset [jumpboost? v] to [0]\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(EmojiCHAT?) = [1]>> then\n wait (0.3) seconds\n next costume\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen flag clicked\nforever\n if <touching color (#00ff15)?> then\n hide\n wait (1) seconds\n broadcast (You won!!! v)\n end\nend\n\nwhen flag clicked\nset [lives v] to [1]\n\nwhen [c v] key pressed\nask [] and wait\nif <(answer) = [Jackpot]> then\n change [coins v] by (500)\nend\n\n@Danger\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [danger: x v] to [-50]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nposition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow list [code v]\n\nwhen [c v] key pressed\nshow list [code v]\n\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nforever\n if <<(Cs) = [1]> and <(costume [number v]) = [13]>> then\n repeat (50)\n change [ghost v] effect by (-2)\n end\n end\nend\n\nwhen flag clicked\nset [cs v] to [0]\nforever\n if <<(Cs) = [1]> and <(costume [number v]) = [14]>> then\n repeat (50)\n change [ghost v] effect by (-2)\n end\n hide\n end\nend\n\n@Graphics\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [100]\nswitch costume to (2j v)\nClone [280] [-50]\nswitch costume to (2l v)\nClone [-690] [-100]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2m v)\nClone [-600] [300]\nswitch costume to (2n v)\nClone [-600] [400]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (2v v)\nClone [560] [-50]\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Instructions\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [100]\nswitch costume to (2j v)\nClone [280] [-50]\nswitch costume to (2l v)\nClone [-690] [-100]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2m v)\nClone [-600] [300]\nswitch costume to (2n v)\nClone [-600] [400]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@End\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [100]\nswitch costume to (2j v)\nClone [280] [-50]\nswitch costume to (2l v)\nClone [-690] [-100]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2m v)\nClone [-600] [300]\nswitch costume to (2n v)\nClone [-600] [400]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (You won!!! v)\n end\nend\n\n@Coins\n\ndefine Clone me at (x) (y)\nset [collectibles: x v] to (x)\nset [collectibles: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((Collectibles: x) - (SCROLL X)) ((Collectibles: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n change [coins v] by (1)\n delete this clone\nend\nif <<touching (player v)?> and <(costume [number v]) = [2]>> then\n change [coins v] by (10)\n delete this clone\nend\nif <<touching (player v)?> and <(costume [number v]) = [3]>> then\n change [cs v] by (1)\n broadcast (Hide spikes v)\n change [coins v] by (10)\n delete this clone\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nforever\n set [coins v] to (collected)\nend\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nset [costume# v] to [0]\n\nwhen I receive [begin v]\nset [collected v] to [0]\nset [collected max v] to < and >\nset [collectibles: x v] to [0]\nif <(LEVEL) = [1]> then\n Clone me at [310] [150]\n Clone me at [720] [-16]\n Clone me at [690] [-16]\n Clone me at [660] [-16]\n Clone me at [2330] [-270]\n Clone me at [2360] [-270]\n Clone me at [2390] [-270]\n switch costume to (2 v)\n Clone me at [2300] [-270]\n switch costume to (1 v)\n Clone me at [960] [450]\n Clone me at [950] [450]\n Clone me at [1020] [450]\n Clone me at [1050] [450]\n Clone me at [1080] [450]\n Clone me at [2850] [705]\n Clone me at [2880] [705]\n Clone me at [2600] [840]\n Clone me at [2635] [840]\n switch costume to (3 v)\n Clone me at [5000] [-50]\n switch costume to (1 v)\nend\nset [collectibles: x v] to [-999999]\nset [collectibles: y v] to [0]\nhide\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(openmenu?) = [0]> then\n show\n switch costume to (button v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-35]>\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n hide\n set [move_layering v] to [1]\n go to [front v] layer\n switch costume to (s000 v)\n set [ypos_menu v] to [-225]\n show\n repeat until <(ypos_menu) > [-1]>\n if <(ypos_menu) > [-60]> then\n change [ypos_menu v] by (((3) - (ypos_menu)) / (6))\n else\n change [ypos_menu v] by (13)\n end\n end\n set [openmenu? v] to [1]\n wait until <not <mouse down?>>\n end\n end\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n if <(openmenu?) = [1]> then\n go to [front v] layer\n switch costume to (s000 v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-225]>\n if <(y position) < [-50]> then\n change [ypos_menu v] by (-14)\n else\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n end\n hide\n set [move_layering v] to [0]\n switch costume to (button v)\n set [ypos_menu v] to [-36]\n show\n repeat until <(ypos_menu) > [-0.2]>\n change [ypos_menu v] by (((1) - (ypos_menu)) / (6))\n end\n set [openmenu? v] to [0]\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n RenderCoin_Value\n end\n end\nend\n\nwhen I receive [tick v]\nlayering/movement\n\nwhen [e v] key pressed\nif <(username) = [MXNHD]> then\n change [coins v] by (10)\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>>> then\n if <(coins) > [39]> then\n set [bought v] to (join (letter (1) of (bought)) (join (letter (2) of (bought)) [1]))\n change [coins v] by (-40)\n set [emojichat? v] to [1]\n check\n set [@clone v] to [f3]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> and <mouse down?>> then\n if <(coins) > [19]> then\n set [bought v] to (join [1] (join (letter (2) of (bought)) (letter (3) of (bought))))\n change [coins v] by (-20)\n change [lives v] by (1)\n check\n wait until <not <mouse down?>>\n end\n end\n end\n if <(openmenu?) = [1]> then\n set [clickshop v] to [1]\n else\n if <touching (mouse-pointer v)?> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [bought v] to [000]\nset [emojichat? v] to [0]\nset [jumpboost? v] to [0]\nset [move_layering v] to [0]\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>>> then\n if <(coins) > [29]> then\n set [bought v] to (join (letter (1) of (bought)) (join [1] (letter (3) of (bought))))\n change [coins v] by (-30)\n set [jumpboost? v] to [1]\n check\n set [@clone v] to [f2]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\ndefine check\nset [@clone v] to [check]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(@clone) = [check]> then\n switch costume to (zcheck v)\n go to (mouse-pointer v)\n set [ghost v] effect to (100)\n show\n set size to (10) %\n repeat until <(size) > [90]>\n change [ghost v] effect by (-15)\n change size by (((size) - (5)) / (3))\n end\n repeat until <(size) > [135]>\n change size by (((137) - (size)) / (2))\n end\n repeat until <(size) < [90]>\n change size by (((size) - (89)) / (-3))\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [f]> then\n switch costume to (join [front] (letter (2) of (@clone)))\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine goto\nset y to (ypos_menu)\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nrepeat (30)\n change [ghost v] effect by (-10)\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nswitch costume to (button v)\nset size to (100) %\nshow\nset [ypos_menu v] to [0]\ngo to x: (0) y: (0)\nclear graphic effects\n\ndefine RenderCoin_Value\nif <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n change [ghost v] effect by (-10)\nelse\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\nend\n\ndefine layering/movement\nif <(costume [name v]) = [heart]> then\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\nend\nif <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n go to [front v] layer\n go [backward v] (15) layers\nelse\n if <<<<not <(costume [name v]) = [button]>> and <not <(letter (1) of (costume [name v])) = [S]>>> and <not <(costume [name v]) = [Zcheck]>>> and <not <(letter (1) of (costume [name v])) = [f]>>> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (costume [name v])) = [S]> then\n go to [front v] layer\n go [backward v] (9) layers\n else\n if <(letter (1) of (costume [name v])) = [f]> then\n go to [front v] layer\n go [backward v] (4) layers\n else\n go to [front v] layer\n end\n end\n end\nend\nif <(letter (1) of (costume [name v])) = [S]> then\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> then\n go to [front v] layer\n switch costume to (s100 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>> then\n go to [front v] layer\n switch costume to (s010 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>> then\n go to [front v] layer\n switch costume to (s001 v)\n else\n go to [front v] layer\n switch costume to (s000 v)\n end\n end\n end\nend\nif <<<(letter (1) of (costume [name v])) = [S]> or <(letter (1) of (@clone)) = [f]>> and <(move_Layering) = [1]>> then\n goto\nend\nif <(costume [name v]) = [button]> then\n goto\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\n@Sprite2\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\nrepeat until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n wait (pick random (5) to (15)) seconds\n Fade in\nend\n\ndefine Fade in\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\n\nwhen flag clicked\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n change [coins v] by (10)\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [+10 coins v]\nchange [coins v] by (10)\n\nwhen I receive [free rewards v]\nhide\nstop [other scripts in sprite v]\n\n@Water\n\nwhen flag clicked\nforever\n go [backward v] (4) layers\n go to x: (0) y: (0)\n set [ghost v] effect to (60)\nend\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (1 v)\nClone [500] [80]\nswitch costume to (15 v)\nClone [3000] [-10]\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@You WIn!!!\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [you won!!! v]\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Danger2\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [danger: x v] to [-50]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nposition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow list [code v]\n\nwhen [c v] key pressed\nshow list [code v]\n\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nforever\n if <<(Cs) = [1]> and <(costume [number v]) = [13]>> then\n repeat (50)\n change [ghost v] effect by (-2)\n end\n end\nend\n\nwhen flag clicked\nset [cs v] to [0]\nforever\n if <<(Cs) = [1]> and <(costume [number v]) = [14]>> then\n repeat (50)\n change [ghost v] effect by (-2)\n end\n hide\n end\nend\n\nwhen I receive [hide spikes v]\nrepeat (50)\n change [ghost v] effect by (-2)\n hide\n delete this clone\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\n@multiplayer v3.0\n\ndefine decode (i)\nset [multiplayer v3.0: c1 v] to [1]\nrepeat until <(multiplayer v3.0: c1) > (length of (i))>\n set [output v] to []\n repeat until <(join (letter (multiplayer v3.0: c1) of (i)) (letter ((multiplayer v3.0: c1) + (1)) of (i))) < [1]>\n switch costume to ((join (letter (multiplayer v3.0: c1) of (i)) (letter ((multiplayer v3.0: c1) + (1)) of (i))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [multiplayer v3.0: c1 v] by (2)\n end\n add (output) to [cloud_data v]\n change [multiplayer v3.0: c1 v] by (2)\nend\n\ndefine encode (i)\nset [multiplayer v3.0: c1 v] to [1]\nrepeat until <(multiplayer v3.0: c1) > (length of (i))>\n switch costume to (join (letter (multiplayer v3.0: c1) of (i)) [x])\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [multiplayer v3.0: c1 v] by (1)\nend\nset [output v] to (join (output) [00])\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nsetup\nwait until <(w_Tick) > [3]>\nwait (0.1) seconds\ndetermine_ID\nbroadcast (cloud_players v)\n\ndefine setup\nset [@c v] to [0]\nset [playerid v] to [null]\nset [w_tick v] to [0]\ndelete all of [active_tick v]\ndelete all of [cloud_data v]\ndelete all of [active_check v]\ndelete all of [last_val v]\nset [names v] to [0]\nset [active check v] to [0]\nrepeat (10)\n add [4] to [active_tick v]\n add [null] to [active_check v]\n add [9999] to [last_val v]\nend\nimport_clouddata\nbroadcast (cloud_start v)\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n process [0]\n wait (0.4) seconds\n process [1]\n end\nend\n\ndefine process (i)\nif <(i) = [0]> then\n set [multiplayer v3.0: c1 v] to [0]\n repeat (10)\n change [multiplayer v3.0: c1 v] by (1)\n replace item (multiplayer v3.0: c1) of [last_val v] with (item (((multiplayer v3.0: c1) * (6)) - (3)) of [cloud_data v])\n end\nelse\n set [multiplayer v3.0: c1 v] to [0]\n repeat (10)\n change [multiplayer v3.0: c1 v] by (1)\n if <(item (((multiplayer v3.0: c1) * (6)) - (3)) of [cloud_data v]) = (item (multiplayer v3.0: c1) of [last_val v])> then\n if <(item (multiplayer v3.0: c1) of [active_tick v]) < [4]> then\n replace item (multiplayer v3.0: c1) of [active_tick v] with ((item (multiplayer v3.0: c1) of [active_tick v]) + (1))\n end\n else\n replace item (multiplayer v3.0: c1) of [active_tick v] with [0]\n end\n replace item (multiplayer v3.0: c1) of [active_check v] with ((1) - <(item (multiplayer v3.0: c1) of [active_tick v]) = [4]>)\n end\n if <(w_Tick) < [4]> then\n change [w_tick v] by (1)\n end\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n broadcast (cloud_tick v)\n end\nend\n\ndefine export_clouddata\nset [output v] to []\nencode (round ((SCROLL X) + ([x position v] of [player v])))\nencode (round ((SCROLL Y) + ([y position v] of [player v])))\nencode (pick random (1000) to (9999))\nencode (username)\nencode (chat item)\nencode ([costume name v] of [player v])\nif <(playerID) = [1]> then\n set [☁ cloud1 v] to (output)\nelse\n if <(playerID) = [2]> then\n set [☁ cloud2 v] to (output)\n else\n if <(playerID) = [3]> then\n set [☁ cloud3 v] to (output)\n else\n if <(playerID) = [4]> then\n set [☁ cloud4 v] to (output)\n else\n if <(playerID) = [5]> then\n set [☁ cloud5 v] to (output)\n else\n if <(playerID) = [6]> then\n set [☁ cloud6 v] to (output)\n else\n if <(playerID) = [7]> then\n set [☁ cloud7 v] to (output)\n else\n if <(playerID) = [8]> then\n set [☁ cloud8 v] to (output)\n else\n if <(playerID) = [9]> then\n set [☁ cloud9 v] to (output)\n else\n if <(playerID) = [10]> then\n set [☁ cloud10 v] to (output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine import_clouddata\ndelete all of [cloud_data v]\ndecode (☁ Cloud1)\ndecode (☁ Cloud2)\ndecode (☁ Cloud3)\ndecode (☁ Cloud4)\ndecode (☁ Cloud5)\ndecode (☁ Cloud6)\ndecode (☁ Cloud7)\ndecode (☁ Cloud8)\ndecode (☁ Cloud9)\ndecode (☁ Cloud10)\nset [active check v] to [0]\nset [multiplayer v3.0: c1 v] to [0]\nrepeat (10)\n change [multiplayer v3.0: c1 v] by (1)\n if <(item (multiplayer v3.0: c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine determine_ID\nset [multiplayer v3.0: c1 v] to [0]\nrepeat (10)\n change [multiplayer v3.0: c1 v] by (1)\n if (item (multiplayer v3.0: c1) of [active_check v]) then\nend\nset [playerid v] to [full]\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n wait (0.3) seconds\n forever\n check\n end\nend\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n forever\n export_clouddata\n end\nend\n\ndefine check\nif <<(username) = (item (((playerID) * (6)) - (2)) of [cloud_data v])> or <<(playerID) = [null]> or <<(playerID) = [full]> or <(playerID) = [error]>>>> then\nif <<key (any v) pressed?> or <mouse down?>> then\n set [tick_afk v] to [0]\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n import_clouddata\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [@c v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (80)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat until <(y position) < [1]>\n change y by (((-2) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\nwait until <(w_Tick) > [3]>\nwait (0.6) seconds\nif <(playerID) = [error]> then\nelse\n if <(playerID) = [full]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (8)\n end\n end\nend\n\nwhen I receive [cloud_tick v]\nif <(@c) = [1]> then\n go to [front v] layer\nend\n\nwhen I receive [cloud_error v]\nif <(@c) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [tick_afk v] to [0]\nforever\n wait (1) seconds\n change [tick_afk v] by (1)\n if <(tick_afk) > [60]> then\n if <<(playerID) = [full]> or <(playerID) = [error]>> then\n end\nend\n\n@@PLAYERS\n\nwhen I receive [cloud_players v]\nswitch costume to (blank v)\nset [@id v] to [1]\nrepeat (10)\n if <(@ID) = (playerID)> then\n change [@id v] by (1)\nend\ngo to x: (999) y: (999)\n\nwhen I start as a clone\nswitch costume to (3a v)\nset [ghost v] effect to (100)\nsay []\nset rotation style [all around v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [names v] to [0]\n\ndefine @Position XY (@player)\nif <(costume [name v]) = [blank]> then\n hide\nelse\n if <(costume [name v]) = [arrow]> then\n move ((0) - (d)) steps\n end\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555))\n change y by (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555))\n go to x: (round (x position)) y: (round (y position))\n switch costume to (join (item ((@player) * (6)) of [cloud_data v]) [a])\n show\n if <<<(x position) < [-250]> or <(x position) > [250]>> or <<(y position) < [-190]> or <(y position) > [190]>>> then\n switch costume to (arrow v)\n point in direction (([atan v] of ((x position) / (y position)) ) + (<not <[0] > (y position)>> * (180)))\n set [d v] to ((32) + ((([abs v] of (x position) ) / (20)) + (([abs v] of (y position) ) / (25))))\n move (d) steps\n else\n if <<<(x position) > [-250]> and <(x position) < [250]>> and <<(y position) < [190]> and <(y position) > [-190]>>> then\n switch costume to (item ((@player) * (6)) of [cloud_data v])\n point in direction (90)\n end\n end\n if <(item (@player) of [active_check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (1)) of [cloud_data v]) > [9]> or <(item (((@player) * (6)) - (1)) of [cloud_data v]) = [0]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n if <not <(costume [name v]) = [arrow]>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n say []\n end\n end\n else\n say (item (item (((@player) * (6)) - (1)) of [cloud_data v]) of [chat list v])\n end\n else\n change [ghost v] effect by (20)\n say []\n end\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@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\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n
Reshared to due to mass reporting\nFINALLY! After 15+ hours of work over 2 weeks, countless minutes spent programming and fixing bugs, it's finally finished: The valley- a multiplayer scrolling platformer!\nDon't report. This and @MXNHD are the original. There was a project who copied mine and came in trending\nThis is a collab between me and @MXNHD\n\nCONTROLS:\n-Arrow keys to move\n-Avoid spikes\n-Collect coins to buy things from the shop\n-T to open chat\n-Love and favorite to get 10 coins for free!\n-There is a little cheat that you can activate to get 500 coins, just for fun ;)\n\nIf you enjoyed it, don't forget to ❤️, ⭐, and follow @WorkshopX!
Light (A Platformer)
@Stage\n\n@light intro\n\nwhen I receive [intro done v]\nhide\nif <(intro) = [0]> then\n show\n go to x: (-240) y: (0)\n repeat (54)\n change x by (10)\n end\n wait (0.3) seconds\n hide\n start sound [49023__reidmangan__spotlight-stereo v]\n set [intro v] to [0]\n broadcast (2 v)\n broadcast (second intro done v)\nelse\nend\n\nwhen flag clicked\nhide\n\n@light\n\nwhen I receive [2 v]\nshow\nswitch costume to (costume2 v)\nwait (1) seconds\nhide\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [intro done v]\nshow\n\n@Intro\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n repeat (2)\n clear graphic effects\n wait (0.6) seconds\n set [brightness v] effect to (100)\n wait (0.6) seconds\n end\n wait (2) seconds\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n set [ghost v] effect to (0)\n wait (i1) seconds\n repeat (10)\n change size by (-6)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n set [brightness v] effect to (0)\n set size to (0) %\n repeat (30)\n change size by (((100) - (size)) / (10))\n change [ghost v] effect by (-4)\n end\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (c1 v)\n end\n wait (3) seconds\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n go to (random position v)\n repeat (10)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n change [ghost v] effect by (-10)\n end\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n set [i1 v] to [50]\n set size to (0) %\n clear graphic effects\n repeat (64)\n change size by (((100) - (size)) / (4))\n point in direction ((90) + (([tan v] of (i1) ) * (5)))\n change [i1 v] by (5)\n end\n repeat (9)\n change x by (20)\n change y by (15)\n turn right (((180) - (direction)) / (4)) degrees\n change size by ((size) / (-4))\n change [ghost v] effect by (13)\n end\n delete this clone\n else\n if <<(costume [number v]) > [6]> and <(costume [number v]) < [9]>> then\n clear graphic effects\n set size to (pick random (40) to (50)) %\n repeat (30)\n change x by (i1)\n change y by (i2)\n change [i2 v] by (-1)\n change [ghost v] effect by (3.5)\n end\n delete this clone\n else\n if <(costume [number v]) = [9]> then\n set [ghost v] effect to (0)\n repeat (18)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n end\n end\n end\n end\n end\nend\nbroadcast (intro done v)\n\ndefine Screen Refresh # (#) i (i)\nif <(#) = [1]> then\n set [i1 v] to [0.03]\n switch costume to (costume2 v)\n set [brightness v] effect to (i)\n go to x: (0) y: (-150)\n repeat (10)\n create clone of (_myself_ v)\n change y by (40)\n change [i1 v] by (0.03)\n end\nelse\n if <(#) = [2]> then\n repeat (30)\n set [i1 v] to (pick random (-5) to (5))\n set [i2 v] to (pick random (10) to (15))\n switch costume to (pick random (7) to (8))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen flag clicked\nhide\nstart sound [intro music fully cabulated v]\nset volume to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\ncreate clone of (_myself_ v)\nrepeat (2)\n Screen Refresh # [1] i [100]\n wait (0.6) seconds\n Screen Refresh # [1] i [0]\n wait (0.6) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (c1 v)\ncreate clone of (_myself_ v)\nset [brightness v] effect to (0)\nrepeat (30)\n switch costume to (c2 v)\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nScreen Refresh # [2] i [0]\nwait (2.5) seconds\nset [brightness v] effect to (5)\nswitch costume to (slide v)\ngo to x: (0) y: (-300)\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\n change [brightness v] effect by (30)\nend\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [second intro done v]\nshow\nforever\n switch costume to (LV)\nend\n\nwhen I receive [second intro done v]\nforever\n play sound [Show Yourself - Among Us Original Song \(Instrumental v] until done\nend\n\n@player\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 [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nshow\n\ndefine Dead\nset [dead? v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nReset || 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\nstart sound [Jump v]\nset [yv v] to [15]\nif <touching (bouncy v)?> then\n\nwhen I receive [second intro done v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [lv v] by (1)\n Reset || New Level\n end\nend\n\nwhen I receive [second intro done v]\nset [lv v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nswitch backdrop to (background v)\ngo to [back v] layer\nclear graphic effects\nswitch costume to (1 v)\nhide\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [lv v]\nhide variable [yv v]\nset [dead? v] to [0]\nset [lv 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 [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (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 ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <touching (lava v)?>> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\nend\n\nwhen I receive [second intro done v]\nshow\nset size to (20) %\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset size to (0) %\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide\n\n@light for platformer\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [second intro done v]\nshow\nforever\n go to (player v)\nend\n\nwhen I receive [second intro done v]\nforever\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@spike\n\nwhen I receive [second intro done v]\nshow\nforever\n switch costume to (LV)\nend\n\nwhen I receive [second intro done v]\nshow\n\nwhen flag clicked\nhide\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen I receive [second intro done v]\nshow\nforever\n switch costume to (LV)\nend\n\nwhen I receive [second intro done v]\nshow\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\n wait (0) seconds\nend\n\n@thumnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [second intro done v]\nshow\nforever\n switch costume to (LV)\n if <(LV) = [10]> then\n hide\n end\nend\n\n
============== Light A Platformer ================ \n\nMOVE: use youre arrow keys and mouse to move\nMORE LIGHT: To get more light just prees space but you have to wait 8 seconds for it to recharge.\n\n\n\n\n============== All Levels Possible ===============
create a platformer v2.0
@Stage\n\nwhen I receive [koniec włączania v]\nforever\n if <(costume [number v]) = [1]> then\n switch backdrop to (tło2 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\n\nwhen I receive [koniec włączania v]\nswitch backdrop to (tło2 v)\n\n@kostka\n\nwhen flag clicked\nforever\n if <(edit) = [0]> then\n pen up\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [edytuj v]\nhide\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\ngo to x: (-213) y: (23)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1.5)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1.5)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching color (#00ff72)?> then\n change y by (1)\n if <touching color (#00ff72)?> then\n change y by (1)\n if <touching color (#00ff72)?> then\n change y by (1)\n if <touching color (#00ff72)?> then\n change y by (1)\n if <touching color (#00ff72)?> then\n change y by (1)\n if <touching color (#00ff72)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\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 (#00ff72)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <touching color (#00ff72)?> then\n set [y v] to [14]\n end\n end\n change y by (1)\nend\n\nwhen I receive [play v]\nforever\n hide variable [x v]\n hide variable [y v]\n if <(x position) > [235]> then\n go to x: (-213) y: (23)\n end\nend\n\nwhen I receive [play v]\nforever\n if <<touching color (#ff0000)?> or <touching color (#bbbbbb)?>> then\n go to x: (-213) y: (23)\n end\nend\n\nwhen flag clicked\nhide variable [costume v]\n\nwhen I receive [koniec włączania v]\nshow variable [costume v]\n\nwhen I receive [koniec włączania v]\nforever\n switch costume to (costume)\nend\n\nwhen I receive [play v]\nhide variable [costume v]\n\nwhen I receive [edytuj v]\nshow variable [costume v]\n\nwhen flag clicked\nhide variable [☁ 1 v]\nset [☁ 1 v] to [0]\n\n@Duszek2\n\nwhen flag clicked\ngo to x: (2) y: (-11)\nshow\n\nwhen I receive [koniec włączania v]\nhide\n\n@Duszek12\n\nwhen flag clicked\nerase all\nset pen color to (#00ff72)\nset pen size to (22)\ngo to x: (-86) y: (-137)\n\nhide\n\nwhen I receive [koniec włączania v]\nhide\nerase all\n\nwhen flag clicked\nhide\nwait (0.6) seconds\nshow\nbroadcast (koniec efektu v)\n\nwhen I receive [koniec efektu v]\nwait (0.6) seconds\npen down\nglide (0.4) secs to x: (-50) y: (-137)\nglide (0.5) secs to x: (-20) y: (-137)\nglide (1) secs to x: (0) y: (-137)\nglide (0.8) secs to x: (40) y: (-137)\nglide (1.6) secs to x: (60) y: (-137)\nglide (0.3) secs to x: (90) y: (-137)\nglide (0.6) secs to x: (100) y: (-137)\nglide (0.2) secs to x: (130) y: (-137)\nbroadcast (koniec włączania v)\nerase all\ngo to x: (-86) y: (-137)\n\nif <not <(edit) = [0]>> then\nend\n\n@kostium1 (5)\n\nwhen flag clicked\nset [pen size v] to [30]\nswitch costume to (kostium1 \(5\) v)\nhide\nhide variable [pen size v]\n\nwhen I receive [koniec włączania v]\nset size to (100) %\nset pen color to (#00ff72)\nshow variable [pen size v]\nshow\nforever\n go to (mouse-pointer v)\nend\n\nwhen I receive [trawa v]\nswitch costume to (kostium1 \(5\) v)\nset pen color to (#00ff72)\n\nwhen I receive [lawa v]\nswitch costume to (kostium1 \(5\)2 v)\nset pen color to (#ff0000)\n\nwhen I receive [kolce v]\nswitch costume to (kostium1 \(5\)3 v)\nset pen color to (#bbbbbb)\n\nwhen I receive [koniec włączania v]\ngo to [back v] layer\nforever\n if <(edit) = [1]> then\n if <<mouse down?> and <not <<touching (kostium1 \(5\)4 v)?> or <<touching (kostium1 \(5\)2 v)?> or <<touching (kostium1 \(5\)3 v)?> or <<touching (kostium1 \(5\)5 v)?> or <touching (kostium1 \(5\)6 v)?>>>>>>> then\n pen down\n else\n pen up\n end\n end\nend\n\nwhen I receive [gumka v]\nswitch costume to (kostium1 \(5\) \(1\) v)\nset pen color to (#ffffff)\n\nset size to (100) %\n\nwhen I receive [koniec włączania v]\nforever\n set pen size to (pen size)\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [play v]\nforever\n if <(edit) = [1]> then\n pen up\n end\nend\n\npen down\n\nwhen I receive [edytuj v]\nshow\n\nwhen I receive [koniec włączania v]\nforever\n\nif <<<mouse down?> and <not <touching (kostka2 v)?>>> and <(edit) = [1]>> then\n show\n pen down\nelse\n hide\n pen up\nend\n\nwhen flag clicked\nforever\n if <(edit) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide variable [pen size v]\n\nwhen I receive [play v]\nhide variable [pen size v]\n\nwhen I receive [edytuj v]\nshow variable [pen size v]\n\n@kostium1 (5)4\n\nwhen flag clicked\nhide\n\nwhen I receive [koniec włączania v]\nshow\n\nwhen this sprite clicked\nbroadcast (trawa v)\n\nwhen I receive [play v]\nhide\n\nwhen I receive [edytuj v]\nshow\n\n@kostium1 (5)2\n\nwhen flag clicked\nhide\n\nwhen I receive [koniec włączania v]\nshow\n\nwhen this sprite clicked\nbroadcast (lawa v)\n\nwhen I receive [play v]\nhide\n\nwhen I receive [edytuj v]\nshow\n\n@kostium1 (5)3\n\nwhen flag clicked\nhide\n\nwhen I receive [koniec włączania v]\nshow\n\nwhen this sprite clicked\nbroadcast (kolce v)\n\nwhen I receive [play v]\nhide\n\nwhen I receive [edytuj v]\nshow\n\n@kostium1 (5)5\n\nwhen flag clicked\nhide\n\nwhen I receive [koniec włączania v]\nshow\n\nwhen this sprite clicked\nset [edit v] to [0]\nbroadcast (play v)\nforever\n if <(edit) = [0]> then\n pen up\n set pen color to (#ffffff)\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [edytuj v]\nshow\n\nwhen flag clicked\nset [edit v] to [1]\n\n@kostium1 (5)6\n\nwhen flag clicked\nhide\n\nwhen I receive [koniec włączania v]\nshow\n\nwhen this sprite clicked\nbroadcast (gumka v)\n\nwhen I receive [play v]\nhide\n\nwhen I receive [edytuj v]\nshow\n\n@kostium1 (5)7\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (-217) y: (152)\nshow\n\nwhen this sprite clicked\nbroadcast (edytuj v)\n\nwhen I receive [edytuj v]\nset [edit v] to [1]\nhide\nshow variable [pen size v]\n\n@Duszek3\n\nwhen flag clicked\ngo to [back v] layer\n\n@kostka2\n\nwhen flag clicked\nhide\n\nwhen I receive [edytuj v]\nshow\n\nwhen I receive [koniec włączania v]\ngo to x: (-213) y: (-144)\nshow\n\nwhen I receive [play v]\nhide\n\nwhen I receive [koniec włączania v]\nset [costume v] to [1]\nforever\n switch costume to (costume)\nend\n\n@Duszek4\n\nwhen flag clicked\nhide\n\nwhen I receive [koniec włączania v]\nshow\n\n@Duszek5\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nshow\n\n@Duszek1\n\nwhen flag clicked\nhide\n\nwhen I receive [koniec włączania v]\nshow\ngo to [back v] layer\n\n
Poland\nkliknij sprzęt i narysuj swoja platformówkę a potem kliknij play i graj\nEnglish\nclick on gear and draw your platformer then save play and play\n\n\ndołącz do tego studia jeśli jesteś polakiem↓↓↓↓\n https://scratch.mit.edu/studios/30280804\n
Platformer
@Stage\n\nwhen flag clicked\nforever\n if <(SCENE #) = [306]> then\n end\n if <<(SCENE #) = [206]> and <<([x position v] of [player v]) > [-70]> and <([y position v] of [player v]) > [37]>>> then\n stop [this script v]\n end\nend\n\nstart sound [ttsMP2 v]\nwait until <not <(SCENE #) = [206]>>\n\nwhen flag clicked\nforever\n play sound [Vexento - Smile v] until done\nend\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 (platform v)?> or <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]\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 <key (w v) pressed?>> then\n if <<(Wall slide) > [0]> and <(Jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [long jump v] to [12]\n set [speed x v] to (((direction) / (90)) * (7))\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?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(Wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.8))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin level\nset [invulnerable v] to [0]\nset [speed 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 (Change Scene v)\nbroadcast (leave scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collisions in Direction [0]\nelse\n Fix Collisions in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collisions in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (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 [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]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [die 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 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 change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temp)\n\nwhen I receive [locked v]\nsay [Locked!] for (0.5) seconds\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\nset [lives v] to [3]\nset [resistance v] to [0.8]\nset [gravity v] to [-2]\nset [jump force v] to [15]\nset [acceleration v] to [3]\nset [jump duration v] to [6]\nbroadcast (Reset Game v)\nbroadcast (setup v) and wait\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 [20]\n\n@Level\n\ndefine stamp outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\ndefine stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nstamp shadow\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Scene1 v)\n else\n if <(costume [number v]) = [2]> then\n broadcast (scene2 v)\n else\n if <(costume [number v]) = [3]> then\n broadcast (scene3 v)\n else\n if <(costume [number v]) = [4]> then\n broadcast (scene4 v)\n else\n if <(costume [number v]) = [5]> then\n broadcast (scene5 v)\n else\n if <(costume [number v]) = [6]> then\n broadcast (scene5 v)\n else\n if <(costume [name v]) = [scene101]> then\n broadcast (scene 101 v)\n else\n if <(costume [name v]) = [scene102]> then\n broadcast (scene102 v)\n else\n if <(costume [name v]) = [scene103]> then\n broadcast (scene103 v)\n else\n if <(costume [name v]) = [scene104]> then\n broadcast (scene104 v)\n else\n if <(costume [name v]) = [scene105]> then\n broadcast (scene105 v)\n else\n if <(costume [name v]) = [scene106]> then\n broadcast (scene106 v)\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\nset volume to (50) %\nplay sound [Trap Beat v] until done\n\nwhen flag clicked\nforever\n\n@tree\n\nwhen I receive [change scene v]\ngo to [back v] layer\nif <(SCENE #) = [2]> then\n switch costume to (short tree v)\n go to x: (-7) y: (-9)\n show\nelse\n if <(SCENE #) = [103]> then\n switch costume to (short tree v)\n go to x: (-168) y: (22)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nif <(SCENE #) = [2]> then\n switch costume to (short tree v)\n go to x: (-7) y: (-9)\n show\nelse\n if <(SCENE #) = [103]> then\n switch costume to (short tree v)\n go to x: (-168) y: (22)\n show\n else\n hide\n end\nend\n\nwhen I receive [change scene v]\nif <(SCENE #) = [102]> then\n go to x: (-46) y: (-77)\n show\nelse\n hide\nend\n\n@clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\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 (-50) 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 (-2))\n go to [back v] layer\n go [forward v] (1) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (2))\n go to [back v] layer\n go [forward v] (1) layers\n end\nend\ndelete this clone\n\nwhen I start as a clone\nif <touching (level v)?> then\n hide\nelse\n show\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n go [backward v] (1) layers\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nforever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Scene1 v)\n else\n if <(costume [number v]) = [2]> then\n broadcast (scene2 v)\n else\n if <(costume [number v]) = [3]> then\n broadcast (scene3 v)\n else\n if <(costume [number v]) = [4]> then\n broadcast (scene4 v)\n else\n if <(costume [number v]) = [5]> then\n broadcast (scene5 v)\n else\n if <(costume [number v]) = [6]> then\n broadcast (scene5 v)\n else\n if <(costume [name v]) = [scene101]> then\n broadcast (scene 101 v)\n else\n if <(costume [name v]) = [scene102]> then\n broadcast (scene102 v)\n else\n if <(costume [name v]) = [scene103]> then\n broadcast (scene103 v)\n else\n if <(costume [name v]) = [scene104]> then\n broadcast (scene104 v)\n else\n if <(costume [name v]) = [scene105]> then\n broadcast (scene105 v)\n else\n if <(costume [name v]) = [scene106]> then\n broadcast (scene106 v)\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\nend\n\nset volume to (20) %\nplay sound [Dance Chill Out v] until done\n\nwhen I receive [start game v]\nshow\n\n@Platform\n\nwhen I receive [change scene v]\nset x to (0)\nhide\nif <(SCENE #) = [3]> then\n show\n Animate Platform\nend\nif <(SCENE #) = [6]> then\n Door at [0] [-74] key [key 1]\nend\nif <(SCENE #) = [103]> then\n switch costume to (costume2 v)\n show\n Animate 2\nend\nif <(SCENE #) = [104]> then\n switch costume to (costume3 v)\n show\n Animate 2\nend\nif <(SCENE #) = [204]> then\n switch costume to (costume4 v)\n show\n Animate 2\nend\nif <(SCENE #) = [205]> then\n switch costume to (costume5 v)\n show\n Animate 2\nend\nif <(SCENE #) = [206]> then\n switch costume to (costume6 v)\n show\n Animate 2\nend\n\ndefine Animate Platform\ngo to x: (-39) y: (-74)\nswitch costume to (costume1 v)\nforever\n wait (1) seconds\n glide (2.5) secs to x: (240) y: (-74)\n wait (1) seconds\n glide (2.5) secs to x: (-39) y: (-74)\nend\n\ngo to x: (-39) y: (-74)\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (Last Y)> then\n change y by (1)\nelse\n set y to ((Last Y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last X))\n set [platform dy v] to ((new y) - (Last Y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nforever\n set y to ((-30) + (([cos v] of (((timer) - (3)) * (200)) ) * (8)))\nend\n\nAnimate 2\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\nshow\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n if <(costume [name v]) = [key 1]> then\n switch costume to (animation? v)\n end\n start sound [Door Glass Sliding Open Close Sound Effects v]\n repeat (24)\n change y by (5)\n end\n wait (0.5) seconds\n wait (0.5) seconds\n repeat (22)\n change y by (-5)\n end\n repeat (2)\n change y by (-5)\n end\n else\n broadcast (Locked v)\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwait (0.01) seconds\nswitch costume to (key 1 v)\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\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (My Scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((1) * ([sin v] of (frame) ))\n change [frame v] by (6)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n start sound [Bite Sound Effect _ Chew Sound Effect _ Human Bite Food \(1\) v]\n broadcast (collected new apple v)\n change [apples v] by (1)\n repeat (20)\n change y by (2)\n change [ghost v] effect by (5)\n end\nelse\n if <(costume [name v]) = [checkpoint]> then\n start sound [Coin v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n if <(costume [name v]) = [Heart]> then\n start sound [Coin v]\n change [lives v] by (1)\n else\n broadcast (costume [name v])\n start sound [Coin 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\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 [-19] [0]\nPlace [apple] Scene [2] xy [144] [142]\nPlace [apple] Scene [101] xy [-79] [100]\nPlace [apple] Scene [4] xy [0] [0]\nPlace [apple] Scene [6] xy [204] [-50]\nPlace [apple] Scene [103] xy [66] [43]\nPlace [apple] Scene [205] xy [-10] [0]\nPlace [Key 1] Scene [206] xy [68] [64]\nPlace [checkpoint] Scene [3] xy [-200] [70]\nPlace [checkpoint] Scene [103] xy [-190] [10]\nPlace [Heart] Scene [4] xy [-190] [10]\nPlace [Heart] Scene [206] xy [-190] [10]\nPlace [apple] Scene [307] xy [-200] [20]\nPlace [apple] Scene [307] xy [-160] [20]\nPlace [apple] Scene [307] xy [-120] [20]\n\ndefine Place (costume name) Scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Splash Screen\n\nwhen flag clicked\nset size to (100) %\nhide variable [apples v]\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\nset size to (0) %\nforever\n change size by ((0.2) * ((115) - (size)))\nend\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen I receive [main menu v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (-100)\nset size to (0) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((125) - (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\nchange size by ((0.2) * ((125) - (size)))\n\n@Key\n\nwhen flag clicked\nset size to (60) %\ngo to x: (150) y: (150)\nhide\n\nwhen I receive [key 1 v]\nswitch costume to (key1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nmove (40) steps\nshow\n\nwhen I receive [game over v]\ndelete this clone\n\n@Platform2\n\nwhen I receive [change scene v]\nset x to (0)\nhide\nif <(SCENE #) = [3]> then\n show\n go to x: (-39) y: (-74)\n Animate Platform\nend\nif <(SCENE #) = [6]> then\n Door at [0] [-74] key [key 1]\nend\nif <(SCENE #) = [103]> then\n switch costume to (costume2 v)\n show\n Animate 2\nend\nif <(SCENE #) = [104]> then\n switch costume to (costume3 v)\n show\n Animate 2\nend\nif <(SCENE #) = [204]> then\n switch costume to (costume4 v)\n show\n Animate 2\nend\nif <(SCENE #) = [205]> then\n switch costume to (costume5 v)\n show\n Animate 2\nend\nif <(SCENE #) = [206]> then\n switch costume to (costume6 v)\n show\n Animate 2\nend\n\ndefine Animate Platform\ngo to x: (-39) y: (-74)\nswitch costume to (costume1 v)\nforever\n go to x: (-39) y: (-74)\nend\n\nglide (2.5) secs to x: (240) y: (-74)\nwait (1) seconds\nglide (2.5) secs to x: (-39) y: (-74)\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (Last Y)> then\n change y by (1)\nelse\n set y to ((Last Y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last X))\n set [platform dy v] to ((new y) - (Last Y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nforever\n set y to ((-30) + (([cos v] of (((timer) - (3)) * (200)) ) * (8)))\nend\n\nAnimate 2\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\nshow\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n if <(costume [name v]) = [key 1]> then\n switch costume to (animation? v)\n end\n start sound [Door Glass Sliding Open Close Sound Effects v]\n repeat (24)\n change y by (5)\n end\n wait (0.5) seconds\n wait (0.5) seconds\n repeat (22)\n change y by (-5)\n end\n repeat (2)\n change y by (-5)\n end\n switch costume to (key 1 v)\n else\n broadcast (Locked v)\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\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\nwhen flag clicked\n\n@Hearts\n\nwhen flag clicked\nforever\n switch costume to (LIVES)\nend\n\n@1 \n\nwhen flag clicked\nsetup\n\nwhen I start as a clone\nset y to (150)\nshow\nforever\n change costume to (join [1-] (letter (index) of (Apples)))\n set x to (((((index) - (0.5)) - ((length of (Apples)) / (2))) * ((size) / (2))) / (1.1))\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\nswitch costume to (1-9 v)\nset size to (50) %\nset [index v] to [1]\nrepeat (9)\n create clone of (_myself_ v)\n change x by ((size) / (4))\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 (60) %\nend\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen I receive [start game v]\ngo to [front v] layer\n\n@enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [101]> then\n spawn [enemy] at [0] [-102] dir [90]\nend\nif <(SCENE #) = [102]> then\n spawn [enemy] at [0] [-102] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [frame v] to [0]\nset [speed y v] to [0]\nforever\n switch costume to (1 v)\n set rotation style [don't rotate v]\n move - left or right\n move down\n change [frame v] by (0.8)\n switch costume to ((1) + (([floor v] of (frame) ) mod (12)))\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 [leave scene v]\ndelete this clone\n\ndefine move down\nchange y by (speed y)\nchange [speed y v] by (-1)\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)?>> or <touching (safe zones v)?>> or <touching (platform v)?>>> then\n stop [this script v]\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Pop sound effect v]\n switch costume to (squash v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@safe zones\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n go [backward v] (1) layers\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [start game v]\nshow\n\nwhen flag clicked\nforever\n play sound [Vexento - Smile v] until done\nend\n\n
Arrow keys to move\n___________________________________________\n17/12/21 - added new heart collectables\n___________________________________________\n31/12/21 - added enemies\n___________________________________________\n20/03/2022 - Added moving platforms
Worlds 3 A Platformer #games #all #trending #music #art #animations #stories
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [intro ended v]\nswitch backdrop to (1 v)\n\nwhen I receive [intro ended v]\nforever\n if <(pick random (1) to (2)) = [1]> then\n play sound [Amadeus Legendary EDM Release v] until done\n end\n if <(pick random (1) to (2)) = [2]> then\n play sound [\[MP3FY\] Raven & Kreyn - Bubble \[NCS Release\] 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: (-200) y: (0)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n 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 (#7fc8e9)?> or <touching color (#5bb3dc)?>> or <touching color (#51a2c7)?>> or <<touching color (#2a84ad)?> or <touching color (#2a84ad)?>>> then\n change y by (1)\n if <<<<touching color (#7fc8e9)?> or <touching color (#5bb3dc)?>> or <touching color (#51a2c7)?>> or <<touching color (#2a84ad)?> or <touching color (#2a84ad)?>>> then\n change y by (1)\n if <<<<touching color (#7fc8e9)?> or <touching color (#5bb3dc)?>> or <touching color (#51a2c7)?>> or <<touching color (#2a84ad)?> or <touching color (#2a84ad)?>>> then\n change y by (1)\n if <<<<touching color (#7fc8e9)?> or <touching color (#5bb3dc)?>> or <touching color (#51a2c7)?>> or <<touching color (#2a84ad)?> or <touching color (#2a84ad)?>>> then\n change y by (1)\n if <<<<touching color (#7fc8e9)?> or <touching color (#5bb3dc)?>> or <touching color (#51a2c7)?>> or <<touching color (#2a84ad)?> or <touching color (#2a84ad)?>>> then\n change y by (1)\n if <<<<touching color (#7fc8e9)?> or <touching color (#5bb3dc)?>> or <touching color (#51a2c7)?>> or <<touching color (#2a84ad)?> or <touching color (#2a84ad)?>>> 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 (#7fc8e9)?> or <touching color (#5bb3dc)?>> or <touching color (#51a2c7)?>> or <<touching color (#2a84ad)?> or <touching color (#2a84ad)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<touching color (#7fc8e9)?> or <touching color (#5bb3dc)?>> or <touching color (#51a2c7)?>> or <<touching color (#2a84ad)?> or <touching color (#2a84ad)?>>> 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 (speed enemies v)?>> or <<touching (enemies3 v)?> or <touching (enemies2 v)?>>> or <touching color (#9e9e9e)?>> 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 (bouncer v)?> then\n set [yv v] to [20]\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 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]) = [4]> then\n broadcast (BOUNCE 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 BOUNCE v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (SAWS v)\n forever\n stop [this script v]\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (STOP SAWS v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (BOUNCEY v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (BOUNCEY2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> 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]) = [9]> then\n broadcast (STOP ENEMIES 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\n@Speed Enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [enemies v]\ngo to [front v] layer\nshow\ngo to x: (-140) y: (-76)\nforever\n wait (0.3) seconds\n glide (0.2) secs to x: (120) y: (-76)\n wait (0.3) seconds\n glide (0.2) secs to x: (-140) y: (-76)\nend\n\nwhen I receive [stop enemies v]\nhide\nstop [other scripts in sprite v]\n\n@Chainsaws\n\nwhen flag clicked\ngo to x: (-120) y: (-10)\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\nset size to (80) %\ngo to x: (150) 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\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo [forward v] (10000000) layers\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 (0.1) seconds\n create clone of (_myself_ v)\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) seconds\nbroadcast (INTRO ENDED v)\n\n@Bouncer\n\nwhen I receive [bounce v]\nshow\ngo to x: (-96) y: (-74)\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n if <touching (platformer engine v)?> then\n repeat (14)\n next costume\n end\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop bounce v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [bouncey v]\ngo to x: (-67) y: (-74)\n\nwhen I receive [bouncey2 v]\ngo to x: (-54) y: (-10)\n\n
▪ WORLDS A PLATFORMER ▪\n▪ PART 3: ICELANDS ▪\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 #icelands #trentontnt #like #fav #follow #worlds #trending #1st #platformer\n#art #stories #music #animations
☁ Scribbled | A Multiplayer Platformer ☁ #All #Games #Animations #Art #Music
@Stage\n\nwhen flag clicked\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nset volume to (20) %\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\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 @Reset\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n @Reset\nend\nif <touching (moving enemy v)?> then\n start sound [Hurt v]\n @Reset\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 <touching (bouncy v)?> then\n if <(in air) < [4]> then\n start sound [Big Boing v]\n set [sy v] to [40]\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\n end\n end\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 @Reset\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\nif <touching (bouncy v)?> then\n if <(in air) < [4]> then\n start sound [Big Boing v]\n set [sy v] to [40]\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\n end\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\nset [@checkpoints v] to [0]\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\ndefine @Reset\nif <(@CheckPoints) = [0]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [x v] to (SCROLL X)\n set [y v] to (SCROLL Y)\nelse\n if <(@CheckPoints) = [1]> then\n set [scroll x v] to [2608]\n set [scroll y v] to [-70]\n set [x v] to (SCROLL X)\n set [y v] to (SCROLL Y)\n else\n if <(@CheckPoints) = [2]> then\n set [scroll x v] to [5294]\n set [scroll y v] to [100]\n set [x v] to (SCROLL X)\n set [y v] to (SCROLL Y)\n else\n if <(@CheckPoints) = [3]> then\n set [scroll x v] to [7157]\n set [scroll y v] to [159]\n set [x v] to (SCROLL X)\n set [y v] to (SCROLL Y)\n else\n if <(@CheckPoints) = [4]> then\n set [scroll x v] to [10833]\n set [scroll y v] to [700]\n set [x v] to (SCROLL X)\n set [y v] to (SCROLL Y)\n else\n if <(@CheckPoints) = [5]> then\n set [scroll x v] to [10833]\n set [scroll y v] to [700]\n set [x v] to (SCROLL X)\n set [y v] to (SCROLL Y)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reset v]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [250]\n Clone at x: [480] y: [-10]\n Clone at x: [480] y: [-10]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\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\nset volume to (50) %\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [250]\n Clone at x: [480] y: [-10]\n Clone at x: [480] y: [-10]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\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\nset volume to (50) %\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-100]\n Clone at x: [2050] y: [-100]\n Clone at x: [3066] y: [250]\n Clone at x: [4756] y: [112]\n Clone at x: [6105] y: [112]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script 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\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (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)\nforever\n go to [front v] layer\nend\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((Movement ID) * (480)) - ((SCROLL X) / (4))) mod (960)) - (480)) (Y)\n\nwhen I start as a clone\ngo to [back v] layer\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\nhide\ngo to [back v] layer\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\nswitch costume to (hills2 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\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\nswitch costume to (red9 v)\ndelete this clone\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 end\n end\nend\n\nwhen I receive [setup v]\nhide\nset [enemies: x v] to [0]\nset [enemies: y v] to [0]\nClone at x: [2300] y: [-85] MAX [300]\nClone at x: [7222] y: [230] MAX [300]\nset [enemies: x v] to [-999999999999999]\n\nwhen flag clicked\nhide\nwait (3) seconds\nforever\n if <(CHECKPOINT) = [6]> then\n broadcast (win v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\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\nwhen I receive [begin v]\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <(sy) < [-1]>> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n delete this clone\n else\n broadcast (Reset v)\n end\n end\nend\n\nshow\n\nset [enemies: x v] to [-999999999999999]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Checkpoints\n\nwhen I receive [green flag v]\nhide\ngo [backward v] (98) layers\n\nwhen I receive [tick v]\ngo to [back v] layer\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\nwhen I receive [reset v]\nif <(volume) = [99]> then\n delete this clone\nend\n\ndefine Platform at: (x) (y)\nset [platforms: x v] to (x)\nset [platforms: y v] to (y)\ncreate clone of (_myself_ v)\nbroadcast (Checkpoint v)\n\nwhen flag clicked\nswitch costume to (off v)\nset [touching? v] to [0]\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nset [@checkpoints v] to [0]\n\nwhen I receive [checkpoint v]\nswitch costume to (off v)\nforever\n if <(costume [number v]) = [3]> then\n if <touching (player v)?> then\n switch costume to (on v)\n change [@checkpoints v] by (1)\n wait (1) seconds\n end\n end\n go to [back v] layer\nend\n\nwhen I receive [setup v]\nPlatform at: [2608] [-80]\nPlatform at: [5290] [80]\nPlatform at: [7157] [155]\nPlatform at: [10833] [680]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Bouncy\n\nwhen I receive [connected v]\nhide\nset [bouncy: x v] to [0]\nset [bouncy: y v] to [0]\nswitch costume to (1 v)\nClone at [73] [-91]\nClone at [3070] [-108]\nClone at [5433] [56]\nClone at [9201] [617]\nset [bouncy: x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((Bouncy: x) - (SCROLL X)) ((Bouncy: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [bouncy: x v] to (x)\nset [bouncy: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\nswitch costume to (bouncy2 v)\n\nwhen flag clicked\nhide\n\nset [bouncy: x v] to [-99999]\n\nClone at [12970] [0]\nset [bouncy: x v] to [-99999]\n\n@End\n\nwhen flag clicked\nset [-x- v] to [13543]\nset [_y_ v] to [800]\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\nif <touching (player v)?> then\n broadcast (WIN v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nset [checkpoints v] to [5]\n\nset [-checkpoints v] to [5]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n
Sub To My YouTube : youtube.com/c/Technokidz\n\nWant To Make A Multiplayer Platformer? https://www.youtube.com/watch?v=YI949CVkO2w See this and make!\n-------------------------------------------------------------------------Hai All!\n\nWelcome to my new platformer.....Scribbled! An area of the World has been scribbled by a naughty kid.. And you're in middle of the area which has been scribbled... Will you be able to win the platformer to get out? Or will you not be able to get out...\n\n\nIf you're a real champ, ❤️ + ⭐️ and follow! After doing, comment "Real champ is here who loved and favorited and followed!!
Relaxation 2 --- a platformer
@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@player\n\nwhen I receive [start v]\nreset timer\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?>> or <<mouse down?> and <(mouse x) < (x position)>>> 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?>> or <<mouse down?> and <(mouse x) > (x position)>>> 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?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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)?>> or <<<mouse down?> and <(mouse y) > (y position)>> 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 (saw2 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]> and <not <(level) = [11]>>> then\n go to x: (-217) y: (-80)\n change [level v] by (1)\n wait (0.2) seconds\n end\n if <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (w v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (4 v)\n end\n if <<<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (5 v)\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\nhide variable [time: v]\nset [level v] to [1]\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\nwhen I receive [start v]\nforever\n play sound [Xylo3 v] until done\nend\n\nwhen I receive [start v]\nforever\n show variable [time: v]\n set [time: v] to (timer)\n if <[11] = (level)> then\n stop [this script v]\n end\nend\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)\n if <(level) = [9]> then\n go to [back v] layer\n end\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 (player 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) = [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]\nset [ghost v] effect to (0)\nshow\nforever\n switch costume to (level)\n if <(level) = [8]> then\n set [ghost v] effect to (100)\n end\n if <(level) = [9]> then\n set [ghost v] effect to (0)\n end\nend\n\n@intro\n\nwhen flag clicked\ngo to [front v] layer\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@clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (0) to (100))\ngo to [back v] layer\nswitch costume to (pick random (1) to (2))\nset size to (pick random (50) to (90)) %\nshow\nset [ghost v] effect to (30)\nglide (0) secs to x: (400) y: (y position)\nglide (11) secs to x: (-400) y: (y position)\nrepeat (100)\n change x by (-10)\nend\n\nwhen I receive [start v]\n\nwhen I start as a clone\nwait (8) seconds\ndelete this clone\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo to [back v] layer\nset size to (30) %\nforever\n go to x: (200) y: (pick random (160) to (70))\n wait (1) seconds\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\nend\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: (100) y: (-105)\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: (100) y: (-105)\n forever\n glide (2) secs to x: (-100) y: (-105)\n glide (2) secs to x: (100) 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@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: (200) y: (158)\ngo to [front v] layer\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(level) = [11]>>> then\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\nwhen I receive [start v]\nset size to (100) %\nshow\ngo to x: (200) y: (158)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\n@saw2\n\nwhen flag clicked\nwait (0) seconds\ngo to x: (-20) y: (105)\nhide\n\nwhen I receive [start v]\nforever\n forever\n turn right (20) degrees\n if <[8] = (level)> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [1]> then\n forever\n glide (2) secs to x: (-20) y: (105)\n glide (2) secs to x: (-20) y: (-105)\n end\n end\n if <[8] = (level)> then\n stop [this script v]\n end\n if <[8] = (level)> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [7]> then\n show\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [6]> then\n show\n go to x: (36) y: (28)\n forever\n show\n repeat (5)\n change y by (5)\n wait (0) seconds\n end\n wait (1) seconds\n repeat (5)\n change y by (-5)\n wait (0) seconds\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [7]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n
Relaxation 2\n\nmobile friendly\n\nW A S D / ↑↓→ to move\n\nThis is a lot easier than relaxation 1.\n\nPlease like love and follow this took 6 hours of work\n\n\n10 likes and loves for the next one\n\npart one here https://scratch.mit.edu/projects/575453820/\npart three here:https://scratch.mit.edu/projects/587222917/\n\n\ncomment your speedrun mine is \n\n40.391 seconds no skip and 1.485 seconds with skip\n\nrelaxation 3 ill come out soon i just need to complete the art...\n\n\n←------- go play the game !!!!!\n\n\n
wilderness Platformer games
@Stage\n\nwhen flag clicked\nforever\n play sound [Hall Of Fame v] until done\n play sound [High Hopes \(1\) v] until done\nend\n\nwhen flag clicked\nbroadcast (Run Platformer v)\n\n@12/9\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@КАКТУС\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen I receive [run platformer v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n Reset - Setup\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [level v]\nhide variable [yv v]\nhide\n\nwhen I receive [run platformer v]\nset [dead? v] to [0]\nset [level v] to [1]\nset size to (80) %\nReset - Setup\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 [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (12/9 v)?> then\n change y by (2)\n if <touching (12/9 v)?> then\n change y by (2)\n end\n if <touching (12/9 v)?> then\n change y by (2)\n if <touching (12/9 v)?> then\n change y by (2)\n if <touching (12/9 v)?> then\n change y by (2)\n if <touching (12/9 v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (12/9 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (12/9 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 [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (кактус v)?> or <touching (спрайт 1 v)?>> then\n Death\n end\n if <(y position) < [-180]> then\n Death\n end\n if <touching (bouncy v)?> then\n set [yv v] to [15]\n end\nend\n\nwhen I receive [run platformer v]\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine Reset - Setup\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (30)\nclear graphic effects\nswitch costume to (1 v)\nset size to (80) %\nshow\n\ndefine Death\nset [dead? v] to [1]\nrepeat (25)\n turn right (5) degrees\n change [ghost v] effect by (4)\n change size by (-4)\nend\nReset - Setup\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\n@Спрайт 1\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n set [ghost v] effect to (20)\n show\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\n\n\n@Спрайт 2\n\nwhen flag clicked\nhide\n\nchange size by (10)\n\nshow\n\n
\n ◀ ▶\n
sun platformer!!!
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat & JJD - Prelude \(VIP Edit\) v] until done\n play sound [Syn Cole - Gizmo \[NCS Release\] v] until done\n play sound [Valiant 2017 - BEK & Wallin, Moberg myfreemp3 v] until done\n play sound [BGM2 v] until done\n play sound [Axol x Alex Skrindo - You v] until done\n play sound [TheFatRat - Jackpot \(Jackpot EP Track 1\) v] until done\n play sound [Syn Cole - Feel Good \[NCS Release\] v] until done\n play sound [RetroVision - Puzzle v] until done\n play sound [BGM v] until done\nend\n\nwhen [space v] key pressed\nstop all sounds\n\nwhen flag clicked\nset volume to (100) %\n\nwhen [1 v] key pressed\nchange volume by (1)\n\nwhen [2 v] key pressed\nchange volume by (-1)\n\n@プレイヤー\n\ndefine 死\ngo to [front v] layer\nswitch costume to (死 v)\nset [変数 v] to [0]\npoint in direction (90)\nset rotation style [all around v]\nset [出久 v] to (pick random (15) to (18))\nstart sound [crashed oof v]\nrepeat until <[-180] > (y position)>\n show\n go to [front v] layer\n turn right (出久) degrees\n change y by (出久)\n change [出久 v] by (-1)\nend\nhide\nswitch costume to (本体 v)\nwait (0.5) seconds\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-20)\npoint in direction (90)\nset [変数 v] to [9999]\nshow\nset rotation style [left-right v]\n\nwhen flag clicked\nswitch costume to (本体 v)\nset rotation style [left-right v]\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-20)\ngo [backward v] (1) layers\nforever\n if <(1234) = [0]> then\n 動作\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (7)\n switch costume to (クローン v)\n change size by (-7)\nend\ndelete this clone\n\ndefine 動作\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1.1)\n point in direction (90)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change 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]>>> 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\nend\nchange y by (-1)\nif <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [14]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (y)\nif <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nif <(x position) > [230]> then\n broadcast (next v)\n go to x: (-200) y: (-20)\n hide\nend\nif <touching (障害物 v)?> then\n 死\nend\n\nwhen I receive [1 v]\ngo to x: (-200) y: (-20)\nshow\n\nwhen flag clicked\ngo to x: (-200) y: (-20)\nshow\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen [1 v] key pressed\nchange volume by (1)\n\nwhen [2 v] key pressed\nchange volume by (-1)\n\n@NEXT\n\nwhen I receive [next v]\nswitch costume to (next1 v)\nset [1234 v] to [1]\ngo to [front v] layer\nshow\ngo to x: (420) y: (-2)\nset [idou v] to [29]\nrepeat until <(idou) = [0]>\n change [idou v] by (-1)\nend\nif <(idou) = [0]> then\n repeat until <(idou) = [30]>\n change [idou v] by (1)\n end\nend\nif <(idou) = [30]> then\n hide\nend\nset [1234 v] to [0]\nbroadcast (1 v)\n\nwhen flag clicked\nset [1234 v] to [0]\nforever\n change x by ((idou) * (-1))\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [1 v]\nnext costume\n\n@障害物\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [1 v]\nnext costume\n\n@サムネ\n\nwhen flag clicked\nforever\n hide\nend\n\n@Thank you for playing\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\n go to x: (0) y: (345)\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\nglide (1) secs to x: (0) y: (0)\n\n
English explanation is below.\nフォロワー100人記念です!!!!!!!!\n\n操作方法...PCの人⇨矢印キー、スマホの人⇨タッチ操作\nです。\n\n遊び方...上記の操作方法で、目のついたキャラクターを動かします。障害物に当たらないように一番右まで行きます。そうすると、ステージが変わります。それをつずけたら、ゴールにたどりつきます。\n\nBGM...10つのBGMを収録しました。\n   スペースキーでBGM変更\n   1キーで音量アップ、2キーで音量ダウン\n \nCommemorating 100 followers! !! !! !! !! !! !! !!\nOperation method ... PC person ⇨ Arrow key, smartphone person ⇨ Touch operation\nis.\n\nHow to play ... Move the character with the eyes by the above operation method. Go all the way to the right so as not to hit any obstacles. Then the stage will change. If you do that, you will reach the goal.\n\nBGM ... 10 BGMs have been recorded.\nChange BGM with space key\nVolume up with 1 key, volume down with 2 keys
silver snow | platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [宇宙系EDM v] until done\nend\n\nwhen I receive [100 v]\nset volume to (100) %\n\nwhen I receive [50 v]\nset volume to (50) %\n\nwhen I receive [0 v]\nset volume to (0) %\n\n@player\n\nwhen flag clicked\nset [動き v] to [!]\nset [x v] to [0]\nset [y v] to [0]\nshow\ngo to x: (-220) y: (-80)\nset size to (100) %\nclear graphic effects\nswitch costume to (player v)\npoint in direction (90)\nset rotation style [left-right v]\ngo to [back v] layer\nforever\n if <(動き) = [!]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.87))\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 x by ((x) / (-1))\n change y by (-4)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <[0] < (x)> then\n set [x v] to [-8]\n start sound (pick random (1) to (2))\n else\n set [x v] to [8]\n start sound (pick random (1) to (2))\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [14.5]\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) > [240]> then\n broadcast (次のステージに進む v)\n go to x: (-220) y: (-80)\n end\n if <<touching (トゲ v)?> or <(y position) < [-180]>> then\n go to x: (-220) y: (-80)\n end\n end\nend\n\nwhen I receive [次のステージに進む v]\nset [動き v] to [?]\nwait (3) seconds\nset [動き v] to [!]\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [次のステージに進む v]\nnext costume\n\n@トゲ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [次のステージに進む v]\nnext costume\n\n@Next!\n\nwhen I receive [次のステージに進む v]\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (100 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (50 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (0 v)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\n@Sprite1\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (6))\nset size to (pick random (1) to (100)) %\nset x to (pick random (-240) to (240))\nchange [color v] effect by (pick random (1) to (10))\nshow\nchange [ghost v] effect by (pick random (20) to (80))\nforever\n glide (pick random (5) to (8)) secs to x: (pick random (-240) to (240)) y: (-180)\n if <touching (地面 v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nswitch costume to (pick random (1) to (6))\nhide\ngo to x: (0) y: (180)\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@ダウンロード (3)\n\nwhen flag clicked\nhide\n\n
================silver snow=================\n日本語は下\n【English】\nThis game is controlled by the arrow keys. When you reach the right end of the stage, you can go to the next stage. Repeat this process to move forward. However, if you fall into a hole or hit a needle, you will have to start over from the beginning of the stage you are in. Please be careful. Have fun!\nI want you to press ♥ and ★. It will encourage me in the future and I am very happy!\n【日本語】\nこのゲームは、矢印キーで操作します。ステージの右端に到達すると、次のステージに行くことができます。これを繰り返すことで先に進むことができます。ただし、穴に落ちたり、針に当たったりすると、今いるステージの最初からやり直しになります。気をつけてくださいね。楽しんでくださいね。♥と★を押してほしい。将来の励みになるし、とても幸せな気持ちになれる。
AMOGUS PLATFORMER
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nerase all\n\nwhen I receive [start v]\nforever\n broadcast (forever v)\n if <(SCENE #) > [200]> then\n switch backdrop to (false3 v)\n else\n if <(SCENE #) > [100]> then\n switch backdrop to (false2 v)\n else\n switch backdrop to (false v)\n end\n end\nend\n\n@Player\n\ndefine Moved By Moving Platforms\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck If Touching Solid \nif <(touching solid?) > [0]> then\n find closest space (x position) (y position) max [16]\n if <(touching solid?) > [0]> then\n broadcast (loselife v)\n end\nend\n\nwhen [p v] key pressed\nbroadcast (pause game v)\n\nwhen I receive [pause game v]\nif <(PAUSED?) = [0]> then\n hide\n broadcast (pause v)\n stop [other scripts in sprite v]\n set [paused? v] to [1]\nelse\n set [paused? v] to [0]\n show\n broadcast (unpause v)\n broadcast (game loop v)\nend\n\ndefine Move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check toching solid\n if <(touching solid?) > [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 toching solid\n if <(touching solid?) > [0]> then\n Collide y? - Ceiling or floor?\n end\nend\n\ndefine Check toching solid\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n set [touching solid? v] to [1]\nelse\n set [touching solid? v] to [0]\nend\n\nwhen I receive [tick v]\nclear graphic effects\nMoved By Moving Platforms\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 - 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 ((RIGHT) - (LEFT))\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.95))\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 (0.25)\n end\nelse\n change [speed x v] by ((ACCELERATION) * (KEY X))\n if <not <(direction) = ((90) * (KEY X))>> then\n set [wall slide v] to [0]\n end\n point in direction ((90) * (KEY X))\n change [frame v] by (0.5)\nend\nset [speed x v] to ((speed x) * (RESISTENCE))\n\ndefine Reset And Begin Level\nclear graphic effects\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 scence # (SPAWN SCENE) x (SPAWN X) y (SPAWN Y)\n\nwhen I receive [game loop v]\nforever\n broadcast (tick - first v)\n broadcast (tick v)\n broadcast (tick - Last v)\n set [platform dx v] to []\n set [platform dy v] to []\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [230]> then\n Begin scence # ((SCENE #) + (1)) x [-230] y (y position)\nelse\n if <(x position) < [-230]> then\n Begin scence # ((SCENE #) + (-1)) x [230] y (y position)\n end\nend\nif <(y position) > [180]> then\n Begin scence # ((SCENE #) + (100)) x (x position) y [-170]\nelse\n if <(y position) < [-180]> then\n Begin scence # ((SCENE #) + (-100)) x (x position) y [170]\n end\nend\nif <touching (danger v)?> then\n broadcast (loselife v)\nend\nif <touching (apple v)?> then\n broadcast (win - restart v)\nend\n\ndefine Begin scence # (scence #) x (numbax) y (numbay)\nset [scene # v] to (scence #)\nset x to (numbax)\nset y to (numbay)\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nbroadcast (Clear Clone v)\nbroadcast (change scence v)\nbroadcast (game loop v)\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox 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 (e69 v)\n stop [this script v]\nend\nif <(falling) > [2]> then\n if <(speed y) > [0]> then\n switch costume to (e1 v)\n else\n switch costume to (e1 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((34) + (([floor v] of (frame) ) mod (8)))\nelse\n switch costume to (e1 v)\nend\nstop [this script v]\n\ndefine Collide x? - Slope or wall\nCheck can wall slide\nchange y by (1)\nCheck toching solid\nif <(touching solid?) > [0]> then\n change y by (1)\n Check toching solid\n if <(touching solid?) > [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) * (0.4))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck toching solid\nif <(touching solid?) < [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 toching solid\nif <(touching solid?) < [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) < [5]> 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 toching solid\nset [wall slide v] to (touching solid?)\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\n\nwhen I receive [start v]\nshow\nbroadcast (clear v)\nif <(.PRO MODE) = [1]> then\n set [lives v] to [1]\nelse\n if <(.PRO MODE) = [baby]> then\n set [lives v] to [Infinity]\n else\n set [lives v] to [5]\n end\nend\nset [gravity v] to [-1.5]\nset [jumpforce v] to [12]\nset [acceleration v] to [0.6]\nset [resistence v] to [0.91]\nset [friction v] to [0.8]\nset [jump duration v] to [6]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nbroadcast (Setup v) and wait\nReset And Begin Level\n\nwhen flag clicked\nset [music v] to [0]\nhide\n\nwhen I receive [loselife v]\nstart sound [Kill v]\nset [dead v] to [1]\nstop [other scripts in sprite v]\nswitch costume to (costume2 v)\npoint in direction (90)\nwait (0.1) seconds\nset rotation style [all around v]\npoint in direction (0)\nswitch costume to (costume3 v)\nrepeat (10)\n turn right (9) degrees\nend\nwait (0.5) seconds\nif <not <(.PRO MODE) = [baby]>> then\n change [lives v] by (-1)\n if <(Lives) = [0]> then\n broadcast (meeting v)\n end\nend\nReset And Begin Level\nset [dead v] to [0]\n\ndefine find closest space (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 toching solid\n if <(touching solid?) < [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\ndefine stamp shadow\n\nchange [brightness v] effect by (-999)\nset [ghost v] effect to (90)\nset [id v] to [shadow]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (e1 v)\n go to [back v] layer\n say (id)\n go to x: (PLAYER X) y: ((PLAYER Y) - (5))\nend\n\nwhen flag clicked\nstamp shadow\nclear graphic effects\nset [id v] to [main]\nhide variable [level # v]\n\nwhen I receive [forever v]\ngo to [front v] layer\ngo [backward v] (5) layers\nset [player x v] to (x position)\nset [player y v] to (y position)\n\nwhen I receive [jump sussy baka v]\nset [speed y v] to [10]\n\ndefine CONTROLS - UP AND DOWN\nif <(UP) = [1]> 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 (JUMPFORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nCheck can wall slide\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (.6))\n end\nend\n\ndefine Controls - Up and Down\n\n@Level\n\nwhen flag clicked\nhide\nset [scene # v] to [0]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scence v]\nshow\nswitch costume to (join (join [Scene] (SCENE #)) (join [_] (LEVEL #)))\nerase all\nstamp shadow\noutline\n\ndefine stamp shadow\nchange [brightness v] effect by (-999)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine outline\nset rotation style [don't rotate v]\nchange [brightness v] effect by (-999)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@ScratchNapped 2!\n\nwhen flag clicked\nhide\n\nwhen I receive [win - restart v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nwait until <key (space v) pressed?>\nbroadcast (Start v)\nhide\n\nwhen I receive [meeting v]\nswitch costume to (costume2 v)\nshow\ngo to [front v] layer\nwait until <key (space v) pressed?>\nbroadcast (Start v)\nhide\n\nwhen I receive [forever v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nforever\n\nshow\ngo to [front v] layer\n\n@Animation2\n\nwhen flag clicked\nset [lives v] to []\nset [level # v] to [0]\nshow\ngo to x: (181) y: (-79)\npoint in direction (-90)\nswitch costume to (walk1_miss v)\nrepeat (13)\n change [costume v] by (1)\n broadcast (change x v)\n if <(costume) > [4]> then\n set [costume v] to [1]\n end\n wait (.1) seconds\nend\nswitch costume to (walk1_miss v)\nwait (1) seconds\nset [speed y v] to [12]\nrepeat (23)\n switch costume to (jump_miss v)\n change [speed y v] by (-1)\n change y by (speed y)\nend\nswitch costume to (walk1_miss v)\nforever\n repeat (13)\n change [costume v] by (1)\n broadcast (change x v)\n if <(costume) > [4]> then\n set [costume v] to [1]\n end\n wait (.1) seconds\n end\nend\n\nwhen I receive [change x v]\nrepeat (5)\n switch costume to (costume1 v)\n change x by (-3)\n switch costume to (costume)\nend\n\nwhen [space v] key pressed\nif <(Lives) = []> then\n broadcast (Menu v)\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <mouse down?> then\n if <(Lives) = []> then\n broadcast (Menu v)\n end\n end\nend\n\n@Made In Scratch\n\nwhen I receive [made in scratch v]\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nbroadcast (Menu v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Animation\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait until <touching (animation2 v)?>\nrepeat (100)\n switch costume to (big v)\n change y by (3)\n switch costume to (costume1 v)\nend\nswitch costume to (big v)\ngo to x: (0) y: (-500)\nrepeat (50)\n switch costume to (big v)\n change y by (8)\n switch costume to (game title v)\nend\nwait (1) seconds\nbroadcast (made in scratch v)\nwait (2) seconds\nhide\n\nbroadcast (Start v)\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Danger\n\nwhen flag clicked\nhide\nset [scene # v] to [0]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scence v]\nshow\nswitch costume to (join (join [Scene] (SCENE #)) (join [_] (LEVEL #)))\nif <not <(SCENE #) = [7]>> then\n outline\nend\nforever\n if <(SCENE #) = [7]> then\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nwhen I receive [start v]\nforever\n play sound ((1) + ((MUSIC) mod (2))) until done\nend\n\ndefine stamp shadow\nchange [brightness v] effect by (-999)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine outline\nset rotation style [don't rotate v]\nchange [brightness v] effect by (-999)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@Moving Platform\n\nwhen I receive [change scence v]\nshow\nif <(LEVEL #) = [1]> then\n Level 1 spawns\nelse\n Level 2 Spawns\nend\nhide\n\ndefine Animate Platform\nforever\n glide (1) secs to x: ((x position) + (46)) y: ((y position) - (27))\n wait (.2) seconds\n glide (1) secs to x: ((x position) + (49)) y: ((y position) + (27))\n wait (.2) seconds\n glide (1) secs to x: ((x position) - (95)) y: (y position)\n wait (.2) seconds\nend\n\nwhen I receive [tick - first v]\ngo to [front v] layer\ngo [backward v] (2) layers\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\nwhen flag clicked\nhide\n\ndefine Door at (x) (y) key (key name) Amount (amount)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if < (key name) contains [Key]?> then\n if <[collected v] contains (key name)?> then\n repeat (10)\n change y by (4)\n end\n wait (1) seconds\n repeat (10)\n change y by (-4)\n end\n end\n else\n if <<(AMOGUS COINS) > (amount)> or <(AMOGUS COINS) = (amount)>> then\n repeat (10)\n change y by (4)\n end\n wait (1) seconds\n repeat (10)\n change y by (-4)\n end\n end\n end\nend\n\ndefine Amimate 2\nshow\nforever\n glide (1) secs to x: ((x position) - (101)) y: (y position)\n wait (.2) seconds\n glide (1) secs to x: ((x position) + (101)) y: (y position)\n wait (.2) seconds\nend\n\nwhen I receive [setup v]\ndelete this clone\n\ndefine Level 1 spawns\nif <(SCENE #) = [1]> then\n Spawn [Platform] at [-56] [7] [90] Amount (Coin doors) [] Turn []\nend\nif <(SCENE #) = [102]> then\n Spawn [Platform] at [-56] [7] [90] Amount (Coin doors) [] Turn []\nend\nif <(SCENE #) = [8]> then\n Spawn [Key_Y] at [51] [-76] [90] Amount (Coin doors) [] Turn []\nend\nif <(SCENE #) = [4]> then\n Spawn [D_Coin] at [113] [-71] [90] Amount (Coin doors) [7] Turn []\nend\nif <(SCENE #) = [201]> then\n Spawn [D_Coin] at [121] [-72] [90] Amount (Coin doors) [13] Turn []\nend\nif <(SCENE #) = [203]> then\n Spawn [D_Coin] at [230] [104] [90] Amount (Coin doors) [25] Turn []\nend\nif <(SCENE #) = [208]> then\n Spawn [D_Coin] at [28] [100] [90] Amount (Coin doors) [25] Turn []\nend\nif <(SCENE #) = [202]> then\n Spawn [Platform] at [-74] [3] [90] Amount (Coin doors) [] Turn []\nend\nif <(SCENE #) = [0]> then\n Spawn [Rotating longer boi] at [1] [4] [90] Amount (Coin doors) [] Turn [2]\nend\nif <(SCENE #) = [1]> then\n Spawn [Key_Y2] at [-193] [-89] [90] Amount (Coin doors) [] Turn []\nend\n\ndefine Level 2 Spawns\nif <(SCENE #) = [1]> then\n Spawn [Platform] at [150] [10] [90] Amount (Coin doors) [] Turn []\n Spawn [Platform] at [-150] [10] [90] Amount (Coin doors) [] Turn []\n Spawn [Rotating long boi] at [0] [0] [90] Amount (Coin doors) [] Turn [1]\nend\n\ndefine Animate 3\nshow\nforever\n glide (2) secs to x: (x position) y: ((y position) - (164))\n wait (.2) seconds\n glide (2) secs to x: (x position) y: ((y position) + (164))\n wait (.2) seconds\nend\n\nwhen I receive [clear clone v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) (dir) Amount (Coin doors) (amount) Turn (degrees)\nset [turn v] to (degrees)\nshow\nswitch costume to (type)\ngo to x: (x) y: (y)\npoint in direction (dir)\nset [coin door amount v] to (amount)\ncreate clone of (_myself_ v)\n\nset [amogus coins v] to [69]\n\ngo to x: (-74) y: (3)\n\ngo to x: (-56) y: (7)\n\ngo to x: (2) y: (5)\n\ngo to x: (-56) y: (7)\n\nwhen I start as a clone\nshow\nif < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) key (costume [name v]) Amount []\nend\nif < (costume [name v]) contains [Coin]?> then\n Door at (x position) (y position) key [Coin] Amount (coin door amount)\nend\nif <(turn) > []> then\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\nif <(LEVEL #) = [1]> then\n if <(SCENE #) = [1]> then\n Animate Platform\n end\n if <(SCENE #) = [102]> then\n Animate Platform\n end\n if <(SCENE #) = [202]> then\n Amimate 2\n end\nelse\n if <(SCENE #) = [1]> then\n Animate 3\n end\nend\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\n@Apple\n\nwhen I receive [change scence v]\nshow\nif <(SCENE #) = [108]> then\n switch costume to (scene108 v)\nelse\n switch costume to (sceneblank v)\nend\n\n@COIN\n\nwhen I receive [change scence 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 (([sin v] of (frame) ) * (0.5))\n change [frame v] by (5)\nend\nif <(costume [number v]) = [1]> then\n change [amogus coins v] by (1)\n start sound [Coin v]\nelse\n add [Key_Y] to [collected v]\n add [Key_Y2] to [collected v]\n start sound [Wand v]\nend\nset [my scene v] to []\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [amogus coins v] to [0]\ngo to [front v] layer\nshow\nhide\nif <(LEVEL #) = [1]> then\n Level 1 spawns\nend\n\ndefine Place (costume) scene (scene) xy (x) (y)\nswitch costume to (costume)\nset [my scene v] to (scene)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [clear v]\ndelete this clone\n\ndefine Level 1 spawns\nPlace [1] scene [1] xy [53] [-65]\nPlace [1] scene [1] xy [156] [57]\nPlace [1] scene [101] xy [205] [37]\nPlace [1] scene [2] xy [89] [-88]\nPlace [1] scene [3] xy [111] [-80]\nPlace [2] scene [203] xy [17] [107]\nPlace [1] scene [102] xy [166] [-25]\nPlace [1] scene [103] xy [-91] [-88]\nPlace [1] scene [203] xy [-60] [107]\nPlace [1] scene [203] xy [111] [107]\nPlace [1] scene [202] xy [-70] [-37]\nPlace [1] scene [4] xy [80] [99]\nPlace [1] scene [4] xy [201] [139]\nPlace [1] scene [5] xy [201] [139]\nPlace [1] scene [5] xy [-191] [-96]\nPlace [1] scene [105] xy [90] [85]\nPlace [1] scene [6] xy [-105] [134]\nPlace [1] scene [6] xy [100] [181]\nPlace [1] scene [7] xy [-100] [-6]\nPlace [1] scene [107] xy [7] [-100]\nPlace [1] scene [0] xy [-77] [70]\nPlace [1] scene [0] xy [-187] [-92]\nPlace [1] scene [0] xy [118] [48]\nPlace [1] scene [0] xy [-192] [134]\nPlace [1] scene [0] xy [8] [-90]\nPlace [1] scene [201] xy [190] [-72]\n\n@Among us not working\n\nwhen flag clicked\n\nshow\n\ngo to [front v] layer\n\nstop [all v]\n\n@Checkpoint\n\nwhen I receive [change scence v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to (x position)\n set [spawn y v] to (y position)\n end\n if <<<(SPAWN SCENE) = (SCENE #)> and <(SPAWN X) = (x position)>> and <(SPAWN Y) = (y position)>> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [amogus coins v] to [0]\ngo to [front v] layer\nshow\nhide\nset [my scene v] to []\nif <(LEVEL #) = [1]> then\n Level 1 spawns\nend\n\ndefine Place (costume) scene (scene) xy (x) (y)\nswitch costume to (costume)\nset [my scene v] to (scene)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [clear v]\ndelete this clone\n\ndefine Level 1 spawns\nPlace [1] scene [4] xy [155] [-111]\nPlace [1] scene [1] xy [-29] [-110]\nPlace [1] scene [202] xy [-166] [-118]\n\n@UI\n\nwhen I receive [forever v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\nhide variable [amogus coins v]\nhide variable [lives v]\nhide variable [scene # v]\n\nwhen I receive [start v]\nshow\nshow variable [amogus coins v]\nshow variable [lives v]\nshow variable [scene # v]\n\n@Play button\n\nwhen I receive [menu v]\nshow\nforever\n go to [front v] layer\n go [backward v] (4) layers\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nhide\nset [.pro mode v] to [0]\nbroadcast (Start v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\n@Sprite1\n\nwhen I receive [menu v]\nshow\nforever\n go to [front v] layer\n go [backward v] (4) layers\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nhide\nset [.pro mode v] to [1]\nbroadcast (Start v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\n@Screen\n\nwhen I receive [menu v]\nshow\nforever\n go to [front v] layer\n go [backward v] (7) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu v]\nshow\nforever\n next costume\n wait (.1) seconds\nend\n\n@AMong us\n\nwhen I receive [menu v]\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\n@Imposter\n\nwhen flag clicked\nhide\n\nwhen I receive [change scence v]\nif <(LEVEL #) = [1]> then\n Level 1 Spawns\nend\n\nwhen I start as a clone\nshow\nforever\n change [costume v] by (1)\n if <(costume) > [8]> then\n set [costume v] to [1]\n end\n wait (0.04) seconds\nend\n\nwhen I receive [clear clone v]\ndelete this clone\n\nwhen I start as a clone\nset [speed y v] to [0]\nforever\n move down\n Move - Left or Right\n if <<(dead) = [0]> and <touching (player v)?>> then\n if <([speed y v] of [player v]) < [-3]> then\n imposter is dead ahhahahahahaha\n else\n broadcast (loselife v)\n end\n end\nend\n\ndefine move down\nswitch costume to (costume3 v)\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n set [speed y v] to [0]\n change y by (1)\nend\n\ndefine Move - Left or Right\nswitch costume to (costume3 v)\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe v)?> or <touching (moving platform v)?>>> then\n switch costume to (costume)\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\nswitch costume to (costume)\n\ndefine imposter is dead ahhahahahahaha\nbroadcast (jump sussy baka v)\ngo to [front v] layer\nstart sound [Kill v]\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\npoint in direction (90)\nwait (0.1) seconds\nset rotation style [all around v]\npoint in direction (0)\nswitch costume to (costume2 v)\nrepeat (10)\n turn right (9) degrees\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Spawn (type) at (x) (y) (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\ndefine Level 1 Spawns\nif <(SCENE #) = [2]> then\n Spawn [Imposter] at [-7] [-94] [90]\nend\nif <(SCENE #) = [202]> then\n Spawn [Imposter] at [-11] [23] [-90]\nend\nif <(SCENE #) = [8]> then\n Spawn [Imposter] at [17] [-98] [-90]\nend\nif <(SCENE #) = [3]> then\n Spawn [Imposter] at [-54] [53] [90]\nend\nif <(SCENE #) = [4]> then\n Spawn [Imposter] at [76] [-97] [90]\nend\nif <(SCENE #) = [5]> then\n Spawn [Imposter] at [-107] [-93] [-90]\n Spawn [Imposter] at [75] [-97] [90]\nend\nif <(SCENE #) = [6]> then\n Spawn [Imposter] at [75] [-97] [90]\nend\nif <(SCENE #) = [7]> then\n if <([y position v] of [player v]) > [10]> then\n Spawn [Imposter] at [-222] [-96] [90]\n Spawn [Imposter] at [-210] [-96] [-90]\n end\n Spawn [Imposter] at [32] [12] [-90]\nend\nif <(SCENE #) = [102]> then\n Spawn [Imposter] at [-122] [36] [-90]\nend\n\n@Safe\n\nwhen flag clicked\nhide\nset [scene # v] to [0]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scence v]\nset [ghost v] effect to (100)\nshow\nswitch costume to (join (join [Scene] (SCENE #)) (join [_] (LEVEL #)))\n\nset [amogus coins v] to [69]\n\n@Baby mode\n\nwhen I receive [menu v]\nshow\nforever\n go to [front v] layer\n go [backward v] (4) layers\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nhide\nset [.pro mode v] to [baby]\nbroadcast (Start v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level # v] to [1]\nshow variable [level # v]\nhide\n\n@Mobile\n\nwhen I receive [menu v]\nshow\nforever\n go to [front v] layer\n go [backward v] (3) layers\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n else\n change size by (((90) - (size)) / (5))\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nset size to (2) %\nnext costume\nif <([costume # v] of [mobile v]) = [2]> then\n hide\n show variable [stick size v]\nelse\n show\n hide variable [stick size v]\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [click v]\nset size to (2) %\nnext costume\nif <([costume # v] of [mobile v]) = [2]> then\n hide\n show variable [stick size v]\nelse\n show\n hide variable [stick size v]\nend\n\n@Controls\n\nwhen I receive [start v]\nforever\n if <([costume # v] of [mobile v]) = [1]> then\n set [up v] to <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>>\n set [right v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n set [left v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\n else\n set [up v] to <(STICK Y) > [0.3]>\n set [right v] to <(STICK X) > [0.5]>\n set [left v] to <(STICK X) < [-0.5]>\n end\nend\n\nwhen flag clicked\nhide\n\nif then\n\n@Paused\n\nwhen I receive [pause v]\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\n\nwhen I receive [unpause v]\nclear graphic effects\nhide\n\n@Control stick\n\nwhen flag clicked\nhide variable [stick size v]\nhide\ngo to x: (-156) y: (-98)\nset [control stick v] to [Control stick]\nset [stick size v] to [120]\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\nset [max stick v] to []\nforever\n set size to (STICK SIZE) %\n go to [front v] layer\n go [backward v] (1) layers\n if <([costume # v] of [mobile v]) > [1]> then\n show\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(LEVEL #) = [0]> then\n broadcast (click v)\n end\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nhide\nswitch costume to (stick v)\nset [ghost v] effect to (25)\nforever\n set size to (STICK SIZE) %\n go to [front v] layer\n if <([costume # v] of [mobile v]) > [1]> then\n show\n else\n hide\n end\nend\n\ndefine Stick drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (Control stick)\n turn right (180) degrees\n set [stick dir v] to (direction)\n set [stick powa v] to (distance to [(Control stick) v])\n if <(STICK POWA) > (max stick)> then\n move ((max stick) - (STICK POWA)) steps\n set [stick powa v] to (max stick)\n end\n set [stick powa v] to ((STICK POWA) / (max stick))\n set [stick x v] to ((STICK POWA) * ([sin v] of (STICK DIR) ))\n set [stick y v] to ((STICK POWA) * ([cos v] of (STICK DIR) ))\nend\n\nwhen I receive [start v]\nhide variable [stick size v]\nif <(max stick) = []> then\n stop [this script v]\nend\nforever\n set [stick powa v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (Control stick)\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\n@Pause button\n\nwhen flag clicked\nhide\nset [ghost v] effect to (20)\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (pause game v)\n\n
Use left or a and right or d keys to move. Use up, space, or w to jump. You can wall jump and press p or the pause button to pause the game\n\nAlso there is mobile controls , but i dont recomend using them\n\n\n\nWait... There is a 69 in my url
dusk | a platformer
@Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n set volume to (70) %\n play sound [Clean Bandit - Symphony feat v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [island v]\ngo to x: (-200) y: (-50)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (9) layers\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\n\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Bouncy\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [4]> then\n Clone at x: [-120] y: [-115]\nelse\n hide\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(Level) = []> then\n Clone at x: [-120] y: [-115]\nelse\n hide\n delete this clone\nend\n\n@Woter\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Saw\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n set size to (70) %\n hide\n go to [front v] layer\n go [backward v] (9) layers\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nif <(Level) = []> then\n Clone at x: [150] y: [-125]\nelse\n if <(Level) = []> then\n Clone at x: [30] y: [125]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [4]> then\n Clone at x: [0] y: [0]\nelse\n if <(Level) = [4]> then\n Clone at x: [0] y: [0]\n else\n hide\n delete this clone\n end\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n turn right (10) degrees\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwait until <(Level) = [50]>\n\n@Love fave\n\nwhen flag clicked\n\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@Text\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n go [backward v] (2) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [boat v]\nglide (5) secs to x: (300) y: (0)\nswitch costume to (costume10 v)\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Hello! SO this is just a platformer i made...bc i was bored lol\n\nIt was just sitting there in the unshared projects section so i thought of finishing it up and sharing it.\n\nNot my best project but, oh well...\nHave fun! :D\n\nCredits..\n-Huge credit to @Ziyu3 for the platformer engine!\n-Art by me\n-Music is Symphony instrumental\n\n\n#All #Platformer #Games #Dusk
Platformer...but there is no friction #all #games #trending
@Stage\n\nwhen flag clicked\nswitch backdrop to (pozadí1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (100) %\n wait until <key (m v) pressed?>\n wait until <not <key (m v) pressed?>>\n set volume to (0) %\n wait until <key (m v) pressed?>\n wait until <not <key (m v) pressed?>>\nend\n\n@Player\n\ndefine Heyy\ngo to [front v] layer\nif <(x position) = [241]> then\n broadcast (next level v)\n Start Position\nend\nif <(x position) = [-241]> then\n set [x_vel v] to [0]\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> 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 <<mouse down?> and <[0] < (mouse x)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> 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 (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n change [x_vel v] by (0.45)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n change [x_vel v] by (-0.45)\nend\nset [x_vel v] to ((x_vel) * (1))\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 change x by ((x_vel) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n change x by (0)\n set [y_vel v] to [10]\n if <(x_vel) > [0]> then\n set [x_vel v] to [-3]\n else\n set [x_vel v] to [3]\n end\n else\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?> or <<mouse down?> and <(y position) < (mouse y)>>>> 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: (0)\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@thumb\n\nwhen flag clicked\nhide\n\n
-------------------------------About----------------------------------\n Hello scratchers! \nSo another platformer. It's short cuz I'm working on FPCA but I hope you will like it! Enjoy :D\nArrow keys, M to mute\n\n-------------------------------Goals----------------------------------\nTrending games - 10th\nTrending all - 63th\n200❤️ - done\n150⭐ - done
Cuber's Journey-part 3-The Flood-A platformer
@Stage\n\nwhen I receive [intro done v]\nswitch backdrop to (clear sky v)\nbroadcast (end v)\nforever\n if <(Level) = [1]> then\n switch backdrop to (castle entrance2 v)\n end\n if <<<<(Level) = [2]> or <(Level) = [3]>> or <<(Level) = [4]> or <(Level) = [5]>>> or <(Level) = [9]>> then\n switch backdrop to (clear sky v)\n end\n if <(Level) = [6]> then\n switch backdrop to (house v)\n end\n if <(Level) = [7]> then\n switch backdrop to (village v)\n end\n if <(Level) = [8]> then\n switch backdrop to (houses v)\n end\n if <<(Level) > [8]> and <(Level) < [18]>> then\n switch backdrop to (cloudy sky v)\n end\n if <(Level) = [18]> then\n switch backdrop to (boat v)\n end\n if <(Level) = [19]> then\n switch backdrop to (cloudy sky v)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (thumbnail v)\nwait (3) seconds\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\n@Cuber\n\ndefine Say (say cuber)\nset [letter v] to [1]\nset [say v] to []\nrepeat (length of (say cuber))\n if <(letter (Letter) of (say cuber)) = [,]> then\n set [say v] to (join (Say) (letter (Letter) of (say cuber)))\n say (Say)\n change [letter v] by (1)\n wait (0.2) seconds\n else\n if <(letter (Letter) of (say cuber)) = [.]> then\n set [say v] to (join (Say) (letter (Letter) of (say cuber)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n if <(letter (Letter) of (say cuber)) = [?]> then\n set [say v] to (join (Say) (letter (Letter) of (say cuber)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n if <(letter (Letter) of (say cuber)) = [!]> then\n set [say v] to (join (Say) (letter (Letter) of (say cuber)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n if <(letter (Letter) of (say cuber)) = [:]> then\n set [say v] to (join (Say) (letter (Letter) of (say cuber)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n if <(letter (Letter) of (say cuber)) = [;]> then\n set [say v] to (join (Say) (letter (Letter) of (say cuber)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n set [say v] to (join (Say) (letter (Letter) of (say cuber)))\n say (Say)\n change [letter v] by (1)\n wait (0.05) seconds\n end\n end\n end\n end\n end\n end\nend\nwait (1) seconds\n\ndefine Looks\nif <key (any v) pressed?> then\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n end\nend\nset size to (10) %\n\ndefine Dead?\nif <key (r v) pressed?> then\n Restart\nend\nif <key (b v) pressed?> then\n if <<(Move) = [1]> and <not <(Level) = [1]>>> then\n broadcast (Back a Level v)\n Restart\n wait (0.1) seconds\n end\nend\nif <key (n v) pressed?> then\n if <<(Move) = [1]> and <not <(Level) = [19]>>> then\n broadcast (Next Level v)\n Restart\n wait (0.1) seconds\n end\nend\nif <(x position) > [235]> then\n if <(Level) = [16]> then\n if <(Boss defeated) = [1]> then\n broadcast (Next Level v)\n Restart\n end\n else\n broadcast (Next Level v)\n Restart\n end\nend\nif <(y position) < [-160]> then\n Dead Looks [1]\nend\nif <touching (spikes and other v)?> then\n Dead Looks [2]\nend\nif <touching (flood! v)?> then\n Dead Looks [3]\nend\nif <touching (megaball v)?> then\n Dead Looks [3]\nend\n\ndefine Restart\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-215) y: (0)\nclear graphic effects\nbroadcast (OOF v)\n\ndefine Dead Looks (type)\nif <(type) = [1]> then\n set [brightness v] effect to (75)\nend\nif <<(type) = [2]> or <(type) = [4]>> then\n repeat (20)\n change y by (2.5)\n change [ghost v] effect by (5)\n set [yv v] to [0]\n end\nend\nif <(type) = [3]> then\n repeat (20)\n change y by (-0.5)\n change [ghost v] effect by (5)\n set [yv v] to [0]\n end\nend\nRestart\nbroadcast (OOF v)\n\nwhen I receive [end v]\nwait (0.5) seconds\nshow\nRestart\nset rotation style [left-right v]\nforever\n if <(Move) = [1]> then\n go to [front v] layer\n change [yv v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n if <([abs v] of (Xv) ) = (Xv)> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching (ground v)?> or <touching (moving platform v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n change y by (1)\n Looks\n Dead?\n if <touching (moving platform v)?> then\n change x by ([xv v] of [moving platform v])\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (cuber/cubie v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (cuber/cubie v)\nset [bb v] to [0]\nset [move v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n switch costume to (cuber v)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (2) layers\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [animation v]\nswitch costume to (cuber v)\nglide (1) secs to x: (-196) y: (-116)\nsay [Uh... Hi? Do you speak english?] for (5) seconds\nsay [Oh! Whew!] for (2) seconds\nsay [So... What happened here? Why is this place so empty?] for (4) seconds\n\nwhen I receive [animationalmostdone v]\nsay [Ok! And, by the way, what's your name?] for (4) seconds\n\nwhen I receive [animationalmostdone v]\nwait (3) seconds\nswitch costume to (cuber/cubie v)\n\nwhen I receive [meet futurer v]\ngo to x: (-215) y: (-117)\nswitch costume to (cuber v)\nSay [Hi Futurer!]\nwait (1) seconds\nsay []\n\nwhen I receive [got it? v]\nwait (3) seconds\nSay [Bye!]\nwait (1) seconds\nsay []\n\nwhen I receive [move v]\nswitch costume to (cuber/cubie v)\n\nwhen I receive [storm v]\nsay []\nswitch costume to (cuber v)\ngo to x: (-109) y: (-17)\n\nwhen I receive [er- v]\nSay [Right, but is it safe in a storm?]\nbroadcast (Uh oh v)\nsay []\n\nwhen I receive [end v]\nswitch costume to (cuber/cubie v)\n\nwhen I receive [almostdone v]\n\ngo to x: (0) y: (0)\n\nwhen I receive [to be continued... v]\nhide\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [back a level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\nforever\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [to be continued... v]\nhide\n\n@Moving Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to x: (0) y: (0)\nforever\n change x by (Xv)\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [xv v] to [0]\nforever\n repeat (80)\n set [xv v] to [1]\n end\n repeat (80)\n set [xv v] to [-1]\n end\nend\n\n@Spikes and Other\n\nwhen I receive [end v]\nshow\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@Lava and Other\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nforever\n show\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nset x to (0)\nforever\n repeat (20)\n change y by (0.2)\n end\n repeat (20)\n change y by (-0.2)\n end\n set y to (0)\nend\n\n@Cloud Effects\n\nwhen I receive [end v]\nforever\n hide\n if <(Level) < [8]> then\n hide\n create clone of (_myself_ v)\n wait (2) seconds\n end\n if <(Level) = [8]> then\n hide\n create clone of (_myself_ v)\n wait (1) seconds\n end\n if <(Level) > [8]> then\n hide\n create clone of (_myself_ v)\n wait (0.4) seconds\n end\nend\n\nwhen I start as a clone\nshow\nif <(Level) < [8]> then\n switch costume to (pick random (1) to (3))\nend\nif <(Level) = [8]> then\n switch costume to (pick random (2) to (6))\nend\nif <(Level) > [8]> then\n switch costume to (pick random (4) to (6))\nend\nset [ghost v] effect to (pick random (50) to (90))\nset size to (pick random (90) to (110)) %\nset y to (pick random (70) to (150))\nset [cloud speed v] to (pick random (0.3) to (1))\nset x to (-250)\nrepeat until <(x position) > [250]>\n go to [back v] layer\n move (Cloud Speed) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Cubie\n\ndefine Say cubie (say cubie)\nset [letter v] to [1]\nset [say v] to []\nrepeat (length of (say cubie))\n if <(letter (Letter) of (say cubie)) = [,]> then\n set [say v] to (join (Say) (letter (Letter) of (say cubie)))\n say (Say)\n change [letter v] by (1)\n wait (0.2) seconds\n else\n if <(letter (Letter) of (say cubie)) = [.]> then\n set [say v] to (join (Say) (letter (Letter) of (say cubie)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n if <(letter (Letter) of (say cubie)) = [?]> then\n set [say v] to (join (Say) (letter (Letter) of (say cubie)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n if <(letter (Letter) of (say cubie)) = [!]> then\n set [say v] to (join (Say) (letter (Letter) of (say cubie)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n if <(letter (Letter) of (say cubie)) = [:]> then\n set [say v] to (join (Say) (letter (Letter) of (say cubie)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n if <(letter (Letter) of (say cubie)) = [;]> then\n set [say v] to (join (Say) (letter (Letter) of (say cubie)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n set [say v] to (join (Say) (letter (Letter) of (say cubie)))\n say (Say)\n change [letter v] by (1)\n wait (0.05) seconds\n end\n end\n end\n end\n end\n end\nend\nwait (1) seconds\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (2) layers\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [meet futurer v]\ngo to x: (-215) y: (-89)\nshow\nglide (1) secs to x: (-185) y: (-117)\nwait (5) seconds\nSay cubie [Hi! We tried to defeat the evil cube again, but he escaped again! He always escapes! We can never defeat him! How can we defeat him?]\nbroadcast (The legend v)\nsay []\n\nwhen I receive [got it? v]\nSay cubie [Yes!]\nwait (2) seconds\nsay []\nglide (1) secs to x: (-215) y: (-89)\nbroadcast (Move v)\nhide\nset [move v] to [1]\n\nwhen I receive [end v]\nwait (1) seconds\nwait until <(Level) = [19]>\nset [move v] to [1]\nbroadcast (STORM v)\n\nwhen I receive [storm v]\nsay []\nshow\ngo to x: (96) y: (-17)\nSay cubie [Phew! At least here we are safe from the flood!]\nSay cubie [Right cuber?]\nbroadcast (Er- v)\n\nwhen I receive [uh oh v]\nSay cubie [Uh oh]\nbroadcast (WAVE! v)\n\nwhen I receive [to be continued... v]\nhide\n\nwhen I receive [end v]\nshow variable [time v]\nreset timer\nforever\n if <not <(Level) = [19]>> then\n set [time v] to (join [Your time: ] (timer))\n end\nend\n\nwhen flag clicked\nhide variable [time v]\n\n@The evil cube\n\n@Futurer\n\ndefine Say Futurer (say)\nset [letter v] to [1]\nset [say v] to []\nrepeat (length of (say))\n if <(letter (Letter) of (say)) = [,]> then\n set [say v] to (join (Say) (letter (Letter) of (say)))\n say (Say)\n change [letter v] by (1)\n wait (0.2) seconds\n else\n if <(letter (Letter) of (say)) = [.]> then\n set [say v] to (join (Say) (letter (Letter) of (say)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n if <(letter (Letter) of (say)) = [?]> then\n set [say v] to (join (Say) (letter (Letter) of (say)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n if <(letter (Letter) of (say)) = [!]> then\n set [say v] to (join (Say) (letter (Letter) of (say)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n if <(letter (Letter) of (say)) = [:]> then\n set [say v] to (join (Say) (letter (Letter) of (say)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n if <(letter (Letter) of (say)) = [;]> then\n set [say v] to (join (Say) (letter (Letter) of (say)))\n say (Say)\n change [letter v] by (1)\n wait (0.5) seconds\n else\n set [say v] to (join (Say) (letter (Letter) of (say)))\n say (Say)\n change [letter v] by (1)\n wait (0.05) seconds\n end\n end\n end\n end\n end\n end\nend\nwait (1) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nwait until <(Level) = [7]>\nshow\nsay [Zzz...]\nbroadcast (meet futurer v)\nset [move v] to [0]\nwait (1.5) seconds\n\nwhen I receive [the legend v]\nSay Futurer [Huh? Oh, ok, so, Hi Cubie! Hi Cuber! There IS a way to defeat him, it's a prophecy]\nSay Futurer [So, the prophesy goes like this:]\nSay Futurer [Far, far away, \(Actually here, the legend came from another place LOL\) there was a black cube who wanted to be king and have all the world to himself ]\nSay Futurer [It was told that he would someday have a castle and a crown, but 2 cubes would stand against him.]\nSay Futurer [One would meet his friend in a volcano, and toguether they would try to defeat the evil cube, but they were going to fail]\nSay Futurer [Afterwards, they would meet a cube who would tell them where the Evil Cube's castle was, but they would fail again]\nSay Futurer [And... Those cubes are you. The cube who told them where the castle was would tell them how to defeat him... And... As circumstances seem... Its me!]\nSay Futurer [Anyway, there you have it. That was the legend, and now I have to tell you how I think you may be able to defeat him]\nSay Futurer [So, there are two things that you have to get: the Epic Sword, and the Gem of Brightness. Together, they may be able to defeat the Evil Cube.]\nSay Futurer [The Epic Sword is located down in the ground, in a cave, and the Bright Gem, on the clouds. It will be a hard journey, but I'm sure you will be able to do it]\nSay Futurer [Sorry if I got you confused. On a easier way, in summary:]\nSay Futurer [Go to the cave, get the Sword, and go to the clouds, and get the Gem, put them together, and us that against the Evil Cube. Got it?]\nbroadcast (Got it? v)\nwait (3) seconds\nSay Futurer [Ok!]\nSay Futurer [Good luck!]\nsay [Good luck!]\nwait until <not <(Level) = [7]>>\nhide\n\n@Intro\n\nwhen [timer v] > (timer)\ngo to x: (0) y: (0)\nforever\n hide\nend\n\ndefine Play intro\nset [ghost v] effect to (0)\nshow\nset size to (100) %\nbroadcast (Intro sprite2 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (joshisaurio!!! v)\nwait (1) seconds\nrepeat (11)\n wait (0.5) seconds\n next costume\nend\nbroadcast (Disappear v)\nrepeat (140)\n change size by (5)\nend\n\nwhen I receive [disappear v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (almostdone v)\n\nwhen I receive [start intro v]\nPlay intro\n\nwhen flag clicked\nhide\n\n@Intro2\n\nwhen I receive [intro sprite2 v]\nset [hide v] to [0]\nshow\ngo to x: (-150) y: (90)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (90)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-90)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-90)\ncreate clone of (_myself_ v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n turn right (10) degrees\nend\n\nwhen I start as a clone\nwait until <(Hide) = [1]>\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [disappear v]\nset [hide v] to [1]\n\n@Sprite1\n\nwhen I receive [almostdone v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (Intro Done v)\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [back v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Start Intro v)\n\n@Lag reducer\n\n@Rain\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (0) to (60))\nset size to (pick random (90) to (110)) %\nset y to (pick random (70) to (150))\nset [raindrop speed v] to (pick random (-3) to (-4))\nset x to (pick random (-225) to (225))\nrepeat until <<touching (ground v)?> or <touching (flood! v)?>>\n go to [front v] layer\n change y by (Raindrop speed)\nend\ndelete this clone\n\nwhen I receive [end v]\nhide\nforever\n if <(Level) > [8]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [wave! v]\nstop [other scripts in sprite v]\nforever\n delete this clone\nend\n\n@Rain2\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (0) to (60))\nset size to (pick random (90) to (110)) %\nset y to (pick random (70) to (150))\nset [raindrop speed v] to (pick random (-3) to (-4))\nset x to (pick random (-225) to (225))\nrepeat until <<touching (ground v)?> or <touching (flood! v)?>>\n go to [front v] layer\n change y by (Raindrop speed)\nend\ndelete this clone\n\nwhen I receive [end v]\nhide\nforever\n if <(Level) > [12]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [wave! v]\nstop [other scripts in sprite v]\nforever\n delete this clone\nend\n\n@FLOOD!\n\nwhen flag clicked\nhide\n\nwhen I receive [oof v]\nhide\nwait (1) seconds\nif <<(Level) > [13]> and <not <(Level) = [19]>>> then\n show\n go to x: (-600) y: (0)\n glide (15) secs to x: (0) y: (0)\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [end v]\nwait (1) seconds\nwait until <(Level) > [13]>\nbroadcast (OOF v)\n\nwhen I receive [wave! v]\nshow\ngo to x: (-600) y: (0)\nglide (5) secs to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [storm v]\ngo to x: (-600) y: (0)\nhide\n\n@Dark\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [wave! v]\ngo to [front v] layer\n\nwhen I receive [wave! v]\nswitch costume to (costume1 v)\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (TO BE CONTINUED... v)\n\nwhen I receive [to be continued... v]\ngo to [front v] layer\nforever\n set [ghost v] effect to (0)\nend\n\n@To be continued\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [to be continued... v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (100)\n change [ghost v] effect by (-1)\n go to [front v] layer\nend\nforever\n set [ghost v] effect to (0)\n go to [front v] layer\nend\n\n@Sprite2\n\nwhen I receive [end v]\nhide\nwait (1) seconds\nforever\n wait until <(Level) = [16]>\n show\n wait until <not <(Level) = [16]>>\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nwait until <not <mouse down?>>\nswitch costume to (costume1 v)\n\n@Thumbbnail\n\nwhen [timer v] > (timer)\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nset [your time v] to [0.01]\nforever\n set [your time v] to (timer)\nend\n\n
--------------------------------------------------------\nCuber's Journey-part 3-The Flood-a platformer\n--------------------------------------------------------\nLaggy? Use turbowarp!\nhttps://turbowarp.org/585865457\n--------------------------------------------------------\nSpeedrun:\nhttps://scratch.mit.edu/discuss/youtube/QB13u4YWCos/\nCan you beat my time?!\n[There will be more speedruns coming soon for parts 1-7!]\n--------------------------------------------------------\nFeatures:\n17 levels\n2 cutscenes\nA flood!\nCharacters\nAll levels are possible!\nNOTE: Level 16 is VERY hard (But possible) So if you get so angry you destroy your computer, don't say I didn't warn you ;)\n--------------------------------------------------------\nInstructions:\nPlay part 1 and 2 first, because this has a story\nUse arrow keys to move\nR to restart\nB to go to last level (Go back a level)\nN to go to next level (Skip)\n(Note: You can't skip while cutscenes play, and if you go back to a level with a cutscene it will not play)\nAvoid spikes and the flood.\n--------------------------------------------------------\nUpdates:\n19/10/2021-Shared\n18/7/2022 - Unshared and reshared all parts so that people can find them easier on my profile\n--------------------------------------------------------\nFirst love/star by: @Yellow_Bear_Hewo\n------------------------------------------------------\nGoals:\n1- 5 views-Done in 30 minutes :O!\n2- 5 hearts-Done!\n3- 5 stars-Done!\n4- 15 views-Done!\n5- 10 hearts-Done!\n6- 10 stars-Done!\n7- 50 views-Done!\n8- 25 stars-Done!\n9- 25 hearts-Done!\n10- 100 views-Done!\n11- 50 hearts-DONE!\n12- 50 stars-DONE!\n13- 500 views -Done!\n14- 500 stars\n15- 500 hearts\n16- 1,000 views-DONE, I CAN'T BELIEVE IT! IT'S MY DREAM!\n17- 1,000 hearts\n18- 1,000 stars\n19- 5,000 views - Done\n20- 2,500 stars\n21-2,500 hearts\n22- 10,000 views\n---------------------------------------------------------\nParts:\nhttps://scratch.mit.edu/studios/30406675\n-------------------------------------------------------\nPls propose this to be featured! \nhttps://scratch.mit.edu/studios/4228481/\n\n@MysticCr8tor for engine, modified by me, and some art heavily modified by me. \n\nMusic by TheFatRat\n\nSpecial shoutout to @Yellow_Bear_Hewo for suggesting to feature\n\nThe rest by me\n\nIn summary:\nAbout 60% or 65% by me\n---------------------------------------------------------tags: #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #sus_secret_tag #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #IPutALotOfTagsBecausePopularPeoplePutALotOfTagsSoMaybeThatWayMaybeIWillBeOnTopTrending #LOL #Joshisaurio #Yoshisaurio #Joshi
Notebook//A Platformer #all #games
@Stage\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen I receive [reset v]\nset size to (100) %\nswitch costume to (costume1 v)\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-142) y: (-72)\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 flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (RESet v)\n end\nend\n\nwhen I receive [level v]\nbroadcast (RESet v)\n\nwhen flag clicked\ngo to x: (-142) y: (-72)\nset [level v] to [1]\nbroadcast (LEvel v)\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xv v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xv v] by (1.5)\n end\n set [xv v] to ((XV) * (0.85))\n change x by (XV)\n if <touching (ground v)?> then\n change y by (4)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((XV) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> 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 change [yv v] by (-1)\n change y by (YV)\n if <touching (ground v)?> then\n change y by ((YV) - ((YV) * (2)))\n set [yv v] to [0]\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<touching (ground v)?> and <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n set [yv v] to [15]\n end\n change y by (1)\n if <touching (level end thing v)?> then\n broadcast (LEvel v) and wait\n change [level v] by (1)\n end\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n broadcast (RESet v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <(y position) < [-178]> then\n broadcast (RESet v)\n end\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@level end thing\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (36) y: (25)\ngo to [back v] layer\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (36) y: (35)\nshow\ngo to [front v] layer\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nwait (2) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\n
WASD or arrow keys to move\ndon't touch spikes or lava\nHave fun
The Desert - A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Honeycomb Highway - Sonic Lost World \[OST\] v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n Player Movement\nend\n\ndefine Player Movement\nchange [y v] by (-1)\nswitch costume to (idle v)\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (walk v)\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (walk v)\n point in direction (-90)\nend\nset [x v] to ((x) * (0.88))\nchange x by (x)\nchange y by (y)\nGround Collisions\nWall Collisions\nif <(x position) > [220]> then\n broadcast (Next Level v)\nend\nif <(y position) < [-176]> then\n broadcast (Reset v)\nend\nif <touching (danger v)?> then\n broadcast (Reset v)\nend\n\ndefine Ground Collisions\nif <<touching (ground v)?> or <touching (moving platform v)?>> then\n repeat ([ceiling v] of ([abs v] of (y) ) )\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (((y) / ([abs v] of (y) )) * (-1))\n end\n end\n if <<key (up arrow v) pressed?> and <not <(y) > [0]>>> then\n set [y v] to [12]\n else\n set [y v] to [0]\n end\nend\n\ndefine Wall Collisions\nif <<(x) > [0]> and <touching (ground v)?>> then\n change x by ((0) - (x))\n set [x v] to [0]\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n if <(x) > [0]> then\n set [x v] to [12]\n else\n set [x v] to [-12]\n end\n else\n set [x v] to [0]\n end\nelse\n if <<(x) < [0]> and <touching (ground v)?>> then\n change x by ((0) - (x))\n set [x v] to [0]\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n if <(x) > [0]> then\n set [x v] to [-12]\n else\n set [x v] to [12]\n end\n else\n set [x v] to [0]\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (0)\n\nwhen I receive [reset v]\ngo to x: (-200) y: (0)\n\nwhen [s v] key pressed\nbroadcast (Next Level v)\nwait until <not <key (s v) pressed?>>\n\n@Ground\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (level 1 v)\n\n@Danger\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Moving Platform\n\nwhen flag clicked\nhide\nforever\n if <(level) = [14]> then\n show\n Move Platform\n go to x: (-73) y: (83)\n else\n hide\n end\nend\n\ndefine Move Platform\nwait (1) seconds\nrepeat (50)\n set [platform x v] to [5]\n change x by (platform x)\nend\nwait (1) seconds\nrepeat (50)\n set [platform x v] to [-5]\n change x by (platform x)\nend\nif <not <(level) = [14]>> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (4) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (25)\nset [spawn point v] to (pick random (1) to (2))\ngo to [back v] layer\nif <(spawn point) = [1]> then\n go to x: (-240) y: (pick random (130) to (150))\n repeat until <(x position) > [220]>\n change x by (1)\n end\n delete this clone\nelse\n go to x: (240) y: (pick random (130) to (150))\n repeat until <(x position) < [-220]>\n change x by (-1)\n end\n delete this clone\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
Double click the flag.\n\nInstructions:\n- Arrow Keys to move\n- Avoid spikes and lava\n- Wall jumping included\n- Press S to skip a level\n- Enjoy!
Geometric - a platformer
@Stage\n\nwhen flag clicked\nwait (2) seconds\nbroadcast (circle v)\n\n@Player \n\ndefine Touch ground <something above>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <something above> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [yv v] to [0]\nend\n\nwhen I receive [start v]\nset [your score: v] to [0]\nshow\nset [ghost v] effect to (100)\nspawn player\nset [yv v] to [0]\nset [xv v] to [0]\nset size to (100) %\nswitch costume to (normal v)\nreset timer\nforever\n death\n if <touching (trampoline v)?> then\n set [yv v] to [15]\n end\n if <<(x position) > [239]> and <not <(level) = [16]>>> then\n change [level v] by (1)\n spawn player\n set [xv v] to [0]\n set [yv v] to [0]\n end\n change [xv v] by (<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> - <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>)\n set [xv v] to ((xv) * (0.88))\n change x by (xv)\n if <touching (ground v)?> then\n change x by ((0) - (xv))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n change [yv v] by (-1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(falling) < [4]> then\n set [yv v] to [9]\n end\n end\n change y by (yv)\n Touch ground <(yv) > [0]>\nend\n\nwhen flag clicked\nreset timer\nclear graphic effects\nset [level v] to [1]\nhide\nforever\n if <<(x position) > [239]> and <(level) = [16]>> then\n set [results? v] to [yes]\n end\nend\n\ndefine size change || size: (size) speed: (speed)\nchange size by (((size) - (size)) / (speed))\n\ndefine spawn player\nif <(level) = [1]> then\n go to x: (-170) y: (-70)\nend\nif <(level) = [2]> then\n go to x: (-170) y: (-70)\nend\nif <(level) = [3]> then\n go to x: (-214) y: (46)\nend\nif <(level) = [4]> then\n go to x: (-170) y: (-70)\nend\nif <(level) = [5]> then\n go to x: (-219) y: (13)\nend\nif <(level) = [6]> then\n go to x: (-219) y: (90)\nend\nif <(level) = [7]> then\n go to x: (-219) y: (90)\nend\nif <(level) = [8]> then\n go to x: (-170) y: (-70)\nend\nif <(level) = [9]> then\n go to x: (-219) y: (-100)\nend\nif <(level) = [10]> then\n go to x: (-219) y: (-100)\nend\nif <(level) = [11]> then\n go to x: (-170) y: (-70)\nend\nif <(level) = [12]> then\n go to x: (-219) y: (70)\nend\nif <(level) = [13]> then\n go to x: (-170) y: (-70)\nend\nif <(level) = [14]> then\n go to x: (-200) y: (-70)\nend\nif <(level) = [15]> then\n go to x: (-170) y: (-70)\nend\nif <(level) = [16]> then\n go to x: (-170) y: (-70)\nend\n\ndefine death\nif <key (r v) pressed?> then\n repeat (50)\n switch costume to (small v)\n size change || size: [4500] speed: [7]\n switch costume to (normal v)\n end\n spawn player\n repeat (50)\n size change || size: [100] speed: [7]\n end\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <(y position) < [-176]> then\n repeat (50)\n switch costume to (small v)\n size change || size: [4500] speed: [7]\n switch costume to (normal v)\n end\n spawn player\n repeat (50)\n size change || size: [100] speed: [7]\n end\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <touching (saw v)?> then\n repeat (50)\n switch costume to (small v)\n size change || size: [4500] speed: [7]\n switch costume to (normal v)\n end\n spawn player\n repeat (50)\n size change || size: [100] speed: [7]\n end\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <touching (spike v)?> then\n repeat (50)\n switch costume to (small v)\n size change || size: [4500] speed: [7]\n switch costume to (normal v)\n end\n spawn player\n repeat (50)\n size change || size: [100] speed: [7]\n end\n set [xv v] to [0]\n set [yv v] to [0]\nend\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nforever\n repeat until <<(x position) > [239]> and <(level) = [16]>>\n set [your score: v] to ((round ((timer) * (10))) / (10))\n end\n stop [this script v]\nend\n\nif then\n\nwhen flag clicked\nforever\n if <(results?) = [yes]> then\n if <(Your score:) < (☁ world record)> then\n set [☁ world record v] to (Your score:)\n end\n wait (0) seconds\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(username) = [lego__ninja]>> then\n ask [reset highscore? Y/N] and wait\n end\n if <(answer) = [y]> then\n set [☁ world record v] to [200]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (h v) pressed?> and <(username) = [lego__ninja]>> then\n show variable [☁ world record v]\n wait (5) seconds\n hide variable [☁ world record v]\n end\nend\n\nwhen flag clicked\nforever\n\nset [level v] to [5]\n\n@ground \n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (level)\n set [ghost v] effect to (20)\nend\n\n@circle \n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nset size to (8) %\nclear graphic effects\nrepeat (100)\n switch costume to (small v)\n size change || size: [1700] speed: [7]\n switch costume to (costume1 v)\nend\n\ndefine size change || size: (size) speed: (speed)\nchange size by (((size) - (size)) / (speed))\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine smooth glide || x: (x) y: (y) speed: (speed)\nchange x by (((x) - (x position)) / (speed))\nchange y by (((y) - (y position)) / (speed))\n\n@question mark \n\nwhen flag clicked\nhide\nwait (1.5) seconds\nshow\nswitch costume to (big v)\npoint in direction (90)\ngo to x: (0) y: (200)\nswitch costume to (intruction v)\nrepeat (50)\n smooth glide || x: [-187] y: [-137] speed: [6]\nend\n\ndefine smooth glide || x: (x) y: (y) speed: (speed)\nchange x by (((x) - (x position)) / (speed))\nchange y by (((y) - (y position)) / (speed))\n\nwhen flag clicked\nclear graphic effects\nforever\n change [speed v] by (3)\n point in direction ((([sin v] of (speed) ) * (6)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (7))\n if <<mouse down?> and <([instructions? v] of [instructions v]) = [no]>> then\n broadcast (show intructions v)\n end\n set [brightness v] effect to (10)\n else\n change size by (((100) - (size)) / (7))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\n\n@play button\n\nwhen flag clicked\nhide\nwait (1.5) seconds\nshow\nswitch costume to (big v)\ngo to x: (0) y: (200)\npoint in direction (90)\nswitch costume to (play v)\nrepeat (50)\n smooth glide || x: [0] y: [-60] speed: [6]\nend\n\ndefine smooth glide || x: (x) y: (y) speed: (speed)\nchange x by (((x) - (x position)) / (speed))\nchange y by (((y) - (y position)) / (speed))\n\nwhen flag clicked\nclear graphic effects\nforever\n change [speed v] by (3)\n point in direction ((([sin v] of (speed) ) * (6)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (7))\n set [brightness v] effect to (10)\n else\n change size by (((100) - (size)) / (7))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nrepeat (50)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen this sprite clicked\nbroadcast (start v)\n\n@sound \n\nwhen flag clicked\nhide\nwait (1.5) seconds\nshow\nswitch costume to (big v)\ngo to x: (0) y: (200)\npoint in direction (90)\nswitch costume to (sound on v)\nrepeat (50)\n smooth glide || x: [187] y: [-130] speed: [6]\nend\n\ndefine smooth glide || x: (x) y: (y) speed: (speed)\nchange x by (((x) - (x position)) / (speed))\nchange y by (((y) - (y position)) / (speed))\n\nwhen flag clicked\nswitch costume to (sound on v)\nset volume to (100) %\nclear graphic effects\nforever\n change [speed v] by (3)\n point in direction ((([cos v] of (speed) ) * (6)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (7))\n set [brightness v] effect to (10)\n else\n change size by (((80) - (size)) / (7))\n set [brightness v] effect to (0)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n next costume\n if <(costume [number v]) = [3]> then\n switch costume to (sound on v)\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n play sound [Vexento - Cloud Nine v] until done\nend\n\n@thumbnail \n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@word \n\nwhen flag clicked\nset [word movement? v] to [no]\nclear graphic effects\nhide\nswitch costume to (big v)\ngo to x: (0) y: (200)\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (7))\n set [brightness v] effect to (10)\n else\n change size by (((100) - (size)) / (7))\n set [brightness v] effect to (0)\n end\n if <(word movement?) = [yes]> then\n set y to (([sin v] of ((timer) * (200)) ) * (7))\n end\nend\n\nwhen I receive [circle v]\nshow\nrepeat (45)\n smooth glide || x: [0] y: [-10] speed: [5]\nend\n\ndefine smooth glide || x: (x) y: (y) speed: (speed)\nchange x by (((x) - (x position)) / (speed))\nchange y by (((y) - (y position)) / (speed))\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [circle v]\n\nwhen flag clicked\nwait (3.1) seconds\nset [word movement? v] to [yes]\n\n@spike \n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@saw \n\nwhen flag clicked\nforever\n go [backward v] (1) layers\n switch costume to (level)\n set y to (-130)\n turn right (15) degrees\n set x to (([sin v] of ((timer) * (200)) ) * (70))\nend\n\n@trampoline \n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@instructions \n\nwhen flag clicked\nswitch costume to (big v)\ngo to x: (0) y: (-400)\nswitch costume to (intructions v)\nset [instructions? v] to [no]\ngo to [front v] layer\nforever\n if <<(y position) > [-1]> and <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (space v) pressed?>>> then\n repeat (50)\n switch costume to (big v)\n smooth glide || x: [0] y: [-350] speed: [7]\n switch costume to (intructions v)\n end\n set [instructions? v] to [no]\n end\nend\n\ndefine smooth glide || x: (x) y: (y) speed: (speed)\nchange x by (((x) - (x position)) / (speed))\nchange y by (((y) - (y position)) / (speed))\n\nwhen I receive [show intructions v]\nrepeat (50)\n smooth glide || x: [0] y: [0] speed: [7]\nend\nset [instructions? v] to [yes]\n\n@results\n\nwhen flag clicked\nset [results? v] to [no]\nhide\ngo to x: (0) y: (400)\nforever\n if <(results?) = [yes]> then\n show\n repeat (50)\n switch costume to (big v)\n smooth glide || x: [0] y: [0] speed: [6]\n switch costume to (results v)\n end\n end\nend\n\ndefine smooth glide || x: (x) y: (y) speed: (speed)\nchange x by (((x) - (x position)) / (speed))\nchange y by (((y) - (y position)) / (speed))\n\n@score\n\nwhen flag clicked\nset [# v] to [1]\nset [results? v] to [no]\nhide\nforever\n wait (0) seconds\n if <(results?) = [yes]> then\n go to x: (25) y: (45)\n repeat (length of (Your score:))\n create clone of (_myself_ v)\n change x by (20)\n change [# v] by (1)\n end\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (letter (#) of (Your score:))\n\n@highscore\n\nwhen flag clicked\nset [highscore # v] to [1]\nhide\nforever\n wait (0) seconds\n if <(results?) = [yes]> then\n go to x: (25) y: (-35)\n repeat (length of (☁ world record))\n create clone of (_myself_ v)\n change x by (20)\n change [highscore # v] by (1)\n end\n stop [this script v]\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (letter (highscore #) of (☁ world record))\n\n
stickman [platformer]
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop12 v)\n\nwhen I receive [9 v]\nswitch backdrop to (backdrop11 v)\nrepeat (10)\n wait (0.05) seconds\n next backdrop\nend\nbroadcast (10 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop13 v)\n\ndefine text (text)\nset [t v] to [1]\nset [text v] to []\nrepeat (length of (text))\n set [text v] to (join (text) (letter (t) of (text)))\n change [t v] by (1)\nend\n\nwhen I receive [start animation v]\nswitch backdrop to (backdrop11 v)\n\nwhen I receive [start animation v]\ntext (translate [yellow stickman: you must die] to ((language) v)::translate)\n\nwhen I receive [2 v]\ntext (translate [scratch cat: Are you kidding me] to ((language) v)::translate)\n\nwhen I receive [5 v]\ntext (translate [yellow stickman: Aaaaa!] to ((language) v)::translate)\n\nwhen I receive [6 v]\ntext (translate [black stickman: what?] to ((language) v)::translate)\n\nwhen I receive [7 v]\ntext (translate [yellow stickman: my power] to ((language) v)::translate)\n\nwhen I receive [9 v]\ntext (translate [yellow stickman: I'm going] to ((language) v)::translate)\nwait (1) seconds\nhide variable [text v]\n\nwhen I receive [14 v]\nshow variable [text v]\ntext (translate [yellow stickman: what happened? ] to ((language) v)::translate)\nwait (0.5) seconds\ntext (translate [yellow stickman: I have a headache] to ((language) v)::translate)\nwait (0.5) seconds\ntext (translate [yellow stickman: l remember] to ((language) v)::translate)\nwait (0.5) seconds\ntext (translate [yellow stickman: sorry for attacking you] to ((language) v)::translate)\nwait (1) seconds\nhide variable [text v]\nbroadcast (15 v)\n\nwhen I receive [15 v]\nshow variable [text v]\ntext (translate [scratch cat: I have returned] to ((language) v)::translate)\nwait (0.5) seconds\ntext (translate [scratch cat: hehe.....] to ((language) v)::translate)\nwait (1) seconds\nhide variable [text v]\n\nwhen I receive [die v]\nshow variable [text v]\ntext (translate [scratch cat: Aaaaaaa] to ((language) v)::translate)\nwait (1) seconds\nhide variable [text v]\n\n@cat animation\n\nwhen I receive [tin nhắn 1 v]\nrepeat (3)\n next costume\n wait (.1) seconds\nend\nbroadcast (2 v)\n\nwhen flag clicked\nset [boss fight level v] to [0]\nset [select room v] to [0]\nhide\n\nwhen I receive [3 v]\nglide (1) secs to x: (121) y: (59)\nbroadcast (4 v)\n\nwhen I receive [5 v]\nglide (1) secs to x: (47) y: (-4)\nswitch costume to (costume1 v)\nbroadcast (6 v)\n\nwhen I receive [7 v]\npoint in direction (-90)\nrepeat (3)\n wait (0.1) seconds\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (8 v)\n\nwhen I receive [start animation v]\nshow\nset [ghost v] effect to (0)\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\n@human animation\n\nwhen I receive [2 v]\nswitch costume to (costume1 v)\nglide (1) secs to x: (167) y: (-21)\nbroadcast (3 v)\n\nwhen I receive [3 v]\nswitch costume to (costume6 v)\n\nwhen I receive [4 v]\nrepeat (8)\n wait (0.1) seconds\n next costume\nend\nbroadcast (5 v)\n\nwhen I receive [5 v]\nrepeat (4)\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [8 v]\nrepeat (8)\n wait (0.1) seconds\n next costume\nend\nbroadcast (9 v)\n\nwhen I receive [10 v]\nglide (0.03) secs to x: (106) y: (-10)\npoint in direction (-90)\nbroadcast (11 v)\nglide (1) secs to x: (192) y: (-19)\nrepeat (10)\n change [whirl v] effect by (10)\n change [brightness v] effect by (10)\nend\nhide\nbroadcast (12 v)\n\nwhen I receive [start animation v]\nshow\nset [ghost v] effect to (0)\nset [whirl v] effect to (0)\nset rotation style [left-right v]\ngo to x: (227) y: (-23)\npoint in direction (90)\nrepeat (10)\n change x by (-5)\n switch costume to (costume2 v)\n wait (0.1) seconds\n change x by (-5)\n switch costume to (costume3 v)\n wait (0.1) seconds\n change x by (-5)\n switch costume to (costume4 v)\n wait (0.1) seconds\n change x by (-5)\n switch costume to (costume5 v)\n wait (0.1) seconds\nend\nbroadcast (tin nhắn 1 v)\n\nwhen flag clicked\nhide\n\n@player animation\n\nwhen I receive [6 v]\nshow\nset rotation style [left-right v]\ngo to x: (-227) y: (-23)\npoint in direction (-90)\nrepeat (2)\n change x by (5)\n switch costume to (costume2 v)\n wait (0.1) seconds\n change x by (5)\n switch costume to (costume3 v)\n wait (0.1) seconds\n change x by (5)\n switch costume to (costume4 v)\n wait (0.1) seconds\n change x by (5)\n switch costume to (costume5 v)\n wait (0.1) seconds\nend\nbroadcast (7 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [10 v]\nswitch costume to (costume6 v)\nglide (1) secs to x: (-164) y: (-70)\nswitch costume to (costume7 v)\n\nwhen I receive [start v]\nhide\n\n@ space gate animation\n\nwhen flag clicked\nset [whirl v] effect to (0)\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [11 v]\nshow\n\nwhen I receive [12 v]\nrepeat (20)\n change [whirl v] effect by (5)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (13 v)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [13 v]\nshow\nswitch costume to (costume1 v)\nrepeat (4)\n wait (1) seconds\n next costume\nend\nwait (1) seconds\nhide\nbroadcast (start v)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [15 v]\nset [level v] to [7]\nrepeat (10)\n change [level v] by (1)\n wait (0.05) seconds\nend\n\nwhen flag clicked\nwait until <(Level) = [7]>\nbroadcast (boss robot v)\nstop [this script v]\n\n@player\n\nwhen I receive [start v]\ngo to x: (-170) y: (0)\nshow\nforever\n if <touching (spikes v)?> then\n go to x: (-170) y: (0)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n end\n Platform [12] [-1] [0.7] [4]\nend\n\ndefine Platform (jump) (gravity) (friction) (speed)\nswitch costume to (hitbox v)\nset rotation style [left-right v]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [input v] to [1]\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [input v] to [2]\nend\nif <(input) = [1]> then\n point in direction (90)\n change [x velocity v] by (speed)\nend\nif <(input) = [2]> then\n point in direction (-90)\n change [x velocity v] by ((speed) * (-1))\nend\nset [x velocity v] to ((X velocity) * (friction))\nchange x by (X velocity)\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [input v] to [4]\nend\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [20]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n end\n repeat ([ceiling v] of ([abs v] of (X velocity) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (X velocity) ) / (X velocity)) * (-1))\n end\n end\n set [x velocity v] to [0]\nend\nchange y by (Y velocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Y velocity) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (Y velocity) ) / (Y velocity)) * (-1))\n end\n if <<(([abs v] of (Y velocity) ) / (Y velocity)) = [-1]> and <(input) = [4]>> then\n set [y velocity v] to (jump)\n else\n set [y velocity v] to [0]\n end\n end\nelse\n change [y velocity v] by (-1)\nend\nif <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [input v] to [0]\nend\nswitch costume to (join [Idle] (join [ ] (color)))\nset [animation v] to [idle]\nif <(Y velocity) > [4]> then\n switch costume to (join [Jump] (join [ ] (color)))\n set [animation v] to [jump]\nend\nif <(Y velocity) < [-4]> then\n switch costume to (fall black v)\n set [animation v] to (join [Fall] (join [ ] (color)))\nend\nif <<(input) = [1]> or <(input) = [2]>> then\n switch costume to (join (Walk) (join [ ] (color)))\n set [animation v] to [run]\nend\n\nwhen flag clicked\nset [health v] to [20]\nforever\n wait (0.05) seconds\n set [walk v] to [walk1]\n wait (0.05) seconds\n set [walk v] to [walk2]\n wait (0.05) seconds\n set [walk v] to [walk3]\n wait (0.05) seconds\n set [walk v] to [walk4]\n wait (0.05) seconds\n set [walk v] to [walk5]\n wait (0.05) seconds\n set [walk v] to [walk4]\n wait (0.05) seconds\n set [walk v] to [walk3]\n wait (0.05) seconds\n set [walk v] to [walk2]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <touching (front v)?> then\n go to x: (-170) y: (0)\n if <(boss fight level) = [0]> then\n change [level v] by (1)\n else\n set [level v] to [select room]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (back v)?> then\n go to x: (-170) y: (0)\n change [level v] by (-1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (boss robot bullet v)?> or <<touching (cat boss v)?> or <<touching (sprite7 v)?> or <touching (aftershocks v)?>>>> then\n change [health v] by (-1)\n wait (0.1) seconds\n end\n if <(health) = [0]> then\n broadcast (game over v)\n change [health v] by (-1)\n end\nend\n\nset [color v] to [black]\n\n@back\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <<(Level) < [7]> and <(Level) > [1]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n go to x: (-215) y: (-103)\nend\n\n@front\n\nwhen flag clicked\nset [boss1 v] to [0]\nhide\ngo to x: (205) y: (43)\n\nwhen I receive [start v]\nshow\n\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nforever\n if <(Level) < [7]> then\n show\n else\n if <(boss1) = [0]> then\n hide\n else\n if <(select room) = [1]> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [1]> then\n go to x: (200) y: (-101)\n else\n if <(Level) = [2]> then\n go to x: (205) y: (43)\n else\n if <(Level) = [3]> then\n go to x: (200) y: (49)\n else\n if <(Level) = [4]> then\n go to x: (200) y: (-102)\n else\n if <(Level) = [5]> then\n go to x: (200) y: (38)\n else\n if <(Level) = [6]> then\n go to x: (130) y: (-102)\n end\n end\n end\n end\n end\n end\nend\n\n@spikes\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@robot boss\n\ndefine Just to not repeat\nchange y by (30)\nset [gravity v] to [25]\nrepeat until <touching (level v)?>\n point towards (player v)\n move (10) steps\n change y by (Gravity)\n change [gravity v] by (-1)\n if <(Gravity) > [2]> then\n switch costume to (fly v)\n end\n if <(Gravity) < [-2]> then\n switch costume to (fall v)\n end\n if <touching (level v)?> then\n if <(Gravity) > [2]> then\n change y by (-1)\n end\n if <(Gravity) < [-2]> then\n change y by (1)\n end\n end\nend\nif <(direction) > [0]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nfix jump\nset [gravity v] to [0]\n\nwhen flag clicked\nhide variable [robot boss health v]\nhide\n\nwhen I receive [boss robot v]\nshow variable [robot boss health v]\nset [robot boss health v] to [50]\nshow\nset size to (100) %\nset [ghost v] effect to (0)\nset rotation style [left-right v]\ngo to x: (102) y: (-75)\npoint in direction (-90)\nrepeat until <(robot boss health) < [0]>\n Just to not repeat\n attack\nend\nswitch costume to (boom v)\nrepeat (15)\n change size by (10)\nend\nbroadcast (boss human v)\nhide variable [robot boss health v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine fix jump\nrepeat until <not <touching (level v)?>>\n change y by (1)\nend\nchange y by (-1)\n\ndefine attack\nrepeat (10)\n wait (0.1) seconds\n create clone of (boss robot bullet v)\nend\n\nwhen I receive [boss robot v]\nforever\n if <touching (player bullet v)?> then\n change [robot boss health v] by (-1)\n end\nend\n\nset [robot boss health v] to [0]\n\n@human boss\n\nwhen flag clicked\nhide variable [human boss health v]\nhide\nforever\n set rotation style [left-right v]\nend\n\nwhen I receive [boss human v]\nshow variable [human boss health v]\nset [human boss health v] to [70]\nspam\nrepeat until <(human boss health) < [0]>\n move\n wait (0.5) seconds\n attack\n wait (2) seconds\nend\nhide variable [human boss health v]\nfall\nbroadcast (14 v)\n\ndefine attack\nswitch costume to (fly v)\nrepeat (6)\n wait (0.02) seconds\n next costume\nend\nrepeat (10)\n point towards (player v)\n create clone of (sprite7 v)\n wait (0.4) seconds\nend\nswitch costume to (costume4 v)\nrepeat (5)\n wait (0.02) seconds\n next costume\nend\n\ndefine move\npoint towards (player v)\nif <(direction) > [0]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nrepeat (20)\n move (8) steps\nend\n\ndefine spam\nshow\nswitch costume to (fly v)\ngo to (robot boss v)\npoint in direction ([direction v] of [robot boss v])\nrepeat (15)\n change y by (5)\nend\n\ndefine fall\nswitch costume to (costume13 v)\nrepeat until <touching (level v)?>\n change y by (-8)\nend\nchange y by (8)\nswitch costume to (costume14 v)\nwait (0.1) seconds\nswitch costume to (costume15 v)\nrepeat (3)\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [15 v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [boss human v]\nforever\n if <touching (player bullet v)?> then\n change [human boss health v] by (-1)\n end\nend\n\n@Sprite7\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nif <(pick random (1) to (2)) = [1]> then\n point in direction (([direction v] of [human boss v]) + (pick random (1) to (10)))\nelse\n point in direction (([direction v] of [human boss v]) - (pick random (1) to (10)))\nend\ngo to (human boss v)\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (8) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@play button\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n Something\n play sound [Collect v] until done\n wait until <not <mouse down?>>\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen flag clicked\nrepeat (10)\n hide\n go to [back v] layer\nend\n\nwhen this sprite clicked\nhide\nbroadcast (select v)\n\nwhen flag clicked\nset [timer v] to (timer)\nforever\n wait (0.01) seconds\n change [timer v] by (0.069)\nend\n\nwhen I receive [1 v]\nshow\n\n@thumbnail\n\nwhen [timer v] > (0.0000000000001)\nhide variable [level v]\nhide variable [text v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [health v]\nhide variable [level v]\nhide variable [text v]\nforever\n reset timer\nend\n\nwhen I receive [start v]\nshow variable [level v]\nshow variable [health v]\n\nwhen I receive [start animation v]\nshow variable [text v]\n\n@language\n\nwhen flag clicked\nhide\nset [language v] to [0]\nswitch costume to (costume2 v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [language v] to [tiếng việt]\nelse\n set [language v] to [english]\nend\nbroadcast (start animation v)\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(language) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [select v]\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\n@boss robot bullet\n\nwhen I start as a clone\nshow\ngo to (robot boss v)\npoint in direction ([direction v] of [robot boss v])\nrepeat until <<<touching (player v)?> or <touching (_edge_ v)?>> or <touching (level v)?>>\n move (10) steps\nend\nwait (0.01) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\n@cat boss\n\nwhen flag clicked\nhide\n\nwhen I receive [15 v]\nset [boss1 v] to [0]\nsetup\ngo to x: (201) y: (0)\nset rotation style [left-right v]\npoint in direction (-90)\nswitch costume to (costume12 v)\nrepeat (6)\n wait (0.1) seconds\n next costume\nend\nwait (1) seconds\nrepeat (2)\n repeat (10)\n attack\n wait (1) seconds\n end\n hide\n go to x: (pick random (-180) to (180)) y: (135)\n show\n setup\n wait (1) seconds\n super attack\n wait (2) seconds\n roll\nend\nbroadcast (die v)\nchange [boss1 v] by (1)\nchange [boss v] by (1)\nbroadcast (unlock map v)\nset [land v] to [2]\nset [select room v] to [1]\nset [boss fight level v] to [1]\n\ndefine attack\nset [gravity v] to [14]\nset rotation style [all around v]\npoint towards (player v)\nrepeat until <touching (level v)?>\n jump\n switch costume to (join [spin] (spin))\n move (8) steps\n if <touching (_edge_ v)?> then\n point in direction ((direction) + (180))\n end\nend\nchange y by (2)\nset [gravity v] to [14]\nrepeat until <touching (level v)?>\n jump\n switch costume to (join [spin] (spin))\n move (8) steps\n if <touching (_edge_ v)?> then\n point in direction ((direction) + (180))\n end\nend\nchange y by (2)\nset rotation style [left-right v]\nswitch costume to (spin42 v)\n\nwhen flag clicked\nforever\n set [spin v] to [1]\n repeat (41)\n wait (0.01) seconds\n change [spin v] by (1)\n end\nend\n\ndefine jump\nchange y by (Gravity)\nchange [gravity v] by (-1)\n\ndefine super attack\nrepeat until <touching (level v)?>\n change y by (-20)\nend\nbroadcast (super attack v)\n\ndefine hide\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine setup\nshow\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine roll\nif <(x position) > [0]> then\n repeat until <touching (_edge_ v)?>\n switch costume to (join [spin] (spin))\n change x by (-15)\n end\nelse\n repeat until <touching (_edge_ v)?>\n switch costume to (join [spin] (spin))\n change x by (15)\n end\nend\n\nwhen I receive [die v]\nhide\n\ndefine show\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@game over\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\ngo to [front v] layer\nt\n\ndefine t\ngo to x: (0) y: (344)\nglide (1) secs to x: (0) y: (0)\nshow\n\nrepeat (10)\n t\n wait (1) seconds\nend\n\n@aftershocks\n\nwhen flag clicked\nhide\n\nwhen I receive [super attack v]\ngo to x: ([x position v] of [cat boss v]) y: (-125)\nwait (0.01) seconds\nspam\n\ndefine spam\nshow\nswitch costume to (costume1 v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\nhide\n\nwhen I receive [super attack v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n repeat until <touching (_edge_ v)?>\n change x by (-10)\n end\nelse\n repeat until <touching (_edge_ v)?>\n change x by (10)\n end\nend\ndelete this clone\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to [front v] layer\n switch costume to (size hack v)\n set size to (140) %\n show\n repeat (50)\n go to [front v] layer\n go [forward v] (1000) layers\n switch costume to (size hack v)\n change size by (((100) - (size)) / (5))\n switch costume to (screen v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to x: (-1000) y: (-1000)\n point in direction (0)\n go to [front v] layer\n switch costume to (name v)\n set size to (100) %\n wait (1.33) seconds\n show\n Smooth Glide x [0] y [0] size [100] direction [90] speed [6]\nend\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: [200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n Smooth Glide x: [-200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nCreate Clone [Background]\nwait (3.55) seconds\nCreate Clone [Screen]\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n go to [back v] layer\n go [backward v] (1000) layers\n switch costume to (size hack v)\n set size to (100) %\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (background v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (13.4) seconds\n delete this clone\nend\n\ndefine Create Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [White End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n set [brightness v] effect to (100)\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((22) - (x position)) / (6))\n change y by (((22) - (y position)) / (6))\n go to [front v] layer\n go [backward v] (1) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n end\n repeat (20)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n switch costume to (cheveron v)\n set size to (5) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (50)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n change size by (((360) - (size)) / (12))\n switch costume to (cheveron v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (12) seconds\nCreate Clone [Black End]\nCreate Clone [White End]\n\nwhen flag clicked\nstart sound [Nurko & luma - tonight \[NIGHTCORE\] v]\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n repeat (238)\n turn right (3) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (5.17) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (6.74) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (0) seconds\nCreate Clone [Name]\n\ndefine Shake (size)\nset size to (size) %\ngo to x: (0) y: (0)\nrepeat (26)\n go to [front v] layer\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (3.48) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.09) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (6.7) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (8.28) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.86) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (11.41) seconds\n repeat (34)\n change [ghost v] effect by (4)\n change size by (((30) - (size)) / (8))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (9.86) seconds\nCreate Clone [Cheveron]\n\ndefine Frame Tween Size: (s) speed: (spd)\nset [c v] to (costume [name v])\nswitch costume to (size hack v)\nchange size by (((round (s)) - (round (size))) / (spd))\nswitch costume to (c)\n\nwhen I start as a clone\nif <(Clone ID) = [Circles]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (circles v)\n go to x: (0) y: (0)\n set size to (1) %\n point in direction (0)\n set [ghost v] effect to (0)\n repeat (38)\n Frame Tween Size: [400] speed: [7]\n Frame tween rotation: [90] speed: [13]\n go to [front v] layer\n go [backward v] (2) layers\n change [ghost v] effect by ((100) / (38))\n change [brightness v] effect by (3.3333)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen flag clicked\nwait (3.49) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (8.29) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (15) seconds\nhide\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (grid v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n repeat (50)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (-2)\n end\n wait (2.9) seconds\n switch costume to (diamonds v)\n wait (1.65) seconds\n switch costume to (hexagon pattern v)\n wait (1.55) seconds\n switch costume to (triangle pattern v)\n wait (1.55) seconds\n switch costume to (checkerboard pattern v)\n wait (1.2) seconds\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (0) seconds\nwait (.5) seconds\nCreate Clone [Grid]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (4.6) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (6.24) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7.8) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (9.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (4.38) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.9) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (7.51) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.02) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (10.6) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3.88) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (5.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (8.5) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (10.1) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Lines]> then\n show\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n go to x: (0) y: (0)\n set size to (1) %\n switch costume to (1 v)\n set [line size v] to [20]\n repeat (15)\n change size by (Line Size)\n change [line size v] by (-1)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (20)\n change size by (Line Size)\n end\nend\n\nwhen flag clicked\nwait (4.4) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (5.92) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (7.53) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (10.62) seconds\nCreate Clone [Lines]\nwait (1) seconds\nbroadcast (1 v)\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (1.54) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (3.15) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (4.73) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (6.31) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (name v)\n\nwhen flag clicked\nwait (9.02) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nset size to (500) %\n\nwhen flag clicked\n1\n\ndefine 1\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\ndefine 2\ngo to [front v] layer\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (1 v)\nend\n\ndefine 3\nif <(costume [name v]) = [costume1]> then\n forever\n 2\n end\nend\n\nwhen I start as a clone\n3\n\nwhen I receive [1 v]\ndelete this clone\n\n@arm\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <touching (front v)?> then\n wait (0.1) seconds\n change [level v] by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (back v)?> then\n wait (0.1) seconds\n change [level v] by (-1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) < [7]> then\n set rotation style [left-right v]\n point in direction ([direction v] of [player v])\n go to (player v)\n if <(animation) = [run]> then\n show\n switch costume to (Walk)\n else\n if <(animation) = [idle]> then\n show\n switch costume to (stand v)\n else\n hide\n end\n end\n else\n if <not <<(animation) = [fall]> or <(animation) = [jump]>>> then\n set rotation style [all around v]\n show\n point towards (mouse-pointer v)\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (13))\n if <(direction) < [0]> then\n switch costume to (gun2 v)\n else\n switch costume to (gun v)\n end\n else\n hide\n end\n end\nend\n\n@player bullet\n\nwhen flag clicked\nhide\n\nwhen I receive [boss robot v]\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat until <not <<key (space v) pressed?> or <mouse down?>>>\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n end\nend\n\nwhen I start as a clone\ngo to (arm v)\nshow\npoint in direction ([direction v] of [arm v])\nrepeat until <<touching (_edge_ v)?> or <<touching (level v)?> or <<touching (robot boss v)?> or <<touching (human boss v)?> or <touching (cat boss v)?>>>>>\n move (10) steps\nend\nwait (0.01) seconds\ndelete this clone\n\n@Sprite1\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone\nshow\nswitch costume to (text v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\nhide\n\nwhen I receive [1 v]\nclone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nbroadcast (reset v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n go to x: ((mouse x) / (20)) y: (((mouse y) / (15)) - (bouce))\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n go to x: ((mouse x) / (30)) y: ((mouse y) / (22.5))\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n go to x: ((mouse x) / (40)) y: ((mouse y) / (30))\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n go to x: ((mouse x) / (18)) y: ((mouse y) / (34))\n end\nend\n\nwhen flag clicked\nset [bouce v] to [20]\nforever\n repeat (40)\n wait (0.05) seconds\n change [bouce v] by (-1)\n end\n repeat (40)\n wait (0.05) seconds\n change [bouce v] by (1)\n end\nend\n\nwhen I receive [start animation v]\nhide\n\n@map\n\ndefine spam\nbroadcast (reset map v)\nswitch costume to (join [land] (land))\ncreate clone of (_myself_ v)\n\nwhen I receive [reset map v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n switch costume to (rainbow1 v)\n wait (0.1) seconds\n repeat (5)\n next costume\n wait (0.1) seconds\n end\nend\n\nwhen I receive [map v]\nspam\nshow\n\nwhen flag clicked\nset [land v] to [0]\nhide\n\nwhen I receive [close map v]\nspam\nbroadcast (reset map v)\nhide\n\n@Sprite2\n\ndefine spam\nbroadcast (r v)\nshow\nswitch costume to (1 v)\ngo to x: (-150) y: (30)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ngo to x: (-82) y: (-92)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ngo to x: (-26) y: (-5)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [r v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <not <(boss) = (costume [number v])>> then\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n think [cooming soon!] for (0.1) seconds\n end\n end\n end\nend\n\nwhen I receive [map v]\nspam\n\n@volume\n\nwhen flag clicked\ngo to x: (210) y: (142)\npoint in direction (90)\nset size to (100) %\nset [vol v] to [off]\nhide\nforever\n go [forward v] (1) layers\n go to [front v] layer\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n change size by (([sin v] of (size) ) / (0.1))\n turn right ([cos v] of (xoay) ) degrees\n if <mouse down?> then\n change size by (([cos v] of (size) ) / (0.1))\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n else\n point in direction (90)\n change size by (([cos v] of (size) ) / (0.1))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [vol v] to [off]\nforever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait until <not <mouse down?>>\n set [vol v] to [on]\n show variable [volume v]\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait until <not <mouse down?>>\n set [vol v] to [off]\n hide variable [volume v]\nend\n\nwhen flag clicked\nforever\n if <(volume) > [65]> then\n switch costume to (65 v)\n else\n if <(volume) > [32]> then\n switch costume to (32 v)\n else\n if <(volume) > [19]> then\n switch costume to (20 v)\n else\n if <(volume) = [0]> then\n switch costume to (0 v)\n else\n if <(volume) > [0]> then\n switch costume to (20 v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [1 v]\nshow\n\n@vol 2\n\nwhen flag clicked\nforever\n go to x: (150) y: (101)\n go to [front v] layer\n if <(vol) = [on]> then\n show\n else\n hide\n end\nend\n\n@vol\n\nwhen flag clicked\nset y to (101)\nset x to (152)\ngo to [front v] layer\nforever\n set y to (101)\n if <(vol) = [on]> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n set x to (mouse x)\n if <(x position) < [102]> then\n set x to (102)\n end\n if <(x position) > [202]> then\n set x to (202)\n end\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [volume v] to ((x position) - (102))\nend\n\n@Sprite3\n\nwhen I receive [unlock map v]\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (map v)\n\n@Sprite4\n\nwhen I receive [map v]\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (r v)\nbroadcast (reset map v)\nbroadcast (close map v)\nhide\n\nshow\n\n@play button2\n\nwhen flag clicked\ngo to x: (0) y: (-70)\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n Something\n play sound [Collect v] until done\n wait until <not <mouse down?>>\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\n end\nend\n\nwhen flag clicked\nrepeat (10)\n hide\n go to [back v] layer\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n point in direction (90)\n set [ghost v] effect to (0)\n go to [front v] layer\n repeat until <(costume [number v]) = [1]>\n go to x: (0) y: (-70)\n repeat (30)\n change y by (-0.5)\n end\n repeat (30)\n change y by (0.5)\n end\n end\nelse\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nset [timer v] to (timer)\nforever\n wait (0.01) seconds\n change [timer v] by (0.069)\nend\n\nwhen I receive [1 v]\nshow\n\nwhen I receive [select v]\nhide\n\n@Dragon\n\nhide\n\n
English:\n-----------story:-------------\nOne day, yellow stickman fought scratch cat but scratch cat is won. Scratch cat hypnotized into red stickman. Black stickman is yellow stickman's friend. He saw that. You are player. You control Black stickman to awaken yellow stickman and win scratch cat. But scratch cat is one of the guardians of colour. Their leader is the king. Destroy the king to regain peace for colour land.\n---------How to play------------\n-arrow keys or WASD keys to move\n-go to the back door to go to the last level\n-go to the front door to go to the next level\n-spacebar or click to shoot\ntiếng việt:\n-----------câu chuyện:-------------\nMột ngày nọ, người que màu vàng chiến đấu với mèo scratch nhưng mèo scratch đã chiến thắng. Mèo scratch thôi miên thành người que đỏ. Người que đen là bạn của người que vàng. Anh ấy đã thấy nó. bạn là người chơi. Bạn điều khiển Người que đen đánh thức Người que vàng và thu phục mèo scratch\n--------- Cách chơi ------------\n-nhấn phím mũi tên hoặc phím wasd để di chuyển\n-đi đến cửa sau để đi đến cấp độ trước\n-đi đến cửa trước để đến cấp độ sau\n-nhấn phím cách
Ocean - a platformer 3
@Stage\n\n@Player\n\nwhen I receive [run platformer v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n Reset - Setup\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [level v]\nhide variable [yv v]\nhide\n\nwhen I receive [run platformer v]\nset [dead? v] to [0]\nset [level v] to [1]\nset size to (80) %\nReset - Setup\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 [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (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 ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n Death\n end\n if <(y position) < [-180]> then\n Death\n end\n if <touching (trampoline v)?> then\n set [yv v] to [15]\n end\nend\n\nwhen I receive [run platformer v]\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine Reset - Setup\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (30)\nclear graphic effects\nswitch costume to (1 v)\nset size to (80) %\nshow\n\ndefine Death\nset [dead? v] to [1]\nrepeat (25)\n turn right (5) degrees\n change [ghost v] effect by (4)\n change size by (-4)\nend\nReset - Setup\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\n@ground\n\nwhen I receive [run platformer v]\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nbroadcast (Run Platformer v)\n\n@spikes\n\nwhen I receive [run platformer v]\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Words\n\nwhen I receive [run platformer v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume1 v)\nforever\n start sound [Xaf Water v]\n wait (237) seconds\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (100) %\nend\n\n
wasd or arrow keys or mobile controls\npart 1:\nhttps://scratch.mit.edu/projects/584891980/\npt.2:\nhttps://scratch.mit.edu/projects/585126789/\npt.4:\nhttps://scratch.mit.edu/projects/597898025/\nsorry for the delay! Anyway, pt.3 is here! Hope you like it!
Relaxation 3 --- a platformer
@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\nwhen flag clicked\nforever\n if <(level) = [3]> then\n switch backdrop to (backdrop1 v)\n broadcast (night v)\n end\nend\n\n@player\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clones of player) = [big]> then\n switch costume to (7 v)\nend\nif <(clones of player) = [small]> then\n switch costume to (8 v)\nend\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\nhide variable [time: v]\nset [level v] to [1]\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\nwhen I receive [start v]\nforever\n play sound [Popsicle v] until done\nend\n\nwhen I receive [start v]\nforever\n show variable [time: v]\n set [time: v] to (timer)\n if <[11] = (level)> then\n stop [this script v]\n end\nend\n\nset [pitch v] effect to (100)\n\nchange volume by (100)\n\nwhen I receive [start v]\nset volume to (100) %\nreset timer\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?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <(clones of player) = [big]> then\n switch costume to (3 v)\n end\n if <(clones of player) = [small]> then\n switch costume to (9 v)\n end\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?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <(clones of player) = [big]> then\n switch costume to (2 v)\n end\n if <(clones of player) = [small]> then\n switch costume to (10 v)\n end\n change [x v] by (1)\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?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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)?>> or <<<mouse down?> and <(mouse y) > (y position)>> 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 (saw2 v)?> or <<touching (sprite4 v)?> or <touching (lava 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 (s 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]> and <not <(level) = [11]>>> then\n go to x: (-217) y: (-80)\n change [level v] by (1)\n wait (0.2) seconds\n broadcast (net lv v)\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<<mouse down?> and <(mouse y) > (y position)>> or <<mouse down?> and <touching (mouse-pointer v)?>>>> then\n switch costume to (6 v)\n set [clones of player v] to [small]\n end\n if <not <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<<mouse down?> and <(mouse y) > (y position)>> or <<mouse down?> and <touching (mouse-pointer v)?>>>>> then\n set [clones of player v] to [big]\n end\nend\n\ncreate clone of (_myself_ v)\n\n@fog\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to (player v)\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nshow\nforever\n if <(level) = [1]> then\n go to [front v] layer\n set [ghost v] effect to (50)\n set [ghost v] to [yes]\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n if <<key (q v) pressed?> and <(ghost) = [no]>> then\n set [ghost v] to [yes]\n set [ghost v] effect to (50)\n wait (.1) seconds\n end\n if <<key (q v) pressed?> and <(ghost) = [yes]>> then\n set [ghost v] to [no]\n set [ghost v] effect to (100)\n wait (.1) seconds\n end\nend\n\nif <(level) = [1]> then\nend\n\nwhen I receive [start v]\nshow\nforever\nend\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\ngo to [front v] layer\nforever\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 (player 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: (-150) y: (-103)\n show\n end\n if <(level) = [4]> then\n go to x: (25) y: (-100)\n show\n end\n if <(level) = [5]> then\n go to x: (-140) y: (-100)\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) = [10]> then\n go to x: (141) y: (-103)\n show\n end\n if <(level) = [11]> then\n hide\n end\nend\n\nhide\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]\nset [ghost v] effect to (0)\nshow\nforever\n switch costume to (level)\nend\n\n@intro\n\nwhen flag clicked\ngo to [front v] layer\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 [Brooks - Lynx2 v] until done\n\nwait (0) seconds\n\n@clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (0) to (100))\ngo to [back v] layer\nswitch costume to (pick random (1) to (2))\nset size to (pick random (50) to (90)) %\nshow\nset [ghost v] effect to (30)\nglide (0) secs to x: (400) y: (y position)\nglide (11) secs to x: (-400) y: (y position)\nrepeat (100)\n change x by (-10)\nend\n\nwhen I receive [start v]\n\nwhen I start as a clone\nwait (8) seconds\ndelete this clone\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo to [back v] layer\nset size to (30) %\nforever\n go to x: (200) y: (pick random (160) to (70))\n wait (1) seconds\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\nend\n\n@saw\n\nwhen flag clicked\nwait (0) seconds\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [3]> then\n go to x: (-180) y: (-75)\n end\n forever\n turn right (20) degrees\n if <[5] = (level)> then\n hide\n stop [this script v]\n end\n end\nend\n\nshow\n\nwhen I receive [start v]\nforever\n if <(level) = [4]> then\n show\n forever\n glide (1) secs to x: (-150) y: (-75)\n glide (1) secs to x: (-100) y: (-75)\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\ngo to x: (100) y: (-105)\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@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@moon\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nset [brightness v] effect to (60)\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: (200) y: (158)\ngo to [front v] layer\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(level) = [11]>>> then\n broadcast (start point v)\n broadcast (net lv v)\n change [level v] by (1)\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(level) = [11]>>>>\n end\nend\n\nwhen I receive [start v]\nset size to (100) %\nshow\ngo to x: (200) y: (158)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@saw2\n\nwhen flag clicked\nwait (0) seconds\ngo to x: (-210) y: (15)\nhide\n\nwhen I receive [start v]\nforever\n forever\n turn right (20) degrees\n if <[8] = (level)> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [5]> then\n forever\n glide (1) secs to x: (-210) y: (15)\n glide (1) secs to x: (-100) y: (15)\n end\n end\n if <[8] = (level)> then\n stop [this script v]\n end\n if <[8] = (level)> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [7]> then\n show\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [6]> then\n show\n go to x: (-70) y: (28)\n forever\n show\n repeat (5)\n change y by (5)\n wait (0) seconds\n end\n wait (1) seconds\n repeat (5)\n change y by (-5)\n wait (0) seconds\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [7]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@coin\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nshow\n\nwhen I receive [net lv v]\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n if <(level) = [2]> then\n wait (.1) seconds\n wait (.1) seconds\n go to x: (177) y: (73)\n show\n set [ghost v] effect to (0)\n stop [this script v]\n end\n if <(level) = [3]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\nforever\n if <(level) = [3]> then\n wait (.1) seconds\n wait (.1) seconds\n go to x: (-200) y: (20)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [4]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [4]> then\n wait (.1) seconds\n wait (.1) seconds\n go to x: (-71) y: (94)\n show\n set [ghost v] effect to (0)\n stop [this script v]\n end\n if <(level) = [5]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [5]> then\n wait (.2) seconds\n go to x: (-160) y: (140)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [6]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [7]> then\n wait (.1) seconds\n wait (.2) seconds\n go to x: (130) y: (115)\n show\n set [ghost v] effect to (0)\n stop [this script v]\n end\n if <(level) = [8]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [8]> then\n wait (.1) seconds\n wait (.1) seconds\n go to x: (-160) y: (100)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [9]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [9]> then\n wait (.1) seconds\n wait (.1) seconds\n go to x: (43) y: (111)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [10]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n wait (0) seconds\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n end\nend\n\nplay sound [Collect v] until done\n\nset [thing v] to [0]\nwait (0.1) seconds\nchange [thing v] by (1)\nwait (0) seconds\nset [thing v] to [0]\n\nset [thing v] to [0]\nwait (0.1) seconds\nchange [thing v] by (1)\nwait (0) seconds\nset [thing v] to [0]\n\nwhen flag clicked\nforever\n next costume\n wait (0) seconds\nend\n\nwhen I receive [net lv v]\nforever\n if <touching (player v)?> then\n play sound [Collect v] until done\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [10]> then\n wait (.1) seconds\n wait (.1) seconds\n go to x: (-70) y: (40)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [11]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [11]> then\n wait (.1) seconds\n wait (.1) seconds\n go to x: (-170) y: (20)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [12]> then\n stop [this script v]\n end\nend\n\n@like and love\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n wait (pick random (30) to (45)) seconds\n show\n go to [front v] layer\n set [ghost v] effect to (30)\n go to x: (-150) y: (170)\n repeat (10)\n wait (0) seconds\n change y by (-5)\n end\n play sound [Collect v] until done\n wait (1) seconds\n repeat (15)\n wait (0) seconds\n change y by (5)\n end\n hide\nend\n\n
Relaxation 3\n\nmobile friendly\n\nW A S D / ↑↓→ to move\n\nto complete some levels you need to press S / ↓ to crouch.\n\npls like and love this took 7 hours...\n\n\n10 likes and loves for the next one\n\npart one here:\nhttps://scratch.mit.edu/projects/575453820/\npart two here:https://scratch.mit.edu/projects/585431609/\n\n\n\n\n\n←------- go play the game !!!!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nPro Tip : Q for full bright. \npls propose this project to be featured at https://scratch.mit.edu/studios/28715018
Platformer with Special Effects
@Stage\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen 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@Score\n\nwhen flag clicked\nSetup\n\nwhen I start as a clone\nshow\nforever\n Change costume to (join [Glow-] (letter (index) of (SCORE)))\n set x to ((((index) - (0.5)) - ((length of (SCORE)) / (2))) * ((size) / (2)))\n change size by ((0.2) * ((50) - (size)))\nend\n\ndefine Setup\nhide\nswitch costume to (glow-9 v)\nset size to (50) %\ngo to x: (-60) y: (141)\nset [index v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine Change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\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\nif <(SCENE #) = [101]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n 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)\n change [score v] by (5)\nelse\n if <(costume [name v]) = [Golden Apple]> then\n start sound [Chomp v]\n change [apples v] by (1)\n change [score v] by (10)\n else\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\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 [0] xy [-161] [113]\nPlace [Apple] scene [1] xy [69] [16]\nPlace [Apple] scene [1] xy [-167] [122]\nPlace [Apple] scene [4] xy [-65] [60]\nPlace [Apple] scene [4] xy [0] [60]\nPlace [Golden Apple] scene [101] xy [194] [-133]\nPlace [Apple] scene [103] xy [98] [105]\nPlace [Apple] scene [104] xy [182] [-83]\nPlace [Key 1] scene [3] xy [193] [65]\nPlace [Green Flag] scene [102] xy [144] [44]\nPlace [Green Flag] scene [3] xy [-128] [-41]\nPlace [Green Flag] scene [104] xy [-49] [17]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Platform\n\ndefine Animate Platform 2\nshow\nswitch costume to (platform v)\npoint in direction (90)\ngo to x: (148) y: (141)\nforever\n glide (2) secs to x: (148) y: (-15)\n wait (1) seconds\n glide (3) secs to x: (-89) y: (-15)\n wait (1) seconds\n glide (3) secs to x: (148) y: (-15)\n wait (1) seconds\n glide (2) secs to x: (148) y: (141)\n wait (1) seconds\nend\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [101]> then\n show\n go to x: (84) y: (-79)\n Animate Platform\nend\nif <(SCENE #) = [2]> then\n Spawn [Key 1] at [193] [-36] dir [90] turn []\nend\nif <(SCENE #) = [4]> then\n show\n Animate Platform 2\nend\nif <(SCENE #) = [0]> then\n Spawn [Square] at [-50] [-25] dir [90] turn [1]\nend\n\ndefine Animate Platform\nshow\nswitch costume to (platform v)\npoint in direction (90)\nforever\n glide (2) secs to x: (84) y: (-79)\n wait (1) seconds\n glide (2) secs to x: (-26) y: (-12)\n wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (20)\n change y by (6)\n end\n wait (1.2) seconds\n start sound [Buzz Whir v]\n repeat (20)\n change y by (-6)\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\ngo to x: (30) y: (-50)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\nAnimate Platform 3\n\ndefine Animate Platform 3\nshow\npoint in direction (90)\nforever\n glide (2) secs to x: (x position) y: ((y position) + (90))\n wait (1) seconds\n glide (2) secs to x: (x position) y: ((y position) - (90))\n wait (1) seconds\nend\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\ngo to [back v] layer\n\n@Player\n\nwhen flag clicked\nhide variable [lives v]\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor?\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [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]\nshow variable [lives v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [score v] to [0]\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 I receive [player - bounce v]\nset [speed y v] to [16]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nStamp Outline\nStamp Shadow\n\ndefine Stamp 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
Move with arrow keys\nWatch The lava!! And also the spikes.\nNow equipped with parts 1-12!
Dangerous Trip 1 [ A Platformer ]
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next v]\nnext backdrop\n\n@Picture\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nset [whirl v] effect to (0)\nset [pixelate v] effect to (0)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change [whirl v] effect by (5)\n change [pixelate v] effect by (5)\nend\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n play sound [pop2 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 (costume2 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: (-199) y: (-62)\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) > [221]> then\n set size to (100) %\n go to x: (-199) y: (-62)\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: (-199) y: (-62)\n end\n if <touching color (#ffe817)?> then\n change [y v] by (20)\n end\nend\n\nchange [x v] by (-5)\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]) = [4]> then\n go to x: (121) y: (-87)\n turn right (15) degrees\n end\n if <(costume [number v]) = [7]> then\n go to x: (86) y: (40)\n turn right (15) degrees\n end\n if <(costume [number v]) = [9]> then\n go to x: (55) y: (-83)\n turn right (15) degrees\n end\n if <(costume [number v]) = [10]> then\n go to x: (75) y: (-83)\n turn right (15) degrees\n end\nend\n\n
★★★ INSTRUCTIONS ★★★\n- Arrow key to move \n- Don't touch spikes, saw. lava,... !!!\n- Part 2 : https://scratch.mit.edu/projects/587899353\n\n Lov, Fav, Follow !
Dangerous Trip 2 [ A Platformer ]
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next v]\nnext backdrop\n\n@Picture\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [whirl v] effect to (0)\nset [pixelate v] effect to (0)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change [whirl v] effect by (5)\n change [pixelate v] effect by (5)\nend\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n play sound [pop2 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 (costume2 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: (-199) 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 (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: (-199) 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: (-199) 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]) = [3]> then\n go to x: (-4) y: (-122)\n turn right (9) degrees\n end\n if <(costume [number v]) = [5]> then\n go to x: (180) y: (-99)\n turn right (9) degrees\n end\nend\n\n
★★★ INSTRUCTIONS ★★★\n- Arrow key to move \n- Don't touch spikes, saw. lava,... !!!\n- Part 1 : https://scratch.mit.edu/projects/587755594\n\n Lov, Fav, Follow !
Space Adventure Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n go to [back v] layer\n play sound [VexentoLonelyDance-Lonely-5418298 v] until done\nend\n\nwhen I receive [next level v]\nnext costume\ngo to [back v] layer\n\n@Player\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [steep v] to [0]\nrepeat until <<(Steep) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [steep v] by (1)\nend\nif <(Steep) = [8]> then\n change x by ((-1) * (speed))\n change y by (-8)\nend\n\ndefine Touch Ground <up?>\nrepeat until <not <touching (platform v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\ngo to x: (-224) y: (136)\nforever\n if <touching (bounce pad v)?> then\n set [speed y v] to [20]\n end\n change [speed y v] by (-1)\n change y by (Speed Y)\n change [falling? v] by (1)\n Touch Ground <(Speed Y) > [0]>\n set [speed x v] to ((Speed X) * (0.85))\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [speed x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n change [speed x v] by (-1)\n end\n if <(Speed X) < [-0]> then\n Walk [-90] (Speed X)\n else\n if <(Speed X) > [0]> then\n Walk [90] (Speed X)\n end\n end\n if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> and <(Falling?) < [6]>> then\n set [speed y v] to [10]\n end\n if <(x position) > [230]> then\n broadcast (Next Level v)\n go to x: (-200) y: (50)\n set [falling? v] to [6]\n end\n if <<touching color (#6f0000)?> or <<touching color (#ff0000)?> or <touching color (#00ff43)?>>> then\n go to x: (-200) y: (50)\n set [falling? v] to [6]\n end\nend\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\ngo to [back v] layer\n\nwhen flag clicked\nshow\nswitch costume to (costume9 v)\nforever\n set [my variable v] to (costume [number v])\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@alien\n\nwhen I receive [next level v]\nnext costume\ngo to [back v] layer\n\nwhen flag clicked\nshow\nswitch costume to (costume9 v)\nforever\n set [my variable v] to (costume [number v])\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Lazer\n\nwhen I receive [next level v]\nnext costume\ngo to [back v] layer\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\nforever\n set [my variable v] to (costume [number v])\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Lazer2\n\nwhen I receive [next level v]\nnext costume\ngo to [back v] layer\nforever\n hide\n wait (1.5) seconds\n show\n wait (1.5) seconds\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\n\ngo [backward v] (4) layers\n\n@lava\n\nwhen I receive [next level v]\nnext costume\ngo to [back v] layer\n\nwhen flag clicked\nshow\nswitch costume to (costume9 v)\nforever\n set [my variable v] to (costume [number v])\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@spike\n\nwhen I receive [next level v]\nnext costume\ngo to [back v] layer\n\nwhen flag clicked\nshow\nswitch costume to (costume9 v)\nforever\n set [my variable v] to (costume [number v])\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@thumnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nchange [ghost v] effect by (100)\n\n@boss\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n set [my variable v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\ngo to [back v] layer\nif <(costume [number v]) = [10]> then\n say [You think that you can get out of here easily. Catch that astronaut !!!] for (5) seconds\n broadcast (end v)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Love and Fav!2\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n set [ghost v] effect to (100)\n show\n switch costume to (nooooo v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n create clone of (_myself_ v)\n go to [front v] layer\n wait (2) seconds\n switch costume to (love v)\n wait (2) seconds\n switch costume to (fav v)\n wait (2) seconds\n switch costume to (follow v)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (180) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (cursor v)\ngo to x: (0) y: (140)\nglide (2) secs to x: (60) y: (140)\nstart sound [Click v]\nwait (1) seconds\nglide (1) secs to x: (105) y: (140)\nstart sound [Click v]\nwait (1) seconds\nglide (1) secs to x: (190) y: (140)\nstart sound [Click v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Sprite5\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n
You are an astronaut and you were discovering the planets in the solar system. Suddenly, your rocket was shoot by some bad aliens. Now, you have to get out of the aliens's UFO. And come back home.\nPart 2: https://scratch.mit.edu/projects/691696348/\nMy other games:\nhttps://scratch.mit.edu/projects/562446486/\nhttps://scratch.mit.edu/projects/562838477/
SPACE PLATFORMER #Games #ALL #Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [МурМяу v] until done\nend\n\n@Thumbnail \n\nwhen flag clicked\nforever\n go to [front v] layer\n reset timer\n hide\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Speed left\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@Speed right\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@Love and fave reminder\n\nwhen I receive [intro v]\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (3) to (5)) 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 (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Player\n\nwhen flag clicked\nforever\n set [x vel v] to [0]\n set [y vel v] to [0]\n set [jump v] to [0]\n go to x: (-210) y: (-55)\n repeat until <<(x position) > [240]> or <touching (danger v)?>>\n change [x vel v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [x vel v] to ((X Vel) * (0.9))\n create clone of (_myself_ v)\n change x by (round (X Vel))\n if <touching (platform v)?> then\n change x by (round ((X Vel) * (-1)))\n if <key (up arrow v) pressed?> then\n if <(X Vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [jump v] to [0]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (Y Vel)\n if <touching (platform v)?> then\n change y by ((Y Vel) * (-1))\n if <(Y Vel) < [0]> then\n set [jump v] to [0]\n end\n set [y vel v] to [0]\n end\n if <key (up arrow v) pressed?> then\n if <(Jump) = [0]> then\n set [y vel v] to [15]\n set [jump v] to [1]\n end\n end\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwait (10) seconds\n\nwhen flag clicked\nforever\n if <touching (speed right v)?> then\n change [x vel v] by (5)\n end\nend\n\n\n\nset [x vel v] to [0]\n\nwhen flag clicked\nforever\n if <touching (speed left v)?> then\n change [x vel v] by (-00.9)\n end\nend\n\nmove (10) steps\n\nwhen flag clicked\nforever\n\n
Use keys to move.\n\nThis game FOR ALL.\n\nI creating this game 4 days and 2 hours for you and ALL.\n\nPls like fav and follow.\n\n\nI like this game.\n\n\n\n
Lost On Venus a platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [wait v] to [0]\nset [level v] to [1]\ngo to x: (-219) y: (-86)\nforever\n repeat until <(Go) = [1]>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (.8)\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 (-0.8)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [13]\n end\n end\n if <[228] < (x position)> then\n set [xv v] to [0]\n set [xv v] to [0]\n go to x: (-219) y: (-86)\n point in direction (90)\n change [level v] by (1)\n change [money v] by (1)\n end\n if <<<<touching (dangers v)?> or <touching (saws v)?>> or <key (r v) pressed?>> or <touching (lava droplets v)?>> then\n broadcast (ded v)\n repeat (12)\n broadcast (ded v)\n change [ghost v] effect by (8)\n broadcast (ded v)\n set [wait v] to [1]\n change size by (-8)\n end\n broadcast (ded v)\n start sound [ouch v]\n broadcast (ded v)\n set [xv v] to [0]\n broadcast (ded v)\n set [xv v] to [0]\n broadcast (ded v)\n set [ghost v] effect to (0)\n broadcast (ded v)\n go to x: (-219) y: (-86)\n broadcast (ded v)\n set [wait v] to [0]\n set size to (size) %\n broadcast (ded v)\n end\n if <(Level) = [11]> then\n go to x: (150) y: (-104)\n wait (5) seconds\n change [level v] by (0)\n broadcast (END v)\n stop [this script v]\n end\n change y by (1)\n hide variable [yv v]\n hide variable [xv v]\n if <touching (tramps v)?> then\n set [yv v] to [17]\n end\n end\nend\n\nwhen flag clicked\nset [size v] to [0]\nset size to (100) %\nforever\n wait (0.4) seconds\n change size by (-1)\n if <not <(wait) = [1]>> then\n set [size v] to (size)\n end\n if <[13] > (size)> then\n broadcast (lose v)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (12)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I receive [ded v]\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [Vexento - Syndrome v] until done\nend\n\nwhen I receive [restart v]\nset size to (100) %\ngo to x: (-219) y: (-86)\n\n@Platform\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@Dangers\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite2\n\nwhen flag clicked\nset [check v] to [0]\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [lose v]\nchange [check v] by (1)\nif <(check) = [1]> then\n switch costume to (costume1 v)\n if <not <(Level) = [8]>> then\n show\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (restart v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nhide\nset [level v] to [1]\nset [check v] to [0]\n\n@Sprite3\n\nwhen flag clicked\nset [level v] to [0]\nhide\ngo to [front v] layer\nforever\n if <(Level) = [8]> then\n show\n stop [this script v]\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n
your an ice cube lost on Venus try to make your way back to earth without melting. WARNING: without practice this will be a rage game. don't be like "uH... sUsHiMaStEr9999 On ThE sEcOnD tO lAsT lEvEl i CaN't CrOuCh!" what you do is wait for you to melt enough so you can fit. give it a ❤ and a ⭐ if you couldn't get past the third level (don't worry most people quit at level two.) there are seven levels the second and third are the hardest. if you want to redo click the redo button twice (I can't fix the glitch.)
Minecraft | The Overworld | Scrolling Platformer | #games #all #minecraft #trending
@Stage\n\nwhen flag clicked\nforever\n play sound [calm3 v] until done\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo [forward v] (10000) layers\n\n@TB\n\nwhen flag clicked\nhide\n\n@BACKGROUND\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\n if <touching (background v)?> then\n Game - Die\n end\nend\n\ndefine Game on\nset [x v] to (item ((Checkpoint) + (1)) of [checkpoint x v])\nset [y v] to (item ((Checkpoint) + (1)) of [checkpoint y v])\nif <(Checkpoint) = [0]> then\n switch backdrop to (backdrop2 v)\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (70) %\nclear graphic effects\nshow\n\ndefine Tick\nswitch costume to (touchbox v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [5]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <not <<key (any v) pressed?> or <mouse down?>>> then\n set [animateshowsprite v] to [0]\n set [animatetimervariable v] to [0]\nelse\n change [animatetimervariable v] by (1)\n set [animateshowsprite v] to (((AnimateShowSprite) + ([floor v] of ((((AnimateTimerVariable) mod (3)) + (1)) / (3)) )) mod (4))\nend\nswitch costume to ((AnimateShowSprite) + (1))\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\n
-Minecraft A Scrolling Platformer-\n-Part 1: The Overworld-\n\nCAN THIS GET 5000 LIKES?!?!?!\nI am so excited for this platformer! \n\nThis is one of my better ones :)\nPlease like and fav for more!\nFollow @TrentonTNT for more games!\n\nEnjoy :D\n\n\nINSTRUCTIONS:\n\n> WAD to move\n> Jump on blocks\n> Look at the awesome detail (XD)\n> Beat the platformer!\n\nTAGS:\n#games #all #stories #music #art #animations #enjoy #minecraft #like #fav #trending #platformers\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 "DIAMONDS!!!"
Platformer Editor Engine!
@Stage\n\nwhen flag clicked\nset [i v] to [0]\ndelete all of [re-decode v]\nrepeat (length of [\[0\]\[0\]\[g\]\[1\]\[0\]\[32\]\[c\]\[2\]\[32\]\[0\]\[g\]\[1\]\[64\]\[0\]\[g\]\[1\]\[96\]\[0\]\[g\]\[1\]\[96\]\[32\]\[s\]\[1\]\[128\]\[0\]\[g\]\[1\]\[160\]\[0\]\[g\]\[1\]\[160\]\[32\]\[t\]\[1\]\[224\]\[192\]\[g\]\[1\]\[256\]\[192\]\[g\]\[1\]\[288\]\[0\]\[l\]\[1\]\[320\]\[0\]\[l\]\[1\]\[352\]\[0\]\[g\]\[1\]\[384\]\[0\]\[g\]\[1\]\[416\]\[0\]\[g\]\[1\]\[448\]\[0\]\[g\]\[1\]\[448\]\[32\]\[s\]\[1\]\[416\]\[32\]\[s\]\[1\]\[480\]\[0\]\[g\]\[1\]\[512\]\[0\]\[g\]\[1\]\[512\]\[32\]\[c\]\[1\]\[320\]\[-32\]\[g\]\[2\]\[288\]\[-32\]\[g\]\[2\]\[544\]\[0\]\[g\]\[1\]\[576\]\[0\]\[g\]\[1\]\[608\]\[0\]\[g\]\[1\]\[640\]\[0\]\[g\]\[1\]\[640\]\[32\]\[t\]\[1\]\[736\]\[160\]\[w\]\[1\]\[768\]\[160\]\[w\]\[1\]\[800\]\[160\]\[w\]\[1\]\[832\]\[160\]\[w\]\[1\]\[832\]\[128\]\[w\]\[3\]\[800\]\[128\]\[w\]\[3\]\[768\]\[128\]\[w\]\[3\]\[736\]\[128\]\[w\]\[3\]\[736\]\[96\]\[w\]\[3\]\[768\]\[96\]\[w\]\[3\]\[800\]\[96\]\[w\]\[3\]\[832\]\[96\]\[w\]\[3\]\[896\]\[96\]\[g\]\[1\]\[928\]\[96\]\[g\]\[1\]\[960\]\[96\]\[g\]\[1\]\[960\]\[128\]\[s\]\[1\]\[992\]\[96\]\[l\]\[1\]\[1024\]\[96\]\[g\]\[1\]\[1056\]\[96\]\[g\]\[1\]\[1056\]\[128\]\[s\]\[1\]\[1088\]\[96\]\[l\]\[1\]\[1120\]\[96\]\[g\]\[1\]\[1184\]\[96\]\[g\]\[2\]\[1184\]\[128\]\[g\]\[2\]\[1184\]\[160\]\[g\]\[2\]\[1088\]\[-64\]\[g\]\[1\]\[1120\]\[-64\]\[g\]\[1\]\[1152\]\[-64\]\[g\]\[1\]\[1184\]\[-64\]\[g\]\[1\]\[1216\]\[-64\]\[g\]\[1\]\[1248\]\[-64\]\[g\]\[1\]\[1280\]\[-64\]\[g\]\[1\]\[1184\]\[-32\]\[s\]\[1\]\[1280\]\[-32\]\[s\]\[1\]\[1312\]\[-64\]\[l\]\[1\]\[1344\]\[-64\]\[l\]\[1\]\[1376\]\[-64\]\[g\]\[1\]\[1184\]\[192\]\[g\]\[2\]\[1184\]\[224\]\[g\]\[2\]\[1184\]\[256\]\[g\]\[1\]\[1152\]\[256\]\[g\]\[1\]\[1120\]\[256\]\[g\]\[1\]\[1088\]\[256\]\[g\]\[1\]\[1056\]\[256\]\[g\]\[1\]\[1024\]\[256\]\[g\]\[1\]\[992\]\[256\]\[g\]\[1\]\[960\]\[256\]\[g\]\[1\]\[928\]\[256\]\[g\]\[1\]\[896\]\[256\]\[g\]\[1\]\[1408\]\[-64\]\[g\]\[1\]\[1440\]\[-64\]\[g\]\[1\]\[1472\]\[-64\]\[w\]\[3\]\[1472\]\[-32\]\[w\]\[3\]\[1472\]\[0\]\[w\]\[3\]\[1472\]\[32\]\[w\]\[3\]\[1472\]\[64\]\[w\]\[3\]\[1472\]\[96\]\[w\]\[3\]\[1472\]\[128\]\[w\]\[3\]\[1472\]\[160\]\[w\]\[3\]\[1472\]\[192\]\[w\]\[3\]\[1472\]\[224\]\[w\]\[3\]\[1472\]\[256\]\[w\]\[3\]\[1472\]\[288\]\[w\]\[3\]\[1472\]\[320\]\[w\]\[1\]\[1408\]\[-32\]\[s\]\[1\]\[1440\]\[128\]\[g\]\[2\]\[1440\]\[160\]\[g\]\[2\]\[1440\]\[192\]\[g\]\[2\]\[1440\]\[224\]\[g\]\[2\]\[1440\]\[256\]\[g\]\[2\]\[1440\]\[288\]\[g\]\[2\]\[1440\]\[320\]\[g\]\[2\]\[1440\]\[352\]\[g\]\[2\]\[1440\]\[384\]\[g\]\[2\]\[1440\]\[416\]\[g\]\[2\]\[1440\]\[448\]\[g\]\[1\]\[1472\]\[448\]\[g\]\[1\]\[1504\]\[448\]\[g\]\[1\]\[1536\]\[448\]\[g\]\[1\]\[1536\]\[320\]\[g\]\[1\]\[1568\]\[320\]\[g\]\[1\]\[1600\]\[320\]\[g\]\[1\]\[1632\]\[320\]\[g\]\[1\]\[1504\]\[320\]\[w\]\[1\]\[1504\]\[288\]\[w\]\[3\]\[1504\]\[256\]\[w\]\[3\]\[1504\]\[224\]\[w\]\[3\]\[1504\]\[192\]\[w\]\[3\]\[1504\]\[160\]\[w\]\[3\]\[1504\]\[128\]\[w\]\[3\]\[1504\]\[96\]\[w\]\[3\]\[1504\]\[64\]\[w\]\[3\]\[1504\]\[32\]\[w\]\[3\]\[1504\]\[0\]\[w\]\[3\]\[1504\]\[-32\]\[w\]\[3\]\[1504\]\[-64\]\[w\]\[3\]\[1440\]\[-96\]\[g\]\[2\]\[1472\]\[-96\]\[g\]\[2\]\[1504\]\[-96\]\[g\]\[2\]\[1536\]\[-96\]\[g\]\[2\]\[1536\]\[-64\]\[g\]\[2\]\[1536\]\[-32\]\[g\]\[2\]\[1536\]\[0\]\[g\]\[2\]\[1536\]\[32\]\[g\]\[2\]\[1536\]\[64\]\[g\]\[2\]\[1536\]\[96\]\[g\]\[2\]\[1536\]\[128\]\[g\]\[2\]\[1536\]\[160\]\[g\]\[2\]\[1536\]\[192\]\[g\]\[2\]\[1536\]\[224\]\[g\]\[2\]\[1536\]\[256\]\[g\]\[2\]\[1536\]\[288\]\[g\]\[2\]\[1568\]\[448\]\[g\]\[1\]\[1600\]\[448\]\[g\]\[1\]\[1632\]\[448\]\[g\]\[1\]\[1728\]\[320\]\[g\]\[1\]\[1664\]\[-96\]\[l\]\[1\]\[1696\]\[-96\]\[l\]\[1\]\[1632\]\[-96\]\[g\]\[2\]\[1632\]\[-64\]\[g\]\[2\]\[1632\]\[-32\]\[g\]\[2\]\[1632\]\[0\]\[g\]\[2\]\[1632\]\[32\]\[g\]\[2\]\[1632\]\[64\]\[g\]\[2\]\[1632\]\[96\]\[g\]\[2\]\[1632\]\[128\]\[g\]\[2\]\[1632\]\[160\]\[g\]\[2\]\[1632\]\[192\]\[g\]\[2\]\[1632\]\[224\]\[g\]\[2\]\[1632\]\[256\]\[g\]\[2\]\[1632\]\[288\]\[g\]\[2\]\[1728\]\[288\]\[g\]\[2\]\[1728\]\[256\]\[g\]\[2\]\[1728\]\[224\]\[g\]\[2\]\[1728\]\[192\]\[g\]\[2\]\[1728\]\[160\]\[g\]\[2\]\[1728\]\[128\]\[g\]\[2\]\[1728\]\[96\]\[g\]\[2\]\[1728\]\[64\]\[g\]\[2\]\[1728\]\[32\]\[g\]\[2\]\[1728\]\[0\]\[g\]\[2\]\[1728\]\[-32\]\[g\]\[2\]\[1728\]\[-64\]\[g\]\[2\]\[1728\]\[-96\]\[g\]\[2\]\[1696\]\[-128\]\[g\]\[2\]\[1664\]\[-128\]\[g\]\[2\]\[1632\]\[-128\]\[g\]\[2\]\[1728\]\[-128\]\[g\]\[2\]\[1664\]\[96\]\[w\]\[1\]\[1696\]\[96\]\[w\]\[1\]\[1760\]\[320\]\[g\]\[1\]\[1792\]\[320\]\[g\]\[1\]\[1824\]\[320\]\[g\]\[1\]\[1760\]\[352\]\[s\]\[1\]\[1856\]\[320\]\[g\]\[1\]\[1856\]\[352\]\[s\]\[1\]\[1888\]\[320\]\[g\]\[1\]\[1984\]\[320\]\[g\]\[2\]\[1984\]\[288\]\[g\]\[2\]\[1984\]\[256\]\[g\]\[2\]\[1984\]\[160\]\[g\]\[2\]\[1984\]\[128\]\[g\]\[2\]\[1984\]\[96\]\[g\]\[2\]\[1984\]\[64\]\[g\]\[2\]\[1984\]\[32\]\[g\]\[2\]\[1984\]\[0\]\[g\]\[2\]\[1984\]\[-32\]\[g\]\[2\]\[1984\]\[-64\]\[g\]\[2\]\[1920\]\[-128\]\[g\]\[1\]\[1952\]\[-128\]\[g\]\[1\]\[1984\]\[-128\]\[g\]\[1\]\[2016\]\[-128\]\[g\]\[1\]\[2048\]\[-128\]\[g\]\[1\]\[2080\]\[-128\]\[g\]\[1\]\[1888\]\[-128\]\[g\]\[2\]\[1888\]\[-96\]\[g\]\[2\]\[1888\]\[-64\]\[g\]\[2\]\[1888\]\[-32\]\[g\]\[2\]\[1888\]\[0\]\[g\]\[2\]\[1888\]\[32\]\[g\]\[2\]\[1888\]\[64\]\[g\]\[2\]\[1888\]\[96\]\[g\]\[2\]\[1888\]\[128\]\[g\]\[2\]\[1888\]\[160\]\[g\]\[2\]\[1888\]\[192\]\[g\]\[2\]\[1888\]\[224\]\[g\]\[2\]\[1888\]\[256\]\[g\]\[2\]\[1888\]\[288\]\[g\]\[2\]\[1984\]\[352\]\[g\]\[2\]\[1984\]\[384\]\[g\]\[2\]\[1984\]\[416\]\[g\]\[2\]\[1984\]\[448\]\[g\]\[2\]\[1920\]\[320\]\[w\]\[1\]\[1952\]\[320\]\[w\]\[1\]\[1920\]\[288\]\[w\]\[3\]\[1952\]\[288\]\[w\]\[3\]\[1952\]\[256\]\[w\]\[3\]\[1920\]\[256\]\[w\]\[3\]\[1920\]\[224\]\[w\]\[3\]\[1920\]\[192\]\[w\]\[3\]\[1920\]\[160\]\[w\]\[3\]\[1952\]\[160\]\[w\]\[3\]\[1952\]\[192\]\[w\]\[3\]\[1952\]\[224\]\[w\]\[3\]\[1984\]\[192\]\[g\]\[2\]\[1952\]\[128\]\[w\]\[3\]\[1920\]\[128\]\[w\]\[3\]\[1920\]\[96\]\[w\]\[3\]\[1920\]\[64\]\[w\]\[3\]\[1952\]\[96\]\[w\]\[3\]\[1952\]\[64\]\[w\]\[3\]\[1952\]\[32\]\[w\]\[3\]\[1920\]\[32\]\[w\]\[3\]\[1920\]\[0\]\[w\]\[3\]\[1952\]\[0\]\[w\]\[3\]\[2080\]\[-96\]\[e\]\[2\]\[2016\]\[-64\]\[g\]\[1\]\[2048\]\[-64\]\[g\]\[1\]\[2080\]\[-64\]\[g\]\[1\]\[2112\]\[-64\]\[g\]\[1\]\[2112\]\[-96\]\[g\]\[2\]\[2112\]\[-128\]\[g\]\[2\]\[1984\]\[480\]\[g\]\[1\]\[1952\]\[480\]\[g\]\[1\]\[1920\]\[480\]\[g\]\[1\]\[1888\]\[480\]\[g\]\[1\]\[1152\]\[-32\]\[c\]\[1\]\[1984\]\[224\]\[g\]\[2\]])\n change [i v] by (1)\n add (letter (i) of [\[0\]\[0\]\[g\]\[1\]\[0\]\[32\]\[c\]\[2\]\[32\]\[0\]\[g\]\[1\]\[64\]\[0\]\[g\]\[1\]\[96\]\[0\]\[g\]\[1\]\[96\]\[32\]\[s\]\[1\]\[128\]\[0\]\[g\]\[1\]\[160\]\[0\]\[g\]\[1\]\[160\]\[32\]\[t\]\[1\]\[224\]\[192\]\[g\]\[1\]\[256\]\[192\]\[g\]\[1\]\[288\]\[0\]\[l\]\[1\]\[320\]\[0\]\[l\]\[1\]\[352\]\[0\]\[g\]\[1\]\[384\]\[0\]\[g\]\[1\]\[416\]\[0\]\[g\]\[1\]\[448\]\[0\]\[g\]\[1\]\[448\]\[32\]\[s\]\[1\]\[416\]\[32\]\[s\]\[1\]\[480\]\[0\]\[g\]\[1\]\[512\]\[0\]\[g\]\[1\]\[512\]\[32\]\[c\]\[1\]\[320\]\[-32\]\[g\]\[2\]\[288\]\[-32\]\[g\]\[2\]\[544\]\[0\]\[g\]\[1\]\[576\]\[0\]\[g\]\[1\]\[608\]\[0\]\[g\]\[1\]\[640\]\[0\]\[g\]\[1\]\[640\]\[32\]\[t\]\[1\]\[736\]\[160\]\[w\]\[1\]\[768\]\[160\]\[w\]\[1\]\[800\]\[160\]\[w\]\[1\]\[832\]\[160\]\[w\]\[1\]\[832\]\[128\]\[w\]\[3\]\[800\]\[128\]\[w\]\[3\]\[768\]\[128\]\[w\]\[3\]\[736\]\[128\]\[w\]\[3\]\[736\]\[96\]\[w\]\[3\]\[768\]\[96\]\[w\]\[3\]\[800\]\[96\]\[w\]\[3\]\[832\]\[96\]\[w\]\[3\]\[896\]\[96\]\[g\]\[1\]\[928\]\[96\]\[g\]\[1\]\[960\]\[96\]\[g\]\[1\]\[960\]\[128\]\[s\]\[1\]\[992\]\[96\]\[l\]\[1\]\[1024\]\[96\]\[g\]\[1\]\[1056\]\[96\]\[g\]\[1\]\[1056\]\[128\]\[s\]\[1\]\[1088\]\[96\]\[l\]\[1\]\[1120\]\[96\]\[g\]\[1\]\[1184\]\[96\]\[g\]\[2\]\[1184\]\[128\]\[g\]\[2\]\[1184\]\[160\]\[g\]\[2\]\[1088\]\[-64\]\[g\]\[1\]\[1120\]\[-64\]\[g\]\[1\]\[1152\]\[-64\]\[g\]\[1\]\[1184\]\[-64\]\[g\]\[1\]\[1216\]\[-64\]\[g\]\[1\]\[1248\]\[-64\]\[g\]\[1\]\[1280\]\[-64\]\[g\]\[1\]\[1184\]\[-32\]\[s\]\[1\]\[1280\]\[-32\]\[s\]\[1\]\[1312\]\[-64\]\[l\]\[1\]\[1344\]\[-64\]\[l\]\[1\]\[1376\]\[-64\]\[g\]\[1\]\[1184\]\[192\]\[g\]\[2\]\[1184\]\[224\]\[g\]\[2\]\[1184\]\[256\]\[g\]\[1\]\[1152\]\[256\]\[g\]\[1\]\[1120\]\[256\]\[g\]\[1\]\[1088\]\[256\]\[g\]\[1\]\[1056\]\[256\]\[g\]\[1\]\[1024\]\[256\]\[g\]\[1\]\[992\]\[256\]\[g\]\[1\]\[960\]\[256\]\[g\]\[1\]\[928\]\[256\]\[g\]\[1\]\[896\]\[256\]\[g\]\[1\]\[1408\]\[-64\]\[g\]\[1\]\[1440\]\[-64\]\[g\]\[1\]\[1472\]\[-64\]\[w\]\[3\]\[1472\]\[-32\]\[w\]\[3\]\[1472\]\[0\]\[w\]\[3\]\[1472\]\[32\]\[w\]\[3\]\[1472\]\[64\]\[w\]\[3\]\[1472\]\[96\]\[w\]\[3\]\[1472\]\[128\]\[w\]\[3\]\[1472\]\[160\]\[w\]\[3\]\[1472\]\[192\]\[w\]\[3\]\[1472\]\[224\]\[w\]\[3\]\[1472\]\[256\]\[w\]\[3\]\[1472\]\[288\]\[w\]\[3\]\[1472\]\[320\]\[w\]\[1\]\[1408\]\[-32\]\[s\]\[1\]\[1440\]\[128\]\[g\]\[2\]\[1440\]\[160\]\[g\]\[2\]\[1440\]\[192\]\[g\]\[2\]\[1440\]\[224\]\[g\]\[2\]\[1440\]\[256\]\[g\]\[2\]\[1440\]\[288\]\[g\]\[2\]\[1440\]\[320\]\[g\]\[2\]\[1440\]\[352\]\[g\]\[2\]\[1440\]\[384\]\[g\]\[2\]\[1440\]\[416\]\[g\]\[2\]\[1440\]\[448\]\[g\]\[1\]\[1472\]\[448\]\[g\]\[1\]\[1504\]\[448\]\[g\]\[1\]\[1536\]\[448\]\[g\]\[1\]\[1536\]\[320\]\[g\]\[1\]\[1568\]\[320\]\[g\]\[1\]\[1600\]\[320\]\[g\]\[1\]\[1632\]\[320\]\[g\]\[1\]\[1504\]\[320\]\[w\]\[1\]\[1504\]\[288\]\[w\]\[3\]\[1504\]\[256\]\[w\]\[3\]\[1504\]\[224\]\[w\]\[3\]\[1504\]\[192\]\[w\]\[3\]\[1504\]\[160\]\[w\]\[3\]\[1504\]\[128\]\[w\]\[3\]\[1504\]\[96\]\[w\]\[3\]\[1504\]\[64\]\[w\]\[3\]\[1504\]\[32\]\[w\]\[3\]\[1504\]\[0\]\[w\]\[3\]\[1504\]\[-32\]\[w\]\[3\]\[1504\]\[-64\]\[w\]\[3\]\[1440\]\[-96\]\[g\]\[2\]\[1472\]\[-96\]\[g\]\[2\]\[1504\]\[-96\]\[g\]\[2\]\[1536\]\[-96\]\[g\]\[2\]\[1536\]\[-64\]\[g\]\[2\]\[1536\]\[-32\]\[g\]\[2\]\[1536\]\[0\]\[g\]\[2\]\[1536\]\[32\]\[g\]\[2\]\[1536\]\[64\]\[g\]\[2\]\[1536\]\[96\]\[g\]\[2\]\[1536\]\[128\]\[g\]\[2\]\[1536\]\[160\]\[g\]\[2\]\[1536\]\[192\]\[g\]\[2\]\[1536\]\[224\]\[g\]\[2\]\[1536\]\[256\]\[g\]\[2\]\[1536\]\[288\]\[g\]\[2\]\[1568\]\[448\]\[g\]\[1\]\[1600\]\[448\]\[g\]\[1\]\[1632\]\[448\]\[g\]\[1\]\[1728\]\[320\]\[g\]\[1\]\[1664\]\[-96\]\[l\]\[1\]\[1696\]\[-96\]\[l\]\[1\]\[1632\]\[-96\]\[g\]\[2\]\[1632\]\[-64\]\[g\]\[2\]\[1632\]\[-32\]\[g\]\[2\]\[1632\]\[0\]\[g\]\[2\]\[1632\]\[32\]\[g\]\[2\]\[1632\]\[64\]\[g\]\[2\]\[1632\]\[96\]\[g\]\[2\]\[1632\]\[128\]\[g\]\[2\]\[1632\]\[160\]\[g\]\[2\]\[1632\]\[192\]\[g\]\[2\]\[1632\]\[224\]\[g\]\[2\]\[1632\]\[256\]\[g\]\[2\]\[1632\]\[288\]\[g\]\[2\]\[1728\]\[288\]\[g\]\[2\]\[1728\]\[256\]\[g\]\[2\]\[1728\]\[224\]\[g\]\[2\]\[1728\]\[192\]\[g\]\[2\]\[1728\]\[160\]\[g\]\[2\]\[1728\]\[128\]\[g\]\[2\]\[1728\]\[96\]\[g\]\[2\]\[1728\]\[64\]\[g\]\[2\]\[1728\]\[32\]\[g\]\[2\]\[1728\]\[0\]\[g\]\[2\]\[1728\]\[-32\]\[g\]\[2\]\[1728\]\[-64\]\[g\]\[2\]\[1728\]\[-96\]\[g\]\[2\]\[1696\]\[-128\]\[g\]\[2\]\[1664\]\[-128\]\[g\]\[2\]\[1632\]\[-128\]\[g\]\[2\]\[1728\]\[-128\]\[g\]\[2\]\[1664\]\[96\]\[w\]\[1\]\[1696\]\[96\]\[w\]\[1\]\[1760\]\[320\]\[g\]\[1\]\[1792\]\[320\]\[g\]\[1\]\[1824\]\[320\]\[g\]\[1\]\[1760\]\[352\]\[s\]\[1\]\[1856\]\[320\]\[g\]\[1\]\[1856\]\[352\]\[s\]\[1\]\[1888\]\[320\]\[g\]\[1\]\[1984\]\[320\]\[g\]\[2\]\[1984\]\[288\]\[g\]\[2\]\[1984\]\[256\]\[g\]\[2\]\[1984\]\[160\]\[g\]\[2\]\[1984\]\[128\]\[g\]\[2\]\[1984\]\[96\]\[g\]\[2\]\[1984\]\[64\]\[g\]\[2\]\[1984\]\[32\]\[g\]\[2\]\[1984\]\[0\]\[g\]\[2\]\[1984\]\[-32\]\[g\]\[2\]\[1984\]\[-64\]\[g\]\[2\]\[1920\]\[-128\]\[g\]\[1\]\[1952\]\[-128\]\[g\]\[1\]\[1984\]\[-128\]\[g\]\[1\]\[2016\]\[-128\]\[g\]\[1\]\[2048\]\[-128\]\[g\]\[1\]\[2080\]\[-128\]\[g\]\[1\]\[1888\]\[-128\]\[g\]\[2\]\[1888\]\[-96\]\[g\]\[2\]\[1888\]\[-64\]\[g\]\[2\]\[1888\]\[-32\]\[g\]\[2\]\[1888\]\[0\]\[g\]\[2\]\[1888\]\[32\]\[g\]\[2\]\[1888\]\[64\]\[g\]\[2\]\[1888\]\[96\]\[g\]\[2\]\[1888\]\[128\]\[g\]\[2\]\[1888\]\[160\]\[g\]\[2\]\[1888\]\[192\]\[g\]\[2\]\[1888\]\[224\]\[g\]\[2\]\[1888\]\[256\]\[g\]\[2\]\[1888\]\[288\]\[g\]\[2\]\[1984\]\[352\]\[g\]\[2\]\[1984\]\[384\]\[g\]\[2\]\[1984\]\[416\]\[g\]\[2\]\[1984\]\[448\]\[g\]\[2\]\[1920\]\[320\]\[w\]\[1\]\[1952\]\[320\]\[w\]\[1\]\[1920\]\[288\]\[w\]\[3\]\[1952\]\[288\]\[w\]\[3\]\[1952\]\[256\]\[w\]\[3\]\[1920\]\[256\]\[w\]\[3\]\[1920\]\[224\]\[w\]\[3\]\[1920\]\[192\]\[w\]\[3\]\[1920\]\[160\]\[w\]\[3\]\[1952\]\[160\]\[w\]\[3\]\[1952\]\[192\]\[w\]\[3\]\[1952\]\[224\]\[w\]\[3\]\[1984\]\[192\]\[g\]\[2\]\[1952\]\[128\]\[w\]\[3\]\[1920\]\[128\]\[w\]\[3\]\[1920\]\[96\]\[w\]\[3\]\[1920\]\[64\]\[w\]\[3\]\[1952\]\[96\]\[w\]\[3\]\[1952\]\[64\]\[w\]\[3\]\[1952\]\[32\]\[w\]\[3\]\[1920\]\[32\]\[w\]\[3\]\[1920\]\[0\]\[w\]\[3\]\[1952\]\[0\]\[w\]\[3\]\[2080\]\[-96\]\[e\]\[2\]\[2016\]\[-64\]\[g\]\[1\]\[2048\]\[-64\]\[g\]\[1\]\[2080\]\[-64\]\[g\]\[1\]\[2112\]\[-64\]\[g\]\[1\]\[2112\]\[-96\]\[g\]\[2\]\[2112\]\[-128\]\[g\]\[2\]\[1984\]\[480\]\[g\]\[1\]\[1952\]\[480\]\[g\]\[1\]\[1920\]\[480\]\[g\]\[1\]\[1888\]\[480\]\[g\]\[1\]\[1152\]\[-32\]\[c\]\[1\]\[1984\]\[224\]\[g\]\[2\]]) to [re-decode v]\nend\nset [i v] to [0]\nrepeat (length of [re-decode v])\n change [i v] by (1)\n if <(item (i) of [re-decode v]) = [\[]> then\n replace item (i) of [re-decode v] with [{]\n end\n if <(item (i) of [re-decode v]) = [\]]> then\n replace item (i) of [re-decode v] with [}]\n end\nend\nset [i v] to [0]\nset [string v] to []\nrepeat (length of [re-decode v])\n change [i v] by (1)\n set [string v] to (join (string) (item (i) of [re-decode v]))\nend\ndelete all of [re-decode v]\nadd (string) to [re-decode v]\n\nwhen flag clicked\nerase all\nforever\n play sound [Treenan v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [☁ c v] to [0]\n\n@Blank\n\n@Blocks\n\nwhen I receive [editor v]\nforever\n erase all\n broadcast (tick v)\nend\n\ndefine block (x) (y)\nswitch costume to (blank v)\ngo to ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset costume (item (~c1) of [block v]) (item (~c1) of [type v])\nclear graphic effects\nif <not <<([abs v] of ((x) - (SCROLL X)) ) > [260]> or <([abs v] of ((y) - (SCROLL Y)) ) > [200]>>> then\n stamp\nend\n\nwhen I receive [tick v]\nif <(MODE) = [editor]> then\n render blocks\n mouse (SELECTED BLOCK)\n change [scroll x v] by ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (5))\n change [scroll y v] by ((<<key (up arrow v) pressed?> or <key (w v) pressed?>> - <<key (down arrow v) pressed?> or <key (s v) pressed?>>) * (5))\nelse\n render blocks\nend\nif <(SCROLL Y) < [-31]> then\n set [scroll y v] to [-30]\nend\n\ndefine go to (x) (y)\nset [~scale v] to [32]\ngo to x: (x) y: (y)\n\ndefine mouse (type)\nif <(SELECTED BLOCK) = [g]> then\n switch costume to (g1 v)\nelse\n if <(SELECTED BLOCK) = [l]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (l1 v)\n else\n switch costume to (l2 v)\n end\n else\n if <(SELECTED BLOCK) = [w]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (w1 v)\n else\n switch costume to (w2 v)\n end\n else\n if <(SELECTED BLOCK) = [t]> then\n switch costume to (t1 v)\n else\n if <(SELECTED BLOCK) = [s]> then\n switch costume to (s1 v)\n else\n if <(SELECTED BLOCK) = [c]> then\n switch costume to (c1 v)\n else\n if <(SELECTED BLOCK) = [e]> then\n switch costume to (e1 v)\n else\n switch costume to (v1 v)\n end\n end\n end\n end\n end\n end\nend\nif <(type) = [erase]> then\n switch costume to (erase v)\n go to (((round (((mouse x) + (SCROLL X)) / (~scale))) * (~scale)) - (SCROLL X)) (((round (((mouse y) + (SCROLL Y)) / (~scale))) * (~scale)) - (SCROLL Y))\n if <mouse down?> then\n remove block ((round (((mouse x) + (SCROLL X)) / (~scale))) * (~scale)) ((round (((mouse y) + (SCROLL Y)) / (~scale))) * (~scale))\n end\n set [ghost v] effect to (50)\n stamp\nelse\n hide\n go to (((round (((mouse x) + (SCROLL X)) / (~scale))) * (~scale)) - (SCROLL X)) (((round (((mouse y) + (SCROLL Y)) / (~scale))) * (~scale)) - (SCROLL Y))\n test block ((round (((mouse x) + (SCROLL X)) / (~scale))) * (~scale)) ((round (((mouse y) + (SCROLL Y)) / (~scale))) * (~scale))\n if <not <<(~is a block) = [true]> or <<(SELECTED BLOCK) = [e]> and <(endflag placed) = [true]>>>> then\n if <mouse down?> then\n add block ((round (((mouse x) + (SCROLL X)) / (~scale))) * (~scale)) ((round (((mouse y) + (SCROLL Y)) / (~scale))) * (~scale))\n end\n set [ghost v] effect to (50)\n stamp\n end\nend\n\nwhen I receive [new level v]\npoint in direction (90)\nset [mode v] to [editor]\nset [selected block v] to [g]\nset [selected # v] to [1]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [ask v] to [false]\nset [~offset v] to [0]\n\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [block v]\ndelete all of [type v]\ndelete all of [checkpoints v]\nadd [2] to [checkpoints v]\nadd [0] to [x v]\nadd [0] to [y v]\nadd [g] to [block v]\nadd [1] to [type v]\nadd [0] to [x v]\nadd (~scale) to [y v]\nadd [c] to [block v]\nadd [2] to [type v]\nshow list [code v]\nhide\n\ndefine render blocks\nset [~c1 v] to [0]\nrepeat (length of [block v])\n change [~c1 v] by (1)\n block (item (~c1) of [x v]) (item (~c1) of [y v])\n if <(item (~c1) of [block v]) = [e]> then\n set [endflag placed v] to [true]\n else\n set [endflag placed v] to [false]\n end\nend\n\ndefine add block (x) (y)\nif <<(PLACE BLOCK) = [true]> and <(ASK) = [false]>> then\n add (x) to [x v]\n add (y) to [y v]\n add [1] to [type v]\n add (SELECTED BLOCK) to [block v]\n replace costume (length of [block v]) (SELECTED BLOCK)\nend\n\nwhen flag clicked\nset [move? v] to [true]\nbroadcast (new level v) and wait\nbroadcast (editor v)\n\ndefine test block (x) (y)\nset [~is a block v] to [false]\nset [~c3 v] to [0]\nrepeat (length of [block v])\n change [~c3 v] by (1)\n if <<(item (~c3) of [x v]) = (x)> and <(item (~c3) of [y v]) = (y)>> then\n set [~is a block v] to [true]\n stop [this script v]\n end\nend\n\ndefine replace costume (type) (block)\nif <(block) = [g]> then\n set [~c3 v] to [0]\n repeat (length of [block v])\n change [~c3 v] by (1)\n if <<(item (~c3) of [x v]) = (item (type) of [x v])> and <(item (~c3) of [y v]) = ((item (type) of [y v]) - (~scale))>> then\n if <not <<(item (~c3) of [block v]) = [l]> or <(item (~c3) of [block v]) = [w]>>> then\n replace item (~c3) of [type v] with [2]\n else\n replace item (~c3) of [type v] with [3]\n end\n end\n end\n set [~c3 v] to [0]\n repeat (length of [block v])\n change [~c3 v] by (1)\n if <<<(item (~c3) of [x v]) = (item (type) of [x v])> and <(item (~c3) of [y v]) = ((item (type) of [y v]) + (~scale))>> and <not < [tscve] contains (item (~c3) of [block v])?>>> then\n replace item (type) of [type v] with [2]\n end\n end\nelse\n if <(block) = [l]> then\n set [~c3 v] to [0]\n repeat (length of [block v])\n change [~c3 v] by (1)\n if <<<(item (~c3) of [x v]) = (item (type) of [x v])> and <(item (~c3) of [y v]) = ((item (type) of [y v]) - (~scale))>> and > then\n if <<(item (~c3) of [block v]) = [l]> or <(item (~c3) of [block v]) = [w]>> then\n replace item (~c3) of [type v] with [3]\n else\n replace item (~c3) of [type v] with [2]\n end\n end\n end\n set [~c3 v] to [0]\n repeat (length of [block v])\n change [~c3 v] by (1)\n if <<(item (~c3) of [x v]) = (item (type) of [x v])> and <(item (~c3) of [y v]) = ((item (type) of [y v]) + (~scale))>> then\n replace item (type) of [type v] with [3]\n end\n end\n else\n if <(block) = [w]> then\n set [~c3 v] to [0]\n repeat (length of [block v])\n change [~c3 v] by (1)\n if <<<(item (~c3) of [x v]) = (item (type) of [x v])> and <(item (~c3) of [y v]) = ((item (type) of [y v]) - (~scale))>> and > then\n if <<(item (~c3) of [block v]) = [w]> or <(item (~c3) of [block v]) = [l]>> then\n replace item (~c3) of [type v] with [3]\n else\n replace item (~c3) of [type v] with [2]\n end\n end\n end\n set [~c3 v] to [0]\n repeat (length of [block v])\n change [~c3 v] by (1)\n if <<(item (~c3) of [x v]) = (item (type) of [x v])> and <(item (~c3) of [y v]) = ((item (type) of [y v]) + (~scale))>> then\n replace item (type) of [type v] with [3]\n end\n end\n end\n end\nend\n\nwhen [1 v] key pressed\nset [selected block v] to [g]\nset [selected # v] to [1]\n\nwhen [2 v] key pressed\nset [selected block v] to [l]\nset [selected # v] to [2]\n\nwhen [3 v] key pressed\nset [selected block v] to [w]\nset [selected # v] to [3]\n\nwhen [4 v] key pressed\nset [selected block v] to [t]\nset [selected # v] to [4]\n\nwhen [5 v] key pressed\nset [selected block v] to [s]\nset [selected # v] to [5]\n\ndefine set costume (block) (type)\nif <(block) = [g]> then\n switch costume to (join (block) (type))\nelse\n if <<(block) = [l]> or <(block) = [w]>> then\n if <(type) = [3]> then\n switch costume to (join (block) (type))\n else\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (join (block) (type))\n else\n switch costume to (join (block) ((type) + (1)))\n end\n end\n else\n if <(block) = [t]> then\n switch costume to (t1 v)\n else\n if <(block) = [s]> then\n switch costume to (s1 v)\n else\n if <(block) = [c]> then\n if <<(~c1) = (spawnpoint)> and <(MODE) = [game]>> then\n switch costume to (c2 v)\n else\n switch costume to (c1 v)\n end\n else\n if <(block) = [e]> then\n switch costume to (e1 v)\n end\n end\n end\n end\n end\nend\n\nwhen [6 v] key pressed\nset [selected block v] to [c]\nset [selected # v] to [6]\n\nwhen [7 v] key pressed\nset [selected block v] to [e]\nset [selected # v] to [7]\n\nwhen [8 v] key pressed\nset [selected block v] to [erase]\nset [selected # v] to [8]\n\ndefine remove block (x) (y)\nset [~c4 v] to [0]\nrepeat until <<(~c4) > (length of [block v])> or <<(item (~c4) of [x v]) = (x)> and <(item (~c4) of [y v]) = (y)>>>\n change [~c4 v] by (1)\nend\nif <not <<(~c4) = [1]> or <(~c4) = [2]>>> then\n if <<(item (~c4) of [x v]) = (x)> and <(item (~c4) of [y v]) = (y)>> then\n delete (~c4) of [x v]\n delete (~c4) of [y v]\n delete (~c4) of [block v]\n delete (~c4) of [checkpoints v]\n delete (~c4) of [type v]\n end\n set [~c4 v] to [0]\n repeat (length of [block v])\n change [~c4 v] by (1)\n if <<<(item (~c4) of [x v]) = (x)> and <(item (~c4) of [y v]) = ((y) - (~scale))>> and <not < [tsce] contains (item (~c4) of [block v])?>>> then\n replace item (~c4) of [type v] with [1]\n end\n end\nend\n\nwhen I receive [reset v]\nbroadcast (new level v) and wait\n\ndefine save level\ndelete all of [save v]\ndelete all of [code v]\nset [~i1 v] to [0]\nrepeat (length of [block v])\n change [~i1 v] by (1)\n add [\[] to [save v]\n add (item (~i1) of [x v]) to [save v]\n add [\]] to [save v]\n add [\[] to [save v]\n add (item (~i1) of [y v]) to [save v]\n add [\]] to [save v]\n add [\[] to [save v]\n add (item (~i1) of [block v]) to [save v]\n add [\]] to [save v]\n add [\[] to [save v]\n add (item (~i1) of [type v]) to [save v]\n add [\]] to [save v]\nend\nset [~i1 v] to [0]\nset [~val v] to []\nrepeat (length of [save v])\n change [~i1 v] by (1)\n set [~val v] to (join (~val) (item (~i1) of [save v]))\nend\nadd (~val) to [code v]\nadd [Highlight The Whole Thing And Press CRTL + C] to [code v]\nhide list [code v]\nset [ask v] to [true]\nask [Paste The Code Here To Make Sure You Copied It All] and wait\nif <(answer) = (item (1) of [code v])> then\nset [ask v] to [false]\nshow list [code v]\n\nwhen I receive [save level v]\nsave level\n\ndefine load (code)\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [block v]\ndelete all of [type v]\nset [~i1 v] to [2]\nrepeat until <(~i1) > (length of (code))>\n set [~val v] to []\n repeat until <(letter (~i1) of (code)) = [\]]>\n set [~val v] to (join (~val) (letter (~i1) of (code)))\n change [~i1 v] by (1)\n end\n add (~val) to [x v]\n set [~val v] to []\n change [~i1 v] by (2)\n repeat until <(letter (~i1) of (code)) = [\]]>\n set [~val v] to (join (~val) (letter (~i1) of (code)))\n change [~i1 v] by (1)\n end\n add (~val) to [y v]\n set [~val v] to []\n change [~i1 v] by (2)\n repeat until <(letter (~i1) of (code)) = [\]]>\n set [~val v] to (join (~val) (letter (~i1) of (code)))\n change [~i1 v] by (1)\n end\n add (~val) to [block v]\n set [~val v] to []\n change [~i1 v] by (2)\n repeat until <(letter (~i1) of (code)) = [\]]>\n set [~val v] to (join (~val) (letter (~i1) of (code)))\n change [~i1 v] by (1)\n end\n add (~val) to [type v]\n change [~i1 v] by (2)\nend\n\nwhen I receive [load level v]\nset [ask v] to [true]\nask [Code:] and wait\nif <not <(answer) = []>> then\n load (answer)\nend\nset [ask v] to [false]\nstop [this script v]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tn v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [editor v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\n@player\n\nwhen I receive [play v]\nset [spawnpoint v] to [2]\nforever\n go to x: (0) y: (4)\n Game On\n repeat until <<(EXIT) > []> or <(MODE) = [editor]>>\n Tick\n end\nend\n\ndefine Game On\ngo to x: (0) y: (4)\nset rotation style [left-right v]\nset [scroll x v] to (item (spawnpoint) of [x v])\nset [scroll y v] to (item (spawnpoint) of [y v])\nset [x v] to (item (spawnpoint) of [x v])\nset [y v] to ((item (spawnpoint) of [y v]) + (0))\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nclear graphic effects\nset size to (70) %\nshow\n\ndefine Tick\nshow\ngo to [back v] layer\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n if <[collisions v] contains [w]?> then\n change [sx v] by (-2)\n else\n change [sx v] by (-1.5)\n end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n if <[collisions v] contains [w]?> then\n change [sx v] by (2)\n else\n change [sx v] by (1.5)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <[collisions v] contains [w]?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (30))> and <mouse down?>>> then\n set [sy v] to [6]\n end\nelse\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (30))> and <mouse down?>>> then\n if <(in air) < [4]> then\n set [sy v] to [14]\n end\n end\nend\nif <[collisions v] contains [t]?> then\n set [sy v] to [25]\nend\nif <[collisions v] contains [w]?> then\n change [sy v] by (-0.5)\nelse\n change [sy v] by (-1.5)\nend\nChange player y by (sy)\nif <<[collisions v] contains [s]?> or <[collisions v] contains [l]?>> then\n set [exit v] to [die]\nend\nset [scroll x v] to (x)\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nposition\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 if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (30))> and <mouse down?>>> then\n switch costume to (right up v)\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n switch costume to (left v)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (30))> and <mouse down?>>> then\n switch costume to (left up v)\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (30))> and <mouse down?>>> then\n if <not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>>>> then\n switch costume to (up v)\n end\nend\nif <not <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (30))> and <mouse down?>>>>> then\n switch costume to (idle v)\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <[collisions v] contains [g]?>>\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))\ncollisions\nif <(SCROLL Y) < [-50]> then\n set [exit v] to [die]\nend\nif <[collisions v] contains [c]?> then\n set [spawnpoint v] to (item # of [c] in [collisions v])\n set [move? v] to [false]\nend\nif <[collisions v] contains [e]?> then\n broadcast (win v)\nend\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <[collisions v] contains [g]?> then\n repeat (8)\n change [y v] by (1)\n position\n if <not <[collisions v] contains [g]?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <[collisions v] contains [g]?>>\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\nhide\n\nwhen I receive [editor v]\nstop [other scripts in sprite v]\nhide\n\ndefine collisions\ndelete all of [collisions v]\nset [~c1 v] to [0]\nrepeat (length of [block v])\n add [0] to [collisions v]\n change [~c1 v] by (1)\n if <(item (~c1) of [block v]) = [l]> then\n if <<<not <((item (~c1) of [x v]) - (-24)) < (x)>> and <((item (~c1) of [y v]) - (24)) < (y)>> and <<not <((item (~c1) of [y v]) - (-24)) < (y)>> and <((item (~c1) of [x v]) - (24)) < (x)>>> then\n replace item (~c1) of [collisions v] with (item (~c1) of [block v])\n end\n else\n if <(item (~c1) of [block v]) = [s]> then\n if <<<not <((item (~c1) of [x v]) - (-24)) < (x)>> and <((item (~c1) of [y v]) - (20)) < (y)>> and <<not <((item (~c1) of [y v]) - (-27)) < (y)>> and <((item (~c1) of [x v]) - (24)) < (x)>>> then\n replace item (~c1) of [collisions v] with (item (~c1) of [block v])\n end\n else\n if <<(item (~c1) of [block v]) = [c]> or <(item (~c1) of [block v]) = [e]>> then\n if <<<not <((item (~c1) of [x v]) - (-20)) < (x)>> and <((item (~c1) of [y v]) - (27)) < (y)>> and <<not <((item (~c1) of [y v]) - (-27)) < (y)>> and <((item (~c1) of [x v]) - (20)) < (x)>>> then\n replace item (~c1) of [collisions v] with (item (~c1) of [block v])\n end\n else\n if <<<not <((item (~c1) of [x v]) - (-28)) < (x)>> and <((item (~c1) of [y v]) - (27)) < (y)>> and <<not <((item (~c1) of [y v]) - (-27)) < (y)>> and <((item (~c1) of [x v]) - (28)) < (x)>>> then\n replace item (~c1) of [collisions v] with (item (~c1) of [block v])\n end\n end\n end\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [tn v]\nhide\n\n@Border\n\nwhen I receive [tick v]\nset [place block v] to <not <touching (mouse-pointer v)?>>\ngo to [front v] layer\ngo [backward v] (14) layers\nif <(MODE) = [editor]> then\n show\nelse\n hide\nend\n\nwhen I receive [tn v]\nhide\n\nwhen I receive [win v]\nhide\n\n@Select block\n\ndefine setup clones\nset [~clone id v] to [0]\ngo to x: (-195) y: (-158)\nshow\nswitch costume to (g1 v)\nrepeat (8)\n change [~clone id v] by (1)\n create clone of (_myself_ v)\n next costume\n change x by (40)\nend\nhide\n\nwhen I start as a clone\nforever\n if <(MOVE?) = [true]> then\n if <(MODE) = [editor]> then\n show\n switch costume to (hb v)\n if <touching (mouse-pointer v)?> then\n clear graphic effects\n if <mouse down?> then\n set [selected # v] to (~clone id)\n if <(~clone id) = [1]> then\n set [selected block v] to [g]\n else\n if <(~clone id) = [2]> then\n set [selected block v] to [l]\n else\n if <(~clone id) = [3]> then\n set [selected block v] to [w]\n else\n if <(~clone id) = [4]> then\n set [selected block v] to [t]\n else\n if <(~clone id) = [5]> then\n set [selected block v] to [s]\n else\n if <(~clone id) = [6]> then\n set [selected block v] to [c]\n else\n if <(~clone id) = [7]> then\n set [selected block v] to [e]\n else\n if <(~clone id) = [8]> then\n set [selected block v] to [erase]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(~clone id) = (selected #)> then\n clear graphic effects\n else\n set [ghost v] effect to (50)\n end\n end\n if <(~clone id) = [1]> then\n switch costume to (g1 v)\n else\n if <(~clone id) = [2]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (l1 v)\n else\n switch costume to (l2 v)\n end\n else\n if <(~clone id) = [3]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (w1 v)\n else\n switch costume to (w2 v)\n end\n else\n if <(~clone id) = [4]> then\n switch costume to (t1 v)\n else\n if <(~clone id) = [5]> then\n switch costume to (s1 v)\n else\n if <(~clone id) = [6]> then\n switch costume to (c1 v)\n else\n if <(~clone id) = [7]> then\n switch costume to (e1 v)\n if <(endflag placed) = [true]> then\n hide\n else\n show\n end\n else\n if <(~clone id) = [8]> then\n switch costume to (erase v)\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [new level v]\nsetup clones\n\n@Buttons\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [new level v]\nsetup clones\n\ndefine setup clones\nshow\ngo to x: (-70) y: (160)\nswitch costume to (play v)\nrepeat (4)\n create clone of (_myself_ v)\n change x by (70)\n next costume\nend\nhide\n\nwhen I start as a clone\nforever\n if <(MOVE?) = [true]> then\n if <(MODE) = [editor]> then\n if <(costume [number v]) = [4]> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n set [mode v] to [game]\n broadcast (play v)\n else\n if <(costume [number v]) = [2]> then\n broadcast (save level v)\n wait until <not <mouse down?>>\n else\n if <(costume [number v]) = [3]> then\n broadcast (load level v)\n wait until <not <mouse down?>>\n end\n end\n end\n end\n else\n clear graphic effects\n end\n end\n else\n if <(costume [number v]) = [4]> then\n go to x: (-207) y: (160)\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [mode v] to [editor]\n set [move? v] to [true]\n broadcast (editor v)\n end\n else\n clear graphic effects\n end\n else\n hide\n end\n end\n else\n if <(costume [number v]) = [4]> then\n go to x: (-207) y: (160)\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [mode v] to [editor]\n set [move? v] to [true]\n broadcast (editor v)\n end\n else\n clear graphic effects\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@win\n\nwhen I receive [win v]\nshow\nset [ghost v] effect to (30)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [editor v]\nhide\n\nwhen I receive [tn v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Joystick sprite\n\ndefine Joystick Max distance: (m)\ngo to x: (Center X) y: (Center Y)\npoint towards (mouse-pointer v)\nif <(distance to [mouse-pointer v]) > (m)> then\n set [distance v] to (m)\nelse\n set [distance v] to (distance to [mouse-pointer v])\nend\nmove (Distance) steps\nset [move input x v] to ((x position) - (Center X))\nset [move input y v] to ((y position) - (Center Y))\n\nwhen I receive [delete joystick clone v]\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [2]> then\n forever\n go to x: (((Center X) + ([x position v] of [joystick sprite v])) / (2)) y: (((Center Y) + ([y position v] of [joystick sprite v])) / (2))\n go to [front v] layer\n end\nend\n\nwhen I receive [editor v]\nset [ghost v] effect to (50)\nset [id v] to [0]\nforever\n switch costume to (2 v)\n if <mouse down?> then\n if <not <(MODE) = [editor]>> then\n show\n go to (mouse-pointer v)\n set [center x v] to (mouse x)\n set [center y v] to (mouse y)\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to [2]\n create clone of (_myself_ v)\n set [id v] to [2]\n create clone of (_myself_ v)\n set [id v] to [0]\n repeat until <not <mouse down?>>\n switch costume to (1 v)\n Joystick Max distance: [200]\n go to [front v] layer\n end\n broadcast (Delete joystick clone v)\n end\n else\n hide\n set [move input x v] to [0]\n set [move input y v] to [0]\n end\nend\n\nif <(mouse x) < [0]> then\n\n
*IT WILL LAG IF YOU PUT IN INCORRECT SAVE CODES*\nPut Codes Here: https://scratch.mit.edu/discuss/topic/552919/\n\nHello Guys!\nLaggy? Play Here: https://turbowarp.org/588228566?interpolate\nMobile Friendly!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nThis is a very cool project in my opinion\n1496 Lines of Code\nMake your own levels and post them in the comments below. \nI will try to play every single one!\nI will respond to yours if I really like it.\nA like and favorite would be appreciated!\nThanks!\nAnd keep scratching!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nCredits:\n@TimcMcCool for block and button art.\nSpike by me lol\nSome code by @-zerx-\nMusic by @-XAF-\n\n\n#Games #MobileFriendly
3D platformer
@Stage\n\nwhen I receive [uwu v]\nforever\n play sound [bensound-memories v] until done\nend\n\n@Game\n\ndefine Move Camera by (dx) (dy) (dz)\nchange [playerx v] by (dx)\nchange [playery v] by (dy)\nchange [playerz v] by (dz)\n\ndefine Set Camera Pos to (x) (y) (z)\nset [playerx v] to (x)\nset [playery v] to (y)\nset [playerz v] to (z)\n\ndefine Set Camera Rot to (y) (x)\nset [roty v] to (y)\nset [rotx v] to (x)\n\ndefine Rotate Camera by (dy) (dx)\nchange [roty v] by (dy)\nchange [rotx v] by (dx)\n\ndefine Physics\nJoin\nRotate\nUpdate rounded var\nset [test v] to (playerY)\nMove Camera by (0) (-1) (0)\nif <(Jump) = [1]> then\n Checkcollison\n if <(touchingplatform) = [1]> then\n set [speedy v] to [11]\n end\nend\nMove Camera by (0) (1) (0)\nchange [speedy v] by (-0.5)\nrepeat ((2) * ([abs v] of (speedy) ))\n if <not <(speedy) = [0]>> then\n Move Camera by (0) ((0.5) - ((1) * <[0] > (speedy)>)) (0)\n end\n Checkcollison\n if <(touchingplatform) = [1]> then\n set [playery v] to (roundy)\n set [speedy v] to [0]\n end\nend\nif <not <(Left) = [0]>> then\n Move Camera by (() - (((Left) / (2)) * (cosY))) (0) (() - (((Left) / (2)) * (sinY)))\n Checkcollison\n if <(touchingplatform) = [1]> then\n Move Camera by (((Left) / (2)) * (cosY)) (0) (((Left) / (2)) * (sinY))\n end\nend\nif <not <(Right) = [0]>> then\n Move Camera by (((Right) / (2)) * (cosY)) (0) (((Right) / (2)) * (sinY))\n Checkcollison\n if <(touchingplatform) = [1]> then\n Move Camera by (() - (((Right) / (2)) * (cosY))) (0) (() - (((Right) / (2)) * (sinY)))\n end\nend\nif <not <(Forward) = [0]>> then\n Move Camera by (() - (((Forward) / (2)) * (sinY))) (0) (((Forward) / (2)) * (cosY))\n Checkcollison\n if <(touchingplatform) = [1]> then\n Move Camera by (((Forward) / (2)) * (sinY)) (0) (() - (((Forward) / (2)) * (cosY)))\n end\nend\nif <not <(Backward) = [0]>> then\n Move Camera by (((Backward) / (2)) * (sinY)) (0) (() - (((Backward) / (2)) * (cosY)))\n Checkcollison\n if <(touchingplatform) = [1]> then\n Move Camera by (() - (((Backward) / (2)) * (sinY))) (0) (((Backward) / (2)) * (cosY))\n end\nend\nMove Camera by (0) (-1) (0)\nCheckcollison\nif <(touchingbouncy) = [1]> then\n set [speedy v] to [15]\nend\nif <<[-40] > (speedy)> or <(touchinglava) = [1]>> then\n Initialize Camera\nend\nMove Camera by (0) (1) (0)\nUpdate rounded var\nif <<(roundx) = (flagx)> and <<(roundy) = (flagy)> and <(roundz) = (flagz)>>> then\n Initialize Camera\n change [level# v] by (1)\n if <(level#) = [7]> then\n set [level# v] to [end]\n broadcast (New Level v)\n else\n broadcast (New Level v)\n end\nend\n\ndefine Initialize Camera\nset [speedy v] to [0]\nSet Camera Pos to (0) (0) (0)\nSet Camera Rot to (-90) (-30)\nset [srotatex v] to [0]\nset [srotatey v] to [0]\n\nwhen flag clicked\nset [enable c v] to [0]\n\ndefine Rotate\nset [camx v] to (playerX)\nset [camy v] to (playerY)\nset [camz v] to (playerZ)\nif <[-15] > (speedy)> then\n change [rotx v] by (((89) - (rotX)) / (15))\nelse\n if <key (up arrow v) pressed?> then\n change [srotatex v] by (1)\n end\n if <key (down arrow v) pressed?> then\n change [srotatex v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [srotatey v] by (-1)\n end\n if <key (left arrow v) pressed?> then\n change [srotatey v] by (1)\n end\n Rotate Camera by (srotatey) (srotatex)\n if <[-89] > (rotX)> then\n Rotate Camera by (0) ((srotatex) * (-1))\n set [srotatex v] to [0]\n end\n if <(rotX) > [89]> then\n Rotate Camera by (0) ((srotatex) * (-1))\n set [srotatex v] to [0]\n end\n set [srotatex v] to ((srotatex) * (0.8))\n set [srotatey v] to ((srotatey) * (0.8))\nend\n\ndefine Update rounded var\nset [roundx v] to ((round ((playerX) / (40))) * (40))\nset [roundy v] to ((round ((playerY) / (40))) * (40))\nset [roundz v] to ((round ((playerZ) / (40))) * (40))\n\ndefine Join\ndelete all of [joined v]\nset [_# v] to [0]\nrepeat (length of [cubex v])\n change [_# v] by (1)\n add (join (item (_#) of [cubex v]) (join [/] (join (item (_#) of [cubey v]) (join [/] (item (_#) of [cubez v]))))) to [joined v]\nend\ndelete all of [joined2 v]\nset [_# v] to [0]\nrepeat (length of [lavax v])\n change [_# v] by (1)\n add (join (item (_#) of [lavax v]) (join [/] (join (item (_#) of [lavay v]) (join [/] (item (_#) of [lavaz v]))))) to [joined2 v]\nend\ndelete all of [joined3 v]\nset [_# v] to [0]\nrepeat (length of [bouncyx v])\n change [_# v] by (1)\n add (join (item (_#) of [bouncyx v]) (join [/] (join (item (_#) of [bouncyy v]) (join [/] (item (_#) of [bouncyz v]))))) to [joined3 v]\nend\n\ndefine Checkcollison\nset [touchingplatform v] to [0]\nset [touchinglava v] to [0]\nset [touchingbouncy v] to [0]\nUpdate rounded var\nif <(roundy) > (playerY)> then\n if <<[joined v] contains (join (join (roundx) (join [/] (roundy))) (join [/] (roundz)))?> or <[joined v] contains (join (join (roundx) (join [/] ((roundy) - (40)))) (join [/] (roundz)))?>> then\n set [touchingplatform v] to [1]\n end\nelse\n if <(playerY) > (roundy)> then\n if <<[joined v] contains (join (join (roundx) (join [/] (roundy))) (join [/] (roundz)))?> or <[joined v] contains (join (join (roundx) (join [/] ((roundy) - (-40)))) (join [/] (roundz)))?>> then\n set [touchingplatform v] to [1]\n end\n else\n if <[joined v] contains (join (join (roundx) (join [/] (roundy))) (join [/] (roundz)))?> then\n set [touchingplatform v] to [1]\n end\n end\nend\nif <(roundy) > (playerY)> then\n if <<[joined2 v] contains (join (join (roundx) (join [/] (roundy))) (join [/] (roundz)))?> or <[joined2 v] contains (join (join (roundx) (join [/] ((roundy) - (40)))) (join [/] (roundz)))?>> then\n set [touchinglava v] to [1]\n end\nelse\n if <(playerY) > (roundy)> then\n if <<[joined2 v] contains (join (join (roundx) (join [/] (roundy))) (join [/] (roundz)))?> or <[joined2 v] contains (join (join (roundx) (join [/] ((roundy) - (-40)))) (join [/] (roundz)))?>> then\n set [touchinglava v] to [1]\n end\n else\n if <[joined2 v] contains (join (join (roundx) (join [/] (roundy))) (join [/] (roundz)))?> then\n set [touchinglava v] to [1]\n end\n end\nend\nif <(roundy) > (playerY)> then\n if <<[joined3 v] contains (join (join (roundx) (join [/] (roundy))) (join [/] (roundz)))?> or <[joined3 v] contains (join (join (roundx) (join [/] ((roundy) - (40)))) (join [/] (roundz)))?>> then\n set [touchingbouncy v] to [1]\n end\nelse\n if <(playerY) > (roundy)> then\n if <<[joined3 v] contains (join (join (roundx) (join [/] (roundy))) (join [/] (roundz)))?> or <[joined3 v] contains (join (join (roundx) (join [/] ((roundy) - (-40)))) (join [/] (roundz)))?>> then\n set [touchingbouncy v] to [1]\n end\n else\n if <[joined3 v] contains (join (join (roundx) (join [/] (roundy))) (join [/] (roundz)))?> then\n set [touchingbouncy v] to [1]\n end\n end\nend\n\nwhen I receive [tick v]\ngame\n\ndefine game\nSet\nPhysics\nCheck\n\ndefine Distance = d (x1) (y1) (z1) to (x2) (y2) (z2)\nset [distance v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + ((((y1) - (y2)) * ((y1) - (y2))) + (((z1) - (z2)) * ((z1) - (z2))))) )\n\nwhen I receive [start v]\nbroadcast (Update v)\nset [_nearplane v] to [0.1]\nset [speedy v] to [0]\nInitialize Camera\nrepeat until <not <(___ID) = [play]>>\n broadcast (tick v)\nend\n\ndefine Check\nset [move? v] to [0]\nif <not <<(startcamx) = (playerX)> and <<(startcamy) = (playerY)> and <(startcamz) = (playerZ)>>>> then\n set [move? v] to [1]\nend\n\ndefine Set\nset [startcamz v] to (playerZ)\nset [startcamy v] to (playerY)\nset [startcamx v] to (playerX)\n\n@Map\n\ndefine Cube to (x) (y) (z)\nadd ((x) * (40)) to [cubex v]\nadd ((y) * (40)) to [cubey v]\nadd ((z) * (40)) to [cubez v]\n\ndefine setup\nDelete Map\nLevel (level#)\n\ndefine Lava to (x) (y) (z)\nadd ((x) * (40)) to [lavax v]\nadd ((y) * (40)) to [lavay v]\nadd ((z) * (40)) to [lavaz v]\n\ndefine Delete Map\ndelete all of [cubex v]\ndelete all of [cubey v]\ndelete all of [cubez v]\ndelete all of [lavax v]\ndelete all of [lavaz v]\ndelete all of [lavay v]\ndelete all of [bouncyx v]\ndelete all of [bouncyy v]\ndelete all of [bouncyz v]\n\ndefine Bouncy to (x) (y) (z)\nadd ((x) * (40)) to [bouncyx v]\nadd ((y) * (40)) to [bouncyy v]\nadd ((z) * (40)) to [bouncyz v]\n\ndefine Flag to (x) (y) (z) (s)\nset [flagx v] to ((x) * (40))\nset [flagy v] to ((y) * (40))\nset [flagz v] to ((z) * (40))\nset [flags v] to (s)\n\ndefine Level (#)\nif <(level#) = [0]> then\n Cube to [0] [-1] [0]\n Cube to [1] [-1] [0]\n Cube to [1] [0] [1]\n Cube to [1] [0] [-1]\n Flag to [1] [0] [0] [2]\nend\nif <(level#) = [1]> then\n Lava to [-1] [-1] [-1]\n Lava to [0] [-1] [-1]\n Lava to [-1] [-1] [1]\n Lava to [0] [-1] [1]\n Lava to [-1] [-1] []\n Cube to [0] [-1] [0]\n Cube to [1] [-1] [0]\n Cube to [1] [0] [0]\n Lava to [2] [-1] [0]\n Cube to [3] [-1] [0]\n Cube to [3] [-1] [1]\n Cube to [3] [-1] [2]\n Cube to [3] [0] [1]\n Bouncy to [4] [-1] [2]\n Cube to [7] [6] [2]\n Cube to [7] [7] [1]\n Cube to [7] [8] [1]\n Cube to [7] [8] [0]\n Lava to [7] [8] [-1]\n Cube to [7] [8] [-2]\n Cube to [6] [5] [2]\n Cube to [5] [4] [2]\n Flag to [7] [9] [-2] [4]\nend\nif <(level#) = [2]> then\n Bouncy to [0] [-5] [0]\n Cube to [4] [-1] [0]\n Cube to [5] [0] [0]\n Cube to [6] [0] [0]\n Lava to [5] [0] [-1]\n Lava to [5] [0] [1]\n Lava to [6] [0] [1]\n Lava to [6] [0] [-1]\n Lava to [7] [0] [1]\n Lava to [7] [0] [-1]\n Lava to [7] [0] [0]\n Cube to [9] [0] [0]\n Cube to [10] [1] [-1]\n Cube to [11] [0] [-3]\n Lava to [10] [0] [-3]\n Bouncy to [11] [1] [-3]\n Bouncy to [11] [5] [-4]\n Cube to [11] [7] [-5]\n Flag to [11] [8] [-5] [4]\nend\nif <(level#) = [3]> then\n Cube to [0] [-1] [0]\n Cube to [1] [-2] [0]\n Cube to [2] [-3] [0]\n Lava to [3] [-3] [0]\n Cube to [4] [-4] [0]\n Bouncy to [4] [-4] [-1]\n Cube to [7] [1] [-1]\n Cube to [8] [1] [-1]\n Cube to [9] [1] [0]\n Lava to [10] [1] [0]\n Cube to [11] [1] [0]\n Flag to [11] [2] [0] [1]\nend\nif <(level#) = [4]> then\n Cube to [0] [-1] [0]\n Cube to [1] [0] [0]\n Cube to [2] [1] [0]\n Lava to [3] [1] [0]\n Cube to [4] [2] [0]\n Bouncy to [5] [2] [0]\n Cube to [7] [6] [0]\n Cube to [9] [6] [-1]\n Cube to [11] [6] [1]\n Cube to [12] [6] [1]\n Flag to [12] [7] [1] [1]\nend\nif <(level#) = [5]> then\n Cube to [0] [-1] [0]\n Cube to [3] [-2] [1]\n Cube to [4] [-2] [2]\n Lava to [4] [-2] [1]\n Lava to [3] [-2] [2]\n Bouncy to [5] [-3] [1]\n Bouncy to [5] [-3] [2]\n Cube to [6] [1] [2]\n Cube to [6] [1] [1]\n Cube to [7] [1] [2]\n Cube to [8] [2] [0]\n Cube to [9] [4] [0]\n Cube to [9] [3] [0]\n Cube to [9] [2] [0]\n Lava to [10] [2] [0]\n Bouncy to [11] [2] [0]\n Cube to [14] [3] [0]\n Cube to [14] [3] [-1]\n Cube to [15] [3] [-1]\n Cube to [15] [3] [0]\n Cube to [15] [3] [-2]\n Cube to [15] [4] [-2]\n Cube to [15] [4] [0]\n Cube to [15] [5] [0]\n Cube to [15] [5] [-2]\n Cube to [15] [5] [-1]\n Cube to [16] [3] [-1]\n Cube to [16] [3] [-2]\n Cube to [16] [3] [0]\n Cube to [16] [4] [0]\n Cube to [16] [4] [-2]\n Cube to [16] [5] [-2]\n Cube to [16] [5] [0]\n Cube to [16] [5] [-1]\n Cube to [17] [4] [-1]\n Flag to [16] [4] [-1] [1]\nend\nif <(level#) = [6]> then\n Cube to [0] [-1] [0]\n Cube to [1] [0] [0]\n Cube to [2] [1] [0]\n Lava to [3] [1] [0]\n Lava to [4] [1] [0]\n Bouncy to [5] [1] [0]\n Bouncy to [10] [1] [0]\n Cube to [15] [1] [0]\n Cube to [15] [1] [-1]\n Cube to [15] [1] [-4]\n Flag to [15] [2] [-4] [3]\nend\nif <(level#) = [7]> then\n Flag to [-15] [2] [-4] [3]\nend\n\nwhen I receive [new level v]\nsetup\n\nwhen I receive [play v]\nset [___id v] to [play]\nset [level# v] to [1]\nDelete Map\nsetup\nbroadcast (Update v)\nbroadcast (Start v)\n\nwhen I receive [menu v]\nset [level# v] to [0]\nsetup\nbroadcast (Update v)\n\n@Controls\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [controls v]\nif <(___ID) = [play]> then\n Keyboard\n if <(mobile?) = [1]> then\n Mobile\n end\nend\n\ndefine Keyboard\nswitch costume to (big v)\nif <key (space v) pressed?> then\n set [jump v] to [1]\nelse\n set [jump v] to [0]\nend\nif <key (a v) pressed?> then\n set [left v] to [7]\nelse\n set [left v] to [0]\nend\nif <key (d v) pressed?> then\n set [right v] to [7]\nelse\n set [right v] to [0]\nend\nif <key (w v) pressed?> then\n set [forward v] to [7]\nelse\n set [forward v] to [0]\nend\nif <key (s v) pressed?> then\n set [backward v] to [7]\nelse\n set [backward v] to [0]\nend\n\ndefine Mobile\npen up\ngo to x: (0) y: (-95)\nset pen color to (#000000)\nset pen size to (90)\nset pen (transparency v) to (98)\npen down\npen up\nrepeat (10)\n change pen size by (-1)\n pen down\n pen up\nend\nset pen color to (#73b9c6)\nset pen size to (80)\nset pen (transparency v) to (50)\npen down\npen up\nif <<mouse down?> and <[40] > (distance to [mouse-pointer v])>> then\n if <<(1) = [0]> and <(3) = [0]>> then\n set [2 v] to [1]\n set [jump v] to [1]\n end\nelse\n set [2 v] to [0]\nend\npoint in direction (90)\nswitch costume to (costume2 v)\nstamp\ngo to x: (165) y: (-95)\nset pen color to (#000000)\nset pen size to (90)\nset pen (transparency v) to (98)\npen down\npen up\nrepeat (10)\n change pen size by (-1)\n pen down\n pen up\nend\nset pen color to (#73b9c6)\nset pen size to (80)\nset pen (transparency v) to (50)\npen down\npen up\nif <<<<mouse down?> and <[40] > (distance to [mouse-pointer v])>> and <(1) = [0]>> or <(3) = [1]>> then\n set [3 v] to [1]\n point towards (mouse-pointer v)\n move ((distance to [mouse-pointer v]) - (((distance to [mouse-pointer v]) - (30)) * <(distance to [mouse-pointer v]) > [30]>)) steps\n if <[-115] > (x position)> then\n set [backward v] to (round (([abs v] of ((y position) + (115)) ) / ((30) / (7))))\n else\n set [forward v] to (round (((y position) + (115)) / ((30) / (7))))\n end\n if <[175] > (x position)> then\n set [left v] to (round (([abs v] of ((x position) + (-175)) ) / ((30) / (7))))\n else\n set [right v] to (round (((x position) + (-175)) / ((30) / (7))))\n end\nend\nset pen color to (#000000)\nset pen size to (50)\nset pen (transparency v) to (98)\nrepeat (10)\n change pen size by (-1)\n pen down\n pen up\nend\nset pen color to (#73b9c6)\nset pen size to (40)\nset pen (transparency v) to (0)\npen down\npen up\nswitch costume to (big v)\ngo to x: (-165) y: (-95)\nset pen color to (#000000)\nset pen size to (90)\nset pen (transparency v) to (98)\npen down\npen up\nrepeat (10)\n change pen size by (-1)\n pen down\n pen up\nend\nset pen color to (#73b9c6)\nset pen size to (80)\nset pen (transparency v) to (50)\npen down\npen up\nif <<<<mouse down?> and <[40] > (distance to [mouse-pointer v])>> and <(3) = [0]>> or <(1) = [1]>> then\n set [1 v] to [1]\n point towards (mouse-pointer v)\n move ((distance to [mouse-pointer v]) - (((distance to [mouse-pointer v]) - (30)) * <(distance to [mouse-pointer v]) > [30]>)) steps\n set [srotatey v] to (() - (((x position) + (175)) / ((30) / (4))))\n set [srotatex v] to (((y position) + (95)) / ((30) / (4)))\nend\nset pen color to (#000000)\nset pen size to (50)\nset pen (transparency v) to (98)\nrepeat (10)\n change pen size by (-1)\n pen down\n pen up\nend\nset pen color to (#73b9c6)\nset pen size to (40)\nset pen (transparency v) to (0)\npen down\npen up\nswitch costume to (big v)\nif <not <mouse down?>> then\n set [1 v] to [0]\n set [2 v] to [0]\n set [3 v] to [0]\nend\n\n@Filled\n\nwhen I receive [update v]\nUpdate\n\ndefine Update\nAdd\nDistances\nOrder\n\ndefine Distance = d (x1) (y1) (z1) to (x2) (y2) (z2)\nset [distance v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + ((((y1) - (y2)) * ((y1) - (y2))) + (((z1) - (z2)) * ((z1) - (z2))))) )\n\ndefine Add\ndelete all of [e v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [z v]\ndelete all of [s v]\nset [tick v] to [0]\nrepeat (length of [cubex v])\n change [tick v] by (1)\n repeat (6)\n add [1] to [e v]\n end\n add [6] to [s v]\n add ((item (tick) of [cubex v]) + (20)) to [x v]\n add (item (tick) of [cubey v]) to [y v]\n add (item (tick) of [cubez v]) to [z v]\n add [5] to [s v]\n add ((item (tick) of [cubex v]) + (-20)) to [x v]\n add (item (tick) of [cubey v]) to [y v]\n add (item (tick) of [cubez v]) to [z v]\n add [4] to [s v]\n add (item (tick) of [cubex v]) to [x v]\n add ((item (tick) of [cubey v]) + (-20)) to [y v]\n add (item (tick) of [cubez v]) to [z v]\n add [3] to [s v]\n add (item (tick) of [cubex v]) to [x v]\n add ((item (tick) of [cubey v]) + (20)) to [y v]\n add (item (tick) of [cubez v]) to [z v]\n add [2] to [s v]\n add (item (tick) of [cubex v]) to [x v]\n add (item (tick) of [cubey v]) to [y v]\n add ((item (tick) of [cubez v]) + (-20)) to [z v]\n add [1] to [s v]\n add (item (tick) of [cubex v]) to [x v]\n add (item (tick) of [cubey v]) to [y v]\n add ((item (tick) of [cubez v]) + (20)) to [z v]\nend\nset [tick v] to [0]\nrepeat (length of [bouncyx v])\n change [tick v] by (1)\n repeat (6)\n add [2] to [e v]\n end\n add [6] to [s v]\n add ((item (tick) of [bouncyx v]) + (20)) to [x v]\n add (item (tick) of [bouncyy v]) to [y v]\n add (item (tick) of [bouncyz v]) to [z v]\n add [5] to [s v]\n add ((item (tick) of [bouncyx v]) + (-20)) to [x v]\n add (item (tick) of [bouncyy v]) to [y v]\n add (item (tick) of [bouncyz v]) to [z v]\n add [4] to [s v]\n add (item (tick) of [bouncyx v]) to [x v]\n add ((item (tick) of [bouncyy v]) + (-20)) to [y v]\n add (item (tick) of [bouncyz v]) to [z v]\n add [3] to [s v]\n add (item (tick) of [bouncyx v]) to [x v]\n add ((item (tick) of [bouncyy v]) + (20)) to [y v]\n add (item (tick) of [bouncyz v]) to [z v]\n add [2] to [s v]\n add (item (tick) of [bouncyx v]) to [x v]\n add (item (tick) of [bouncyy v]) to [y v]\n add ((item (tick) of [bouncyz v]) + (-20)) to [z v]\n add [1] to [s v]\n add (item (tick) of [bouncyx v]) to [x v]\n add (item (tick) of [bouncyy v]) to [y v]\n add ((item (tick) of [bouncyz v]) + (20)) to [z v]\nend\nset [tick v] to [0]\nrepeat (length of [lavax v])\n change [tick v] by (1)\n repeat (6)\n add [3] to [e v]\n end\n add [6] to [s v]\n add ((item (tick) of [lavax v]) + (20)) to [x v]\n add (item (tick) of [lavay v]) to [y v]\n add (item (tick) of [lavaz v]) to [z v]\n add [5] to [s v]\n add ((item (tick) of [lavax v]) + (-20)) to [x v]\n add (item (tick) of [lavay v]) to [y v]\n add (item (tick) of [lavaz v]) to [z v]\n add [4] to [s v]\n add (item (tick) of [lavax v]) to [x v]\n add ((item (tick) of [lavay v]) + (-20)) to [y v]\n add (item (tick) of [lavaz v]) to [z v]\n add [3] to [s v]\n add (item (tick) of [lavax v]) to [x v]\n add ((item (tick) of [lavay v]) + (20)) to [y v]\n add (item (tick) of [lavaz v]) to [z v]\n add [2] to [s v]\n add (item (tick) of [lavax v]) to [x v]\n add (item (tick) of [lavay v]) to [y v]\n add ((item (tick) of [lavaz v]) + (-20)) to [z v]\n add [1] to [s v]\n add (item (tick) of [lavax v]) to [x v]\n add (item (tick) of [lavay v]) to [y v]\n add ((item (tick) of [lavaz v]) + (20)) to [z v]\nend\nadd ((flags) * (11)) to [s v]\nadd (flagx) to [x v]\nadd (flagy) to [y v]\nadd (flagz) to [z v]\nadd [f] to [e v]\n\ndefine Distances\ndelete all of [distances v]\nset [tick v] to [0]\nrepeat (length of [sortx v])\n change [tick v] by (1)\n Distance = d (camX) (camY) (camZ) to (item (tick) of [x v]) (item (tick) of [y v]) (item (tick) of [z v])\n add (Distance) to [distances v]\nend\n\ndefine Order\ndelete all of [ordered v]\ndelete all of [ordereddistances v]\nadd (item (1) of [distances v]) to [ordereddistances v]\ninsert [1] at (1) of [ordered v] \nset [tick v] to [2]\nrepeat ((length of [distances v]) - (1))\n if <(item (tick) of [distances v]) > (item (1) of [ordereddistances v])> then\n insert (item (tick) of [distances v]) at (1) of [ordereddistances v] \n insert (tick) at (1) of [ordered v] \n else\n set [__# v] to [1]\n repeat (length of [ordereddistances v])\n if <(item (__#) of [ordereddistances v]) > (item (tick) of [distances v])> then\n change [__# v] by (1)\n end\n end\n insert (item (tick) of [distances v]) at (__#) of [ordereddistances v] \n insert (tick) at (__#) of [ordered v] \n end\n change [tick v] by (1)\nend\n\ndefine Sort\nset [tick v] to [1]\nrepeat ((length of [x v]) / (2))\n Distance = d (camX) (camY) (camZ) to (item (tick) of [x v]) (item (tick) of [y v]) (item (tick) of [z v])\n set [distance2 v] to (Distance)\n change [tick v] by (1)\n Distance = d (camX) (camY) (camZ) to (item (tick) of [x v]) (item (tick) of [y v]) (item (tick) of [z v])\n if <(Distance) > (distance2)> then\n add (item ((tick) - (1)) of [x v]) to [sortx v]\n add (item ((tick) - (1)) of [y v]) to [sorty v]\n add (item ((tick) - (1)) of [z v]) to [sortz v]\n add (item ((tick) - (1)) of [s v]) to [sorts v]\n add (item ((tick) - (1)) of [e v]) to [sorte v]\n else\n add (item (tick) of [x v]) to [sortx v]\n add (item (tick) of [y v]) to [sorty v]\n add (item (tick) of [z v]) to [sortz v]\n add (item (tick) of [s v]) to [sorts v]\n add (item (tick) of [e v]) to [sorte v]\n end\n change [tick v] by (1)\nend\n\n@Draw\n\ndefine Render Cubes\nchange [playery v] by (20)\nset [_# v] to [1]\nrepeat (length of [ordereddistances v])\n Render Side (item (item (_#) of [ordered v]) of [x v]) (item (item (_#) of [ordered v]) of [y v]) (item (item (_#) of [ordered v]) of [z v]) side (item (item (_#) of [ordered v]) of [s v]) (item (item (_#) of [ordered v]) of [e v]) (Detail)\n change [_# v] by (1)\nend\nchange [playery v] by (-20)\n\ndefine Render Side (x) (y) (z) side (s) (e) (r)\nif <(e) = [1]> then\n set pen color to (#73b168)\nend\nif <(e) = [2]> then\n set pen color to (#fff600)\nend\nif <(e) = [3]> then\n set pen color to (#ad5a5a)\nend\nset [renderx v] to (x)\nset [rendery v] to (y)\nset [renderz v] to (z)\nDistance = d (camX) (camY) (camZ) to (x) (y) (z)\nset [r v] to (((200) / (r)) - ((Distance) / (100)))\nset [pen v] to (((57600) / (Distance)) / (r))\nset [radius v] to ((20) - (((Detail) - (0.5)) * (1)))\nset pen (brightness v) to (100)\nif <(e) = [f]> then\n set [s# v] to (s)\n Flag\nend\nif <<(s) = [2]> or <(s) = [1]>> then\n change pen (brightness v) by (-15)\n Distance = d (camX) (camY) (camZ) to (x) (y) (z)\n set pen size to (pen)\n set [filledx v] to (() - (radius))\n set [filledy v] to [0]\n set [filledz v] to [0]\n repeat (r)\n Draw Renderline from (filledx) (radius) (() - ((<(s) = [1]> * (1)) + (<(s) = [2]> * (-1)))) to (filledx) (() - (radius)) (() - ((<(s) = [1]> * (1)) + (<(s) = [2]> * (-1))))\n change [filledx v] by (((radius) * (2)) / (r))\n end\n Distance = d (camX) (camY) (camZ) to (x) (y) (z)\n set pen size to ((400) / (Distance))\n set pen (brightness v) to (70)\n Draw Renderline from [-19] [19] [0] to [19] [19] [0]\n Draw Renderline from [19] [19] [0] to [19] [-19] [0]\n Draw Renderline from [19] [-19] [0] to [-19] [-19] [0]\n Draw Renderline from [-19] [19] [0] to [-19] [-19] [0]\n set pen size to ((700) / (Distance))\n Draw Renderline from [-18] [-18] [0] to [18] [18] [0]\n Draw Renderline from [-18] [18] [0] to [18] [-18] [0]\n set pen size to ((250) / (Distance))\n set pen (brightness v) to (60)\n Draw Renderline from [-20] [20] [0] to [20] [20] [0]\n Draw Renderline from [20] [20] [0] to [20] [-20] [0]\n Draw Renderline from [20] [-20] [0] to [-20] [-20] [0]\n Draw Renderline from [-20] [20] [0] to [-20] [-20] [0]\n Draw Renderline from [-20] [-20] [0] to [20] [20] [0]\n Draw Renderline from [-20] [20] [0] to [20] [-20] [0]\nend\nif <<(s) = [3]> or <(s) = [4]>> then\n change pen (brightness v) by (-20)\n Distance = d (camX) (camY) (camZ) to (x) (y) (z)\n set pen size to (pen)\n set [filledx v] to (() - (radius))\n set [filledy v] to [0]\n set [filledz v] to [0]\n repeat (r)\n Draw Renderline from (filledx) (() - ((<(s) = [3]> * (1)) + (<(s) = [4]> * (-1)))) (radius) to (filledx) (() - ((<(s) = [3]> * (1)) + (<(s) = [4]> * (-1)))) (() - (radius))\n change [filledx v] by (((radius) * (2)) / (r))\n end\n Distance = d (camX) (camY) (camZ) to (x) (y) (z)\n set pen size to ((400) / (Distance))\n set pen (brightness v) to (70)\n Draw Renderline from [-19] [0] [19] to [19] [0] [19]\n Draw Renderline from [19] [0] [19] to [19] [0] [-19]\n Draw Renderline from [19] [0] [-19] to [-19] [0] [-19]\n Draw Renderline from [-19] [0] [-19] to [-19] [0] [19]\n set pen size to ((700) / (Distance))\n Draw Renderline from [-18] [0] [18] to [18] [0] [-18]\n Draw Renderline from [-18] [0] [-18] to [18] [0] [18]\n set pen size to ((250) / (Distance))\n set pen (brightness v) to (60)\n Draw Renderline from [-20] [0] [20] to [20] [0] [20]\n Draw Renderline from [20] [0] [20] to [20] [0] [-20]\n Draw Renderline from [20] [0] [-20] to [-20] [0] [-20]\n Draw Renderline from [-20] [0] [-20] to [-20] [0] [20]\n Draw Renderline from [-20] [0] [20] to [20] [0] [-20]\n Draw Renderline from [-20] [0] [-20] to [20] [0] [20]\nend\nif <<(s) = [5]> or <(s) = [6]>> then\n change pen (brightness v) by (-10)\n Distance = d (camX) (camY) (camZ) to (x) (y) (z)\n set pen size to (pen)\n set [filledx v] to [0]\n set [filledy v] to (() - (radius))\n set [filledz v] to [0]\n repeat (r)\n Draw Renderline from (() - ((<(s) = [6]> * (1)) + (<(s) = [5]> * (-1)))) (filledy) (radius) to (() - ((<(s) = [6]> * (1)) + (<(s) = [5]> * (-1)))) (filledy) (() - (radius))\n change [filledy v] by (((radius) * (2)) / (r))\n end\n Distance = d (camX) (camY) (camZ) to (x) (y) (z)\n set pen (brightness v) to (70)\n set pen size to ((400) / (Distance))\n Draw Renderline from [0] [-19] [19] to [0] [19] [19]\n Draw Renderline from [0] [19] [19] to [0] [19] [-19]\n Draw Renderline from [0] [19] [-19] to [0] [-19] [-19]\n Draw Renderline from [0] [-19] [-19] to [0] [-19] [19]\n set pen size to ((700) / (Distance))\n Draw Renderline from [0] [-18] [-18] to [0] [18] [18]\n Draw Renderline from [0] [-18] [18] to [0] [18] [-18]\n set pen size to ((250) / (Distance))\n set pen (brightness v) to (60)\n Draw Renderline from [0] [-20] [20] to [0] [20] [20]\n Draw Renderline from [0] [20] [20] to [0] [20] [-20]\n Draw Renderline from [0] [20] [-20] to [0] [-20] [-20]\n Draw Renderline from [0] [-20] [-20] to [0] [-20] [20]\n Draw Renderline from [0] [-20] [-20] to [0] [20] [20]\n Draw Renderline from [0] [-20] [20] to [0] [20] [-20]\nend\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\npen up\n=== Set Point 1 ((x1) - (camX)) ((y1) - (camY)) ((z1) - (camZ))\n=== Set Point 2 ((x2) - (camX)) ((y2) - (camY)) ((z2) - (camZ))\n=== Set Point 1 (((item (3) of [temp points v]) * (sinY)) + ((item (1) of [temp points v]) * (cosY))) (item (2) of [temp points v]) (((item (3) of [temp points v]) * (cosY)) - ((item (1) of [temp points v]) * (sinY)))\n=== Set Point 2 (((item (6) of [temp points v]) * (sinY)) + ((item (4) of [temp points v]) * (cosY))) (item (5) of [temp points v]) (((item (6) of [temp points v]) * (cosY)) - ((item (4) of [temp points v]) * (sinY)))\n=== Set Point 1 (item (1) of [temp points v]) (((item (2) of [temp points v]) * (cosX)) - ((item (3) of [temp points v]) * (sinX))) (((item (2) of [temp points v]) * (sinX)) + ((item (3) of [temp points v]) * (cosX)))\n=== Set Point 2 (item (4) of [temp points v]) (((item (5) of [temp points v]) * (cosX)) - ((item (6) of [temp points v]) * (sinX))) (((item (5) of [temp points v]) * (sinX)) + ((item (6) of [temp points v]) * (cosX)))\nif <not <<(item (3) of [temp points v]) < (_nearPlane)> and <(item (6) of [temp points v]) < (_nearPlane)>>> then\n === Z Clipping\n === Set Screen Point 1 ((_viewFactor) * ((item (1) of [temp points v]) / (item (3) of [temp points v]))) ((_viewFactor) * ((item (2) of [temp points v]) / (item (3) of [temp points v])))\n === Set Screen Point 2 ((_viewFactor) * ((item (4) of [temp points v]) / (item (6) of [temp points v]))) ((_viewFactor) * ((item (5) of [temp points v]) / (item (6) of [temp points v])))\n === XY Clipping\n go to x: (item (1) of [temp points v]) y: (item (2) of [temp points v])\n pen down\n go to x: (item (4) of [temp points v]) y: (item (5) of [temp points v])\n pen up\nend\n\ndefine === Z Clipping\nset [% v] to (((_nearPlane) - (item (3) of [temp points v])) / ((item (6) of [temp points v]) - (item (3) of [temp points v])))\nif <(item (3) of [temp points v]) < (_nearPlane)> then\n === Set Point 1 ((item (1) of [temp points v]) + (((item (4) of [temp points v]) - (item (1) of [temp points v])) * (%))) ((item (2) of [temp points v]) + (((item (5) of [temp points v]) - (item (2) of [temp points v])) * (%))) (_nearPlane)\nelse\n if <(item (6) of [temp points v]) < (_nearPlane)> then\n === Set Point 2 ((item (1) of [temp points v]) + (((item (4) of [temp points v]) - (item (1) of [temp points v])) * (%))) ((item (2) of [temp points v]) + (((item (5) of [temp points v]) - (item (2) of [temp points v])) * (%))) (_nearPlane)\n end\nend\n\ndefine === XY Clipping\nset [slope v] to (((item (5) of [temp points v]) - (item (2) of [temp points v])) / ((item (4) of [temp points v]) - (item (1) of [temp points v])))\nif <(item (1) of [temp points v]) > [240]> then\n if <(item (4) of [temp points v]) > [240]> then\n stop [this script v]\n else\n === Set Screen Point 1 (240) ((item (2) of [temp points v]) + (((240) - (item (1) of [temp points v])) * (slope)))\n end\nend\nif <(item (2) of [temp points v]) > [180]> then\n if <(item (5) of [temp points v]) > [180]> then\n stop [this script v]\n else\n === Set Screen Point 1 ((item (1) of [temp points v]) + (((180) - (item (2) of [temp points v])) / (slope))) (180)\n end\nend\nif <(item (1) of [temp points v]) < [-240]> then\n if <(item (4) of [temp points v]) < [-240]> then\n stop [this script v]\n else\n === Set Screen Point 1 (-240) ((item (2) of [temp points v]) + (((-240) - (item (1) of [temp points v])) * (slope)))\n end\nend\nif <(item (2) of [temp points v]) < [-180]> then\n if <(item (5) of [temp points v]) < [-180]> then\n stop [this script v]\n else\n === Set Screen Point 1 ((item (1) of [temp points v]) + (((-180) - (item (2) of [temp points v])) / (slope))) (-180)\n end\nend\nif <(item (4) of [temp points v]) > [240]> then\n === Set Screen Point 2 (240) ((item (2) of [temp points v]) + (((240) - (item (1) of [temp points v])) * (slope)))\nend\nif <(item (5) of [temp points v]) > [180]> then\n === Set Screen Point 2 ((item (1) of [temp points v]) + (((180) - (item (2) of [temp points v])) / (slope))) (180)\nend\nif <(item (4) of [temp points v]) < [-240]> then\n === Set Screen Point 2 (-240) ((item (2) of [temp points v]) + (((-240) - (item (1) of [temp points v])) * (slope)))\nend\nif <(item (5) of [temp points v]) < [-180]> then\n === Set Screen Point 2 ((item (1) of [temp points v]) + (((-180) - (item (2) of [temp points v])) / (slope))) (-180)\nend\n\ndefine === Set Point 1 (x) (y) (z)\n=== Set Screen Point 1 (x) (y)\nreplace item (3) of [temp points v] with (z)\n\ndefine === Set Point 2 (x) (y) (z)\n=== Set Screen Point 2 (x) (y)\nreplace item (6) of [temp points v] with (z)\n\ndefine === Set Screen Point 1 (x) (y)\nreplace item (1) of [temp points v] with (x)\nreplace item (2) of [temp points v] with (y)\n\ndefine === Set Screen Point 2 (x) (y)\nreplace item (4) of [temp points v] with (x)\nreplace item (5) of [temp points v] with (y)\n\ndefine Distance = d (x1) (y1) (z1) to (x2) (y2) (z2)\nset [distance v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + ((((y1) - (y2)) * ((y1) - (y2))) + (((z1) - (z2)) * ((z1) - (z2))))) )\n\ndefine Draw Renderline from (x) (y) (z) to (x2) (y2) (z2)\nDraw Line ((renderx) + (x)) ((rendery) + (y)) ((renderz) + (z)) to ((renderx) + (x2)) ((rendery) + (y2)) ((renderz) + (z2))\n\nwhen flag clicked\nset [detail v] to [5]\n\ndefine MenuCam\nset [playerx v] to [0]\nset [playery v] to [0]\nset [playerz v] to [0]\nset [camx v] to [0]\nset [camy v] to [0]\nset [camz v] to [0]\nset [roty v] to ((() - ((mouse x) / (8))) - (90))\nset [rotx v] to (((mouse y) / (8)) - (30))\n=== Calculate Trig Values\n\ndefine === Calculate Trig Values\nset [cosx v] to ([cos v] of (rotX) )\nset [sinx v] to ([sin v] of (rotX) )\nset [cosy v] to ([cos v] of (rotY) )\nset [siny v] to ([sin v] of (rotY) )\n\ndefine Transaprenz\ngo to x: (0) y: (0)\nset pen size to (1000)\nset pen color to (#8c8c8c)\nset pen (transparency v) to (50)\npen up\npen down\nset pen (transparency v) to (0)\n\nwhen I receive [menu v]\n\ndefine Flag\nif <(s#) = [11]> then\n set [flagx2 v] to [0]\n set [flagz2 v] to [15]\nend\nif <(s#) = [22]> then\n set [flagx2 v] to [0]\n set [flagz2 v] to [-15]\nend\nif <(s#) = [33]> then\n set [flagx2 v] to [15]\n set [flagz2 v] to [0]\nend\nif <(s#) = [44]> then\n set [flagx2 v] to [-15]\n set [flagz2 v] to [0]\nend\nDistance = d (camX) (camY) (camZ) to (renderx) ((rendery) + (17)) (renderz)\nset [d2 v] to (Distance)\nDistance = d (camX) (camY) (camZ) to ((renderx) + (flagx2)) ((rendery) + (17)) ((renderz) + (flagz2))\nif <(d2) > (Distance)> then\n set pen size to ((700) / (d2))\n set pen (brightness v) to (50)\n set pen color to (#904500)\n Draw Renderline from [0] [-20] [0] to [0] [20] [0]\n set pen color to (#418018)\n Draw Renderline from [0] [20] [0] to (flagx2) [20] (flagz2)\n Draw Renderline from [0] [17] [0] to (flagx2) [17] (flagz2)\n Draw Renderline from [0] [14] [0] to (flagx2) [14] (flagz2)\n Draw Renderline from [0] [15.5] [0] to (flagx2) [15.5] (flagz2)\n Draw Renderline from [0] [18.5] [0] to (flagx2) [18.5] (flagz2)\n Draw Renderline from [0] [12.5] [0] to (flagx2) [12.5] (flagz2)\nelse\n set pen size to ((600) / (d2))\n set pen (brightness v) to (50)\n set pen color to (#418018)\n Draw Renderline from [0] [20] [0] to (flagx2) [20] (flagz2)\n Draw Renderline from [0] [17] [0] to (flagx2) [17] (flagz2)\n Draw Renderline from [0] [14] [0] to (flagx2) [14] (flagz2)\n Draw Renderline from [0] [15.5] [0] to (flagx2) [15.5] (flagz2)\n Draw Renderline from [0] [18.5] [0] to (flagx2) [18.5] (flagz2)\n Draw Renderline from [0] [12.5] [0] to (flagx2) [12.5] (flagz2)\n set pen color to (#904500)\n Draw Renderline from [0] [-20] [0] to [0] [20] [0]\nend\n\nwhen I receive [uwu v]\nforever\n if <(___ID) = [menu]> then\n set [timer v] to (timer)\n erase all\n MenuCam\n === Calculate Trig Values\n Render Cubes\n Detail\n broadcast (Update v) and wait\n set [fps v] to (round ((1) / ((timer) - (timer))))\n end\nend\n\ndefine Detail\nset [detail v] to [5]\n\nif <(fps) > [25]> then\n if <not <(Detail) = [1]>> then\n change [detail v] by (-1)\n end\nend\nif <[10] > (fps)> then\n if <not <(Detail) = [11]>> then\n change [detail v] by (1)\n end\nend\n\nwhen I receive [uwu v]\nforever\n if <(___ID) = [play]> then\n erase all\n set [timer v] to (timer)\n broadcast (Controls v)\n === Calculate Trig Values\n Render Cubes\n broadcast (Update v) and wait\n set [fps v] to (round ((1) / ((timer) - (timer))))\n end\nend\n\n@Menu\n\nwhen I receive [menu v]\nset [clone_id v] to [1]\ncreate clone of (_myself_ v)\nset [clone_id v] to [2]\ncreate clone of (_myself_ v)\nset [clone_id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (((Clone_ID) + (1)) + ((3) * (language)))\nset size to (50) %\ngo to x: (-200) y: ((50) - (((Clone_ID) - (1)) * (50)))\nshow\nforever\n Clone (Clone_ID)\nend\n\ndefine Clone (#)\nif <touching (mouse-pointer v)?> then\n change x by (((-190) - (x position)) / (5))\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <[1] = (#)> then\n broadcast (Play v)\n end\n if <[2] = (#)> then\n broadcast (credits/help v)\n set [___id v] to [credits]\n end\n if <[3] = (#)> then\n broadcast (credits/help v)\n set [___id v] to [help]\n end\n end\n end\nelse\n change x by (((-200) - (x position)) / (5))\nend\n\nwhen I receive [play v]\ndelete this clone\n\nwhen I receive [uwu v]\nset [___id v] to [menu]\nbroadcast (menu v)\n\nwhen I receive [credits/help v]\ndelete this clone\n\n@Shadow\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (slider v)\nforever\n set y to (164)\n if <(___ID) = [play]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [uwu v]\ncreate clone of (_myself_ v)\nswitch costume to (blank v)\nset size to (100) %\nswitch costume to (big v)\nforever\n if <(___ID) = [play]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(___ID) = [play]> then\n set detail\n if <<<<(mouse x) < [30]> and <(mouse x) > [-110]>> and <[10] > ([abs v] of ((mouse y) - (y position)) )>> and <mouse down?>> then\n repeat until <not <mouse down?>>\n set x to (mouse x)\n if <(x position) > [30]> then\n set x to (30)\n end\n if <[-110] > (x position)> then\n set x to (-110)\n end\n set detail\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n set x to (-40)\n wait until <(___ID) = [play]>\n set x to (-40)\n wait until <not <(___ID) = [play]>>\nend\n\ndefine set detail\nset [detail v] to ((11.5) - ((round (((x position) + (110)) / (14))) + (1)))\n\nwhen flag clicked\nhide\n\n@FPS\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n go to x: (150) y: (167)\n set size to (65) %\n if <(length of (fps)) = [1]> then\n switch costume to (0 v)\n else\n switch costume to (letter (1) of ((round ((fps) / (2))) * (2)))\n end\n if <(___ID) = [play]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n go to x: (170) y: (167)\n set size to (65) %\n if <(length of (fps)) = [1]> then\n switch costume to (letter (1) of ((round ((fps) / (2))) * (2)))\n else\n switch costume to (letter (2) of ((round ((fps) / (2))) * (2)))\n end\n if <(___ID) = [play]> then\n show\n else\n hide\n end\nend\n\n@is compiled?\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [forward v] (1000000) layers\ndelete all of [_______________________________________________________ v]\nshow list [_______________________________________________________ v]\nif <not <is compiled?>> then\n add [Copy this link and open it in a new tab!] to [_______________________________________________________ v]\n add [Kopiere diesen Link und öffne ihn in einem neuen Tab!] to [_______________________________________________________ v]\n add [https://turbowarp.org/588365279/fullscreen] to [_______________________________________________________ v]\n hide list [_______________________________________________________ v]\n show\n stop [all v]\nelse\n broadcast (Language v)\nend\n\n@Messages\n\nwhen flag clicked\nhide\n\nwhen I receive [language v]\nset [___id v] to [language]\nshow\ngo to x: (0) y: (0)\nset size to (5) %\nset [lol v] to [12]\nrepeat (10)\n change size by (lol)\n change [lol v] by (-1.3)\nend\nrepeat (10)\n change size by (lol)\n set [lol v] to ((0.8) * (lol))\nend\n\nwhen flag clicked\nerase all\nset [________1 v] to [0]\nset [__________2 v] to [0]\nforever\n hide\n if <(___ID) = [language]> then\n check\n erase all\n show\n end\n if <(___ID) = [mobile]> then\n check2\n erase all\n show\n end\nend\n\ndefine check\nset [_____touching v] to [1]\nswitch costume to (check1 v)\nif <touching (mouse-pointer v)?> then\n set [_____touching v] to [2]\n if <mouse down?> then\n set [________1 v] to [1]\n end\n if <not <mouse down?>> then\n if <(________1) = [1]> then\n set [language v] to [0]\n broadcast (Mobile? v)\n end\n set [________1 v] to [0]\n end\nend\nif <not <(_____touching) = [2]>> then\n set [________1 v] to [0]\nend\nswitch costume to (check2 v)\nif <touching (mouse-pointer v)?> then\n set [_____touching v] to [3]\n if <mouse down?> then\n set [__________2 v] to [1]\n end\n if <not <mouse down?>> then\n if <(__________2) = [1]> then\n set [language v] to [1]\n broadcast (Mobile? v)\n end\n set [__________2 v] to [0]\n end\nend\nif <not <(_____touching) = [3]>> then\n set [__________2 v] to [0]\nend\nif <(_____touching) = [1]> then\n switch costume to (touching nothing v)\nend\nif <(_____touching) = [2]> then\n switch costume to (touching english v)\nend\nif <(_____touching) = [3]> then\n switch costume to (touching deutsch v)\nend\n\nwhen I receive [mobile? v]\nset [___id v] to [mobile]\nshow\ngo to x: (0) y: (0)\nset size to (5) %\nset [lol v] to [12]\nrepeat (10)\n change size by (lol)\n change [lol v] by (-1.3)\nend\nrepeat (10)\n change size by (lol)\n set [lol v] to ((0.8) * (lol))\nend\n\ndefine check2\nset [_____touching v] to [1]\nswitch costume to (mobile v)\nif <touching (mouse-pointer v)?> then\n set [_____touching v] to [2]\n if <mouse down?> then\n set [________1 v] to [1]\n end\n if <not <mouse down?>> then\n if <(________1) = [1]> then\n set [mobile? v] to [1]\n broadcast (UwU v)\n end\n set [________1 v] to [0]\n end\nend\nif <not <(_____touching) = [2]>> then\n set [________1 v] to [0]\nend\nswitch costume to (pc/laptop v)\nif <touching (mouse-pointer v)?> then\n set [_____touching v] to [3]\n if <mouse down?> then\n set [__________2 v] to [1]\n end\n if <not <mouse down?>> then\n if <(__________2) = [1]> then\n set [mobile? v] to [0]\n broadcast (UwU v)\n end\n set [__________2 v] to [0]\n end\nend\nif <not <(_____touching) = [3]>> then\n set [__________2 v] to [0]\nend\nif <(_____touching) = [1]> then\n switch costume to ((6) + (language))\nend\nif <(_____touching) = [2]> then\n switch costume to ((8) + (language))\nend\nif <(_____touching) = [3]> then\n switch costume to ((10) + (language))\nend\n\n@credits/help\n\nwhen flag clicked\nset size to (100) %\nhide\nswitch costume to (credits v)\ncreate clone of (_myself_ v)\nswitch costume to (help v)\ncreate clone of (_myself_ v)\nswitch costume to (help/credits/play v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [_____________________id v] to (costume [number v])\ngo to x: (0) y: (0)\nforever\n if <(_____________________id) = [5]> then\n go to x: (175) y: ((150) - ((20) * <[play] = (___ID)>))\n set size to (50) %\n switch costume to (help/credits/play v)\n switch costume to ((costume [number v]) + (language))\n else\n switch costume to (((language) * (2)) + (_____________________id))\n end\n if < (costume [name v]) contains (___ID)?> then\n show\n if < [creditshelp] contains (___ID)?> then\n erase all\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(_____________________id) = [5]> then\n go [forward v] (1000000000000000000000000000000000000000000000000000000000000000000000000) layers\n if < (costume [name v]) contains (___ID)?> then\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (menu v)\n set [___id v] to [menu]\n end\n end\n end\n end\n end\nend\n\n@Figur1\n\nwhen I receive [new level v]\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nif <(costume [number v]) = [7]> then\nelse\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (2.5)\n end\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (50)\nswitch costume to (level#)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (2.5)\nend\n\nwhen I receive [uwu v]\nshow\nset [ghost v] effect to (100)\nforever\n if <not <[play] = (___ID)>> then\n set [ghost v] effect to (100)\n end\n switch costume to (level#)\nend\n\nwhen flag clicked\nhide\n\n@Figur2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
3D platformer\n- Over 3 months of work\n- 50 hours+\n\ngreen: nomal platform\nyellow: jump pad\nred: lava\n\nDo you like it? Then suggest the game here: https://scratch.mit.edu/studios/28715018/comments/
Dangerous District || Platformer
@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Caves v] until done\nend\n\nwhen [m v] key pressed\nif <(volume) = [50]> then\n set volume to (0) %\nelse\n set volume to (50) %\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset size to (50) %\nset [scene # v] to [1]\nset [checkpoint# v] to [0]\nbroadcast (Change Scene v)\nset [gravity v] to [-1.5]\nset [jump force v] to [14]\nset [jump duration v] to [6]\nset [acceleration v] to [1.75]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\nRestart 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)?> or <touching (platform v)?>> or <<touching (smasher v)?> or <<touching (smasher2 v)?> or <touching (smasher3 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)?>\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?> 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 left (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 Restart and Begin Level\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\nif <(CHECKPOINT#) = [0]> then\n Begin Scene # [1] Go to X, Y [-160] [25]\nend\nif <(CHECKPOINT#) = [0]> then\n set [scene # v] to [1]\n go to x: (-160) y: (25)\nelse\n if <(CHECKPOINT#) = [1]> then\n set [scene # v] to [101]\n go to x: (-51) y: (2)\n else\n if <(CHECKPOINT#) = [2]> then\n set [scene # v] to [2]\n go to x: (-71) y: (-10)\n else\n if <(CHECKPOINT#) = [3]> then\n set [scene # v] to [3]\n go to x: (-77) y: (-44)\n else\n if <(CHECKPOINT#) = [4]> then\n set [scene # v] to [103]\n go to x: (-201) y: (8)\n else\n if <(CHECKPOINT#) = [5]> then\n set [scene # v] to [6]\n go to x: (-208) y: (38)\n else\n if <(CHECKPOINT#) = [6]> then\n set [scene # v] to [7]\n go to x: (-210) y: (-12)\n end\n end\n end\n end\n end\n end\nend\npoint in direction (90)\nbroadcast (Game Loop v)\nbroadcast (Next v)\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- Smash v)\n broadcast (Tick Player v)\n broadcast (Tick Last v)\n Detection\nend\n\nwhen I receive [tick last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) Go to X, Y [-235] []\n broadcast (Next v)\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) Go to X, Y [235] []\n broadcast (Next v)\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) Go to X, Y [] [-160]\n broadcast (Next v)\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) Go to X, Y [] [180]\n broadcast (Next v)\nend\n\ndefine Begin Scene # (scene #) Go to X, Y (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collisions in Direction [0]\nelse\n Fix Collisions in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collisions in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (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\ndefine Detection\nif <<touching (spikes v)?> or > then\n start sound [Explode v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n Restart and Begin Level\n broadcast (Next v)\nend\nif <<touching (orbs v)?> and <key (up arrow v) pressed?>> then\n set [speed y v] to ((JUMP FORCE) + (3))\n broadcast (Des 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 start sound [Explode v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n Restart and Begin Level\n broadcast (Next 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 end\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 change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nstart sound [Explode v]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (join [Scene] (SCENE #))\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (join [Scene] (SCENE #))\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (join [Scene] (SCENE #))\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\nend\n\n@Platform\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [1]> then\n switch costume to (costume1 v)\n show\n Animate Platform\nend\nif <(SCENE #) = [101]> then\n switch costume to (costume1 v)\n show\n Animate 2\nend\nif <(SCENE #) = [2]> then\n switch costume to (costume1 v)\n show\n Animate 3\nend\nif <(SCENE #) = [5]> then\n switch costume to (costume1 v)\n show\n Animate 4\nend\nif <(SCENE #) = [7]> then\n switch costume to (costume1 v)\n show\n Animate 5\nend\n\ndefine Animate Platform\ngo to x: (157) y: (-16)\nforever\n glide (1.5) secs to x: (157) y: (-96)\n wait (1) seconds\n glide (1.5) secs to x: (157) y: (-16)\n wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\ntick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\ngo to x: (27) y: (-29)\nforever\n glide (1.5) secs to x: (88) y: (59)\n wait (1) seconds\n glide (1.5) secs to x: (27) y: (-29)\n wait (1) seconds\nend\n\nwhen I receive [next v]\nif <(SCENE #) = [1]> then\n switch costume to (costume1 v)\n show\n Animate Platform\nend\nif <(SCENE #) = [101]> then\n switch costume to (costume1 v)\n show\n Animate 2\nend\nif <(SCENE #) = [2]> then\n switch costume to (costume1 v)\n show\n Animate 3\nend\nif <(SCENE #) = [5]> then\n switch costume to (costume1 v)\n show\nend\n\ndefine Animate 3\ngo to x: (2) y: (-40)\nforever\n glide (1.5) secs to x: (140) y: (-40)\n wait (1) seconds\n glide (1.5) secs to x: (2) y: (-40)\n wait (1) seconds\nend\n\ndefine Animate 4\nforever\n go to x: (-142) y: (-48)\n repeat (40)\n change x by (3)\n end\n wait (1) seconds\n repeat (39)\n change y by (3)\n end\n wait (1) seconds\n repeat (39)\n change y by (-3)\n end\n wait (1) seconds\n repeat (40)\n change x by (-3)\n end\n wait (1) seconds\nend\n\nglide (1.5) secs to x: (140) y: (-40)\n\nglide (1.5) secs to x: (2) y: (-40)\n\nwhen flag clicked\nforever\n if <not <<(SCENE #) = [1]> or <<(SCENE #) = [2]> or <<(SCENE #) = [5]> or <<(SCENE #) = [101]> or >>>>> then\n hide\n end\nend\n\ndefine Animate 5\ngo to x: (-53) y: (-43)\nforever\n glide (2) secs to x: (155) y: (-43)\n wait (1) seconds\n glide (2) secs to x: (-53) y: (-43)\n wait (1) seconds\nend\n\n@Checkpoint 1\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n if <(SCENE #) = [101]> then\n show\n go to x: (0) y: (0)\n if <not <(CHECKPOINT#) = [1]>> then\n if <touching (player v)?> then\n start sound [Flag v]\n switch costume to (2 v)\n set [checkpoint# v] to [1]\n end\n end\n else\n hide\n end\nend\n\n@Checkpoint!\n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nwait until <(CHECKPOINT#) = [1]>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nwait until <(CHECKPOINT#) = [2]>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nwait until <(CHECKPOINT#) = [3]>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nwait until <(CHECKPOINT#) = [4]>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nwait until <(CHECKPOINT#) = [5]>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n switch costume to (join [Scene] (SCENE #))\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Orbs\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(SCENE #) = [6]> then\n Clone At X: [-133] [-26] At Size: [100]\nend\nif <(SCENE #) = [107]> then\n Clone At X: [89] [-10] At Size: [100]\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo [backward v] (3) layers\nclear graphic effects\nforever\n set size to ((([sin v] of (((timer) + ((0) * (400))) * (200)) ) * (12)) + (80)) %\nend\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (join (mouse x) [ ]) (mouse y))\n\nwhen I receive [des v]\nstart sound [small v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\n@Checkpoint 2\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n if <(SCENE #) = [2]> then\n show\n go to x: (0) y: (0)\n if <not <(CHECKPOINT#) = [2]>> then\n if <touching (player v)?> then\n start sound [Flag v]\n switch costume to (2 v)\n set [checkpoint# v] to [2]\n end\n end\n else\n hide\n end\nend\n\n@Checkpoint 3\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n if <(SCENE #) = [3]> then\n show\n go to x: (0) y: (0)\n if <not <(CHECKPOINT#) = [3]>> then\n if <touching (player v)?> then\n start sound [Flag v]\n switch costume to (2 v)\n set [checkpoint# v] to [3]\n end\n end\n else\n hide\n end\nend\n\n@Checkpoint 4\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n if <(SCENE #) = [103]> then\n show\n go to x: (0) y: (0)\n if <not <(CHECKPOINT#) = [4]>> then\n if <touching (player v)?> then\n start sound [Flag v]\n switch costume to (2 v)\n set [checkpoint# v] to [4]\n end\n end\n else\n hide\n end\nend\n\n@Smasher\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [3]> then\n switch costume to (costume1 v)\n show\n Smash Animate\n if <not <(SCENE #) = [3]>> then\n stop [other scripts in sprite v]\n end\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\ngo to x: (-69) y: (-19)\nforever\n glide (2) secs to x: (60) y: (-19)\n wait (1) seconds\n glide (2) secs to x: (-69) y: (-19)\n wait (1) seconds\nend\n\nwhen I receive [next v]\nif <(SCENE #) = [3]> then\n switch costume to (costume1 v)\n show\n Smash Animate\nend\n\ndefine Smash Animate\ngo to x: (50) y: (40)\nforever\n glide (0.2) secs to x: (50) y: (-34)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (50) y: (40)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(SCENE #) = [3]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(SCENE #) = [3]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\ndefine Smash 2\ngo to x: (50) y: (40)\nforever\n glide (0.2) secs to x: (50) y: (-34)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (50) y: (40)\n wait (1) seconds\nend\n\n@Smasher2\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [103]> then\n switch costume to (costume1 v)\n show\n Smash Animate\n if <not <(SCENE #) = [103]>> then\n stop [other scripts in sprite v]\n end\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\ngo to x: (-69) y: (-19)\nforever\n glide (2) secs to x: (60) y: (-19)\n wait (1) seconds\n glide (2) secs to x: (-69) y: (-19)\n wait (1) seconds\nend\n\nwhen I receive [next v]\nif <(SCENE #) = [103]> then\n switch costume to (costume1 v)\n show\n Smash Animate\nend\n\ndefine Smash Animate\ngo to x: (50) y: (40)\nforever\n glide (0.2) secs to x: (50) y: (-34)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (50) y: (40)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(SCENE #) = [103]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(SCENE #) = [103]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@Checkpoint 5\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n if <(SCENE #) = [6]> then\n show\n go to x: (0) y: (0)\n if <not <(CHECKPOINT#) = [5]>> then\n if <touching (player v)?> then\n start sound [Flag v]\n switch costume to (2 v)\n set [checkpoint# v] to [5]\n end\n end\n else\n hide\n end\nend\n\n@Checkpoint 6\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n if <(SCENE #) = [7]> then\n show\n go to x: (0) y: (0)\n if <not <(CHECKPOINT#) = [6]>> then\n if <touching (player v)?> then\n start sound [Flag v]\n switch costume to (2 v)\n set [checkpoint# v] to [6]\n end\n end\n else\n hide\n end\nend\n\n@Smasher3\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [6]> then\n switch costume to (costume1 v)\n show\n Smash Animate\n if <not <(SCENE #) = [6]>> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [tick - platforms v]\ntick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\nwhen I receive [next v]\nif <(SCENE #) = [6]> then\n switch costume to (costume1 v)\n show\n Smash Animate\nend\n\ndefine Smash Animate\ngo to x: (50) y: (40)\nforever\n glide (0.2) secs to x: (50) y: (-34)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (50) y: (40)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(SCENE #) = [6]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(SCENE #) = [6]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n
Instructions:\n Use the arrow keys to control the player\n• Avoid spikes and lava.\n• Tap the up key while hovering over a jump ring to get a jump boost! \n• Tip: Holding down the up key will allow you to jump higher!
Christmas Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [monodyL v] until done\n\nwhen I receive [lol v]\nswitch backdrop to (backdrop2 v)\nwait (0.5) seconds\nstart sound [Unlimited v]\n\nwhen [a v] key pressed\nstop all sounds\nstart sound [jingle-2 v]\n\nwhen [b v] key pressed\nstop all sounds\nstart sound [Unlimited v]\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 (20)\n change [ghost v] effect by (12.5)\n wait (0.05) seconds\nend\nbroadcast (lol v)\nhide\n\n@download2\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@Level\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [lol v]\nshow variable [time v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nhide variable [level v]\nhide variable [time v]\nhide\n\n@Player\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-214) y: (125)\n\nwhen I receive [lol v]\nset drag mode [not draggable v]\nshow\nbroadcast (Restart v)\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Level2\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (costume1 v)\n wait (5) seconds\n next costume\n wait (5) seconds\n next costume\n wait (5) seconds\n next costume\n wait (5) seconds\n if <(costume [number v]) = [4]> then\n wait (5) seconds\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [lol v]\nforever\n if <(Level) = [12]> then\n show\n switch costume to (costume5 v)\n end\nend\n\nwhen I receive [lol v]\nforever\n if <(Level) = [13]> then\n show\n switch costume to (costume6 v)\n end\nend\n\nwhen flag clicked\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 (3)) 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@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n
CHRISTMAS PLATFORMER THE MINECRAFT WAY! \n200 LIKES + 150 FAVS !?! THX!\nNote: You can survive the void \n***Key A to change music*** \nInstructions:\n-Arrow keys to move\n-Avoid ice\n-Get to the house\n***ALL LEVELS ARE POSSIBLE***
Forest [ A Platformer ]
@Stage\n\nwhen flag clicked\nswitch backdrop to (2 v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\n@Picture\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nset [pixelate v] effect to (0)\nset [whirl v] effect to (0)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change [pixelate v] effect by (5)\n change [whirl v] effect by (5)\nend\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n play sound [Music 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 (big v)\nrepeat (5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\nset size to (100) %\npoint in direction (90)\ngo to x: (-202) y: (-63)\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) > [221]> then\n set size to (100) %\n go to x: (-202) y: (-63)\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: (-202) y: (-63)\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]) = [3]> then\n turn right (5) degrees\n go to x: (156) y: (-81)\n end\n if <(costume [number v]) = [6]> then\n turn right (3) degrees\n go to x: (62) y: (28)\n end\n if <(costume [number v]) = [7]> then\n turn left (3) degrees\n go to x: (0) y: (55)\n end\nend\n\n
★★★ INSTRUCTIONS ★★★\n- Arrow key to move \n- Don't touch spikes, saw, lava !!!\n\n Lov, Fav, Follow !\n
ᴅᴀʀᴋ ɴɪɢʜᴛ || A platformer || #games #all #trending #music #art #animations #stories
@Stage\n\n@RED\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 (---> 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 (---> 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 (upppp 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 (---> 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 (<--- v)\n else\n switch costume to (stand v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (costume1 v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (45) %\nswitch costume to (stand v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [13]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <<(x position) > [230]> and <not <(level) = [11]>>> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n if <(y position) < [-170]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-50)\n end\nend\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\ngo to x: (-190) y: (-24)\ngo to x: (-201) y: (14)\n\nwhen flag clicked\nforever\n if <<<touching (spikey v)?> or <touching (saw????ground v)?>> or <touching (lava v)?>> then\n broadcast (Mati v)\n end\nend\n\nwhen I receive [mati v]\nhide\nwait (0) seconds\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [x v] to [-210]\nset [y v] to [0]\nset x to (-210)\nset y to (0)\nstop [this script v]\n\nhide\n\nforever\n show variable [x v]\nend\n\n@SAW????ground\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n switch costume to (sharpy v)\n go to [back v] layer\n go to x: (50) y: (-110)\n show\n turn right (13) degrees\n else\n if <(level) = [6]> then\n switch costume to (sharpy2 v)\n go to [back v] layer\n go to x: (126) y: (-72)\n show\n turn right (13) degrees\n else\n if <(level) = [9]> then\n switch costume to (sharpy3 v)\n go to [back v] layer\n go to x: (22) y: (-90)\n show\n turn right (13) degrees\n else\n hide\n end\n end\n end\nend\n\n@LAva\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n go to [back v] layer\n switch costume to (costume1 v)\n go to x: (-115) y: (3)\n else\n if <(level) = [8]> then\n show\n go to [back v] layer\n switch costume to (costume2 v)\n else\n hide\n end\n end\nend\n\n@invisible\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n go to [back v] layer\n else\n hide\n end\nend\n\n@SPIKEY\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n switch costume to (costume1 v)\n show\n go to [back v] layer\n else\n if <(level) = [6]> then\n switch costume to (costume2 v)\n show\n go to [back v] layer\n else\n if <(level) = [8]> then\n switch costume to (costume3 v)\n show\n go to [back v] layer\n else\n if <(level) = [10]> then\n switch costume to (costume4 v)\n show\n go to [back v] layer\n else\n hide\n end\n end\n end\n end\nend\n\n@tips\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n else\n hide\n end\nend\n\n@glow\n\nwhen flag clicked\nforever\n go to (red v)\n go to [back v] layer\nend\n\n@level\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (level))\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\n\n@thumbnail\n\nshow\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [A_Bit_Puzzled v] until done\nend\n\n
Parts \nPart 2: https://scratch.mit.edu/projects/594311391/\nPart 3: https://scratch.mit.edu/projects/604491171/\nPart 4: https://scratch.mit.edu/projects/609640532/\nPart 5: https://scratch.mit.edu/projects/615294016/\nPart 6: https://scratch.mit.edu/projects/619802021/\nPart 7: https://scratch.mit.edu/projects/619763005/\nPart 8: https://scratch.mit.edu/projects/621854444/\n ~ᴅᴀʀᴋ ɴɪɢʜᴛ~\nWelcome to ᴅᴀʀᴋ ɴɪɢʜᴛ! This is my first platformer game. So please love and star and follow me to get my newest project! \n ~ᴄᴏɴᴛʀᴏʟs~\nUse WAD , arrow keys or drag to move.\nAvoid spikes, lava and saws. :D\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-@-AmazingAJ- love and fav!!!\nWow thanks everyone! This project have 100+ love! Thanks!!! :D\n
Mystery - A Platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\n@Blank\n\n@Blank2\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 If 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 If Touching Solid \n if <(touching) > [0]> then\n Collide Y- Celling or Floor\n end\nend\n\ndefine Check If 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 Platforms\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?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check can wall slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right \nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELARATION))\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\nshow\nset [invulnerable v] to [0]\nset [level # v] to [1]\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 Level # (SPAWN SCENE) Got to x, y : (SPAWN X) (SPAWN Y)\n\ngo to [front v] layer\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) > [233]> then\n Begin Level # ((Level #) + (1)) Got to x, y : [-233] []\nend\nif <(x position) < [-233]> then\n Begin Level # ((Level #) + (-1)) Got to x, y : [233] []\nend\nif <(y position) > [180]> then\n Begin Level # ((Level #) + (100)) Got to x, y : [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Level # ((Level #) + (-100)) Got to x, y : [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose life v)\nend\n\ndefine Begin Level # (level #) Got to x, y : (x) (y)\nset [level # v] to (level #)\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 level v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in direction [0]\nelse\n Fix Collision in direction [90]\nend\nSet Costume\nbroadcast (game loop v)\n\ndefine Fix Collision in direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check If 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 If 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 If Touching Solid \nif <(touching) > [0]> then\n change y by (1)\n Check If 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 If 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 If 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 If 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 Platforms\nchange x by (Platform dx)\nchange y by (Platform dy)\nCheck If 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 If 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 flag clicked\nhide\nbroadcast (Main Menu v)\n\nwhen I receive [you won v]\ngo to [back v] layer\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [accelaration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [30]\nReset and Begin level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [15]\n\nset [☁ world record v] to [183.234]\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\n\n@Enemy\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (red1 v)\nset rotation style [left-right v]\nhide\n\nwhen I receive [change level v]\nif <(Level #) = [1]> then\n Spawn [Red] at [-7] [5] dir [-90]\nend\nif <(Level #) = [18]> then\n Spawn [Red] at [152] [-61] dir [-90]\n Spawn [Red] at [-145] [-6] dir [90]\nend\nif <(Level #) = [22]> then\n Spawn [Red] at [48] [11] dir [-90]\nend\nif <(Level #) = [27]> then\n Spawn [Red] at [40] [-18] dir [-90]\n Spawn [Red] at [70] [19] dir [90]\nend\nif <(Level #) = [30]> then\n Spawn [Red] at [-16] [-144] dir [-90]\nend\nif <(Level #) = [34]> then\n Spawn [Red] at [108] [-73] dir [-90]\nend\nif <(Level #) = [140]> then\n Spawn [Red] at [-51] [77] dir [90]\nend\nif <(Level #) = [142]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [160] [-77] dir [-90]\n else\n Spawn [Red] at [-55] [-77] dir [90]\n end\nend\nif <(Level #) = [145]> then\n Spawn [Red] at [46] [-138] 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 - 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 sones 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 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\ndefine Stamp Shadow\nchange y by (-18)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (78)\nstamp\nclear graphic effects\nchange y by (18)\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (4) steps\n stamp\n move (-4) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nerase all\n\nwhen I receive [change level v]\nshow\ngo to [back v] layer\nswitch costume to (join [level] (Level #))\nerase all\nStamp Outline\nStamp Shadow\n\nwhen flag clicked\nhide\n\n@Safe sones\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [change level v]\ngo to [back v] layer\nshow\nset [ghost v] effect to (100)\nswitch costume to (blank v)\nswitch costume to (join [level] (Level #))\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n go to [back v] layer\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [change level v]\ngo to [back v] layer\nshow\nswitch costume to (blank v)\nswitch costume to (join [level] (Level #))\nif <(Level #) = [14]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n go to [back v] layer\nend\n\n@platforms\n\nwhen I receive [change level v]\nhide\nswitch costume to (moving platforms v)\ngo to [back v] layer\nif <(Level #) = [3]> then\n Door at [75] [-18] key [Key 1]\nend\nif <(Level #) = [7]> then\n Door at [77] [24] key [Key 2]\nend\nif <(Level #) = [108]> then\n Door at [228] [110] key [Key 3]\nend\nif <(Level #) = [21]> then\n Door at [-103] [-32] key [Key 4]\nend\nif <(Level #) = [146]> then\n go to [back v] layer\n Door at [0] [-13] key [Key 5]\nend\n\ndefine Animate Platform\npoint in direction (90)\ngo to x: (-55) y: (-65)\nforever\n glide (2) secs to x: (55) y: (-65)\n wait (1) seconds\n glide (2) secs to x: (-55) y: (-65)\n wait (1) seconds\nend\n\ndefine Tick x: (new x) y: (new y)\nif <(new x) > (Last y)> then\n change y by (1)\nelse\n set y to ((Last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last x))\n set [platform dy v] to ((new y) - (Last y))\nend\ngo to x: (new x) y: (new y)\n\nwhen I receive [tick platforms v]\nTick x: (x position) y: (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine ANIMATE 2\ngo to x: (0) y: (-30)\npoint in direction (90)\ngo to [back v] layer\nforever\n glide (1.5) secs to x: (135) y: (68)\n wait (1) seconds\n glide (1.5) secs to x: (0) y: (-30)\n wait (0.5) seconds\nend\n\nif <(Level #) = [2]> then\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 go to [back v] layer\n if <[collected v] contains (key name)?> then\n start sound [Door Open v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Door Open v]\n repeat (24)\n change y by (-4)\n end\n start sound [Door smash v]\n else\n start sound [Closed v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nhide\n\n@Collectables\n\nwhen I receive [change level v]\nif <(Level #) = (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 [crunch v]\n change [apples v] by (1)\nelse\n if <(costume [name v]) = [Life]> then\n if <(Lives) < [3]> then\n start sound [Diamond v]\n change [lives v] by (1)\n end\n end\n if < (costume [name v]) contains [Key]?> then\n start sound [Key v]\n end\n if <(costume [name v]) = [Checkpoints]> then\n start sound [Flag v]\n set [spawn scene v] to (Level #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n add (costume [name v]) to [collected v]\n end\n if <(costume [name v]) = [Star]> then\n broadcast (You won v)\n end\n if <(costume [name v]) = [Diamond]> then\n start sound [Diamond v]\n change [apples v] by (5)\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [apples v] to [0]\nhide\nPlace [Apple] Scene [1] xy [155] [-25]\nPlace [Apple] Scene [1] xy [-65] [10]\nPlace [Apple] Scene [2] xy [-23] [-43]\nPlace [Key 1] Scene [2] xy [120] [-88]\nPlace [Key 2] Scene [106] xy [-61] [-130]\nPlace [Key 3] Scene [106] xy [-191] [-63]\nPlace [Diamond] Scene [106] xy [135] [-23]\nPlace [Apple] Scene [7] xy [-175] [-80]\nPlace [Apple] Scene [7] xy [-125] [-80]\nPlace [Apple] Scene [7] xy [200] [-50]\nPlace [Checkpoints] Scene [4] xy [195] [-90]\nPlace [Checkpoints] Scene [11] xy [50] [-16]\nPlace [Life] Scene [16] xy [154] [-18]\nPlace [Checkpoints] Scene [19] xy [17] [-88]\nPlace [Key 4] Scene [20] xy [-13] [-95]\nPlace [Diamond] Scene [21] xy [76] [-62]\nPlace [Checkpoints] Scene [143] xy [16] [51]\nPlace [Key 5] Scene [145] xy [96] [-106]\nPlace [Checkpoints] Scene [24] xy [-40] [-81]\nPlace [Checkpoints] Scene [34] xy [195] [-85]\nPlace [Checkpoints] Scene [39] xy [-2] [113]\nPlace [Apple] Scene [48] xy [45] [-62]\nPlace [Apple] Scene [48] xy [-16] [-32]\nPlace [Apple] Scene [48] xy [-77] [1]\nPlace [Star] Scene [48] xy [-156] [34]\n\ndefine Place (costume name) Scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Main Menu\n\nwhen I receive [main menu v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((120) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n broadcast (Start game v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nswitch costume to (play v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Dialogue\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\nif <not < (costume [name v]) contains [Speaker]?>> then\n if <(effect) = []> then\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n wait until <(textdelay) = [0]>\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n delete this clone\n end\n if <(effect) = [wavy]> then\n set [effect v] to [0]\n repeat until <(textdelay) = [0]>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (([cos v] of ((effect) * (15)) ) * (2))\n change y by (([sin v] of ((effect) * (15)) ) * (2))\n change [effect v] by (1)\n end\n repeat until <key (space v) pressed?>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (([cos v] of ((effect) * (15)) ) * (2))\n change y by (([sin v] of ((effect) * (15)) ) * (2))\n change [effect v] by (1)\n end\n repeat until <not <key (space v) pressed?>>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (([cos v] of ((effect) * (15)) ) * (2))\n change y by (([sin v] of ((effect) * (15)) ) * (2))\n change [effect v] by (1)\n end\n delete this clone\n end\n if <(effect) = [shaky]> then\n repeat until <(textdelay) = [0]>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\n repeat until <key (space v) pressed?>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\n repeat until <not <key (space v) pressed?>>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\n delete this clone\n end\nend\nif < (costume [name v]) contains [Speaker]?> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine Dialogue (text) (effect) (voice) (newspeaker?)\nset [t v] to [0]\nset [textpos v] to [0]\nset [textdelay v] to [1]\nset [ty v] to [0]\nset [effect v] to (effect)\nset [textlength v] to (length of (text))\nshow\nswitch costume to (textbox v)\nrepeat until <(t) = (length of (text))>\n change [t v] by (1)\n if <(letter (t) of (text)) = [|]> then\n change [ty v] by (1)\n set [textpos v] to [0]\n end\n if <(letter (t) of (text)) = [\]> then\n switch costume to (textbox v)\n wait (0.1) seconds\n end\n if <not <<(letter (t) of (text)) = [|]> or <(letter (t) of (text)) = [\]>>> then\n switch costume to (letter (t) of (text))\n create clone of (_myself_ v)\n go [backward v] (1) layers\n if <not <(letter (t) of (text)) = [ ]>> then\n start sound (voice)\n end\n if <[thin text v] contains (letter (t) of (text))?> then\n change [textpos v] by (0.5)\n else\n change [textpos v] by (1)\n end\n end\n switch costume to (textbox v)\n if <key (space v) pressed?> then\n TextSkip (text) (effect) (voice) (newspeaker?)\n end\nend\nwait until <not <key (space v) pressed?>>\nset [textdelay v] to [0]\nwait (0) seconds\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nhide\n\nif <not <(speaker) = [none]>> then\n switch costume to (join [Speaker] (join (speaker) (expression)))\n if <(newspeaker?) = [1]> then\n broadcast (speakerdelete v)\n create clone of (_myself_ v)\n end\nend\n\ndefine TextSkip (text) (effect) (voice) (newspeaker?)\nrepeat until <(t) = (length of (text))>\n change [t v] by (1)\n if <(letter (t) of (text)) = [|]> then\n change [ty v] by (1)\n set [textpos v] to [0]\n end\n if <(letter (t) of (text)) = [\]> then\n switch costume to (textbox v)\n repeat (3)\n wait (0) seconds\n end\n end\n if <not <<(letter (t) of (text)) = [|]> or <(letter (t) of (text)) = [\]>>> then\n switch costume to (letter (t) of (text))\n create clone of (_myself_ v)\n go [backward v] (1) layers\n if <not <(letter (t) of (text)) = [ ]>> then\n start sound (voice)\n end\n if <[thin text v] contains (letter (t) of (text))?> then\n change [textpos v] by (0.5)\n else\n change [textpos v] by (1)\n end\n end\n switch costume to (textbox v)\nend\n\nwhen I receive [text v]\nif <(Level #) = [1]> then\n go to [front v] layer\n Dialogue [Hey Scratch Cat] [] [1] [1]\n Dialogue [Welcome to the mystery!] [] [1] [1]\n Dialogue [I will be there sometimes to guide you.] [] [1] [1]\n Dialogue [Good luck.] [] [1] [1]\nend\nif <(Level #) = [2]> then\n Dialogue [Collect apples. Get the keys to open|doors!] [] [1] [1]\nend\n\n@text appear\n\nwhen flag clicked\nswitch costume to (text v)\nhide\n\nwhen I receive [start game v]\nforever\n if <<(Level #) = [1]> or <(Level #) = [2]>> then\n if <(Level #) = [1]> then\n go to x: (-108) y: (10)\n show\n end\n if <(Level #) = [2]> then\n show\n go to x: (34) y: (-51)\n end\n else\n hide\n end\nend\n\nwhen I receive [change level v]\nforever\n if <touching (player v)?> then\n if <key (e v) pressed?> then\n broadcast (Text v)\n stop [this script v]\n end\n end\nend\n\n@APPLES COUNTER\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\ndefine setup\nhide\nswitch costume to (9 v)\nset size to (200) %\ngo to x: (0) y: (153)\nset [index v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n change costume to (letter (index) of (APPLES))\n set x to ((((index) - (0.5)) - ((length of (APPLES)) / (2))) * ((size) / (11)))\n change size by ((0.2) * ((200) - (size)))\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (220) %\nend\n\nwhen I receive [start game v]\nsetup\n\nwhen I receive [start game v]\ndelete this clone\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen I receive [main menu v]\ndelete this clone\n\n@Timer\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\ndefine setup\nhide\nswitch costume to (9 v)\nset size to (100) %\ngo to x: (-135) y: (-160)\nset [index v] to [1]\nrepeat (4)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n change costume to (letter (index) of (Timer))\n set x to ((((index) - (0.5)) - ((length of (Timer)) / (2))) * ((size) / (5)))\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (100) %\nend\n\nwhen I receive [start game v]\nsetup\n\nwhen I receive [main menu v]\ndelete this clone\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen I receive [start game v]\ndelete this clone\n\n@Music ♫\n\nwhen flag clicked\nhide\nwait (2) seconds\nswitch costume to (tobu - such fun v)\ngo to x: (57) y: (-41)\nwait (1) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (2) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I receive [next song v]\nswitch costume to (cartoon - on & on v)\ngo to x: (57) y: (-41)\nwait (1) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (2) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I receive [next song v]\nswitch costume to (deaf kev - invincible v)\ngo to x: (57) y: (-41)\nwait (1) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (2) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen flag clicked\nset volume to (30) %\nplay sound [Tobu - Such Fun v] until done\nbroadcast (Next song v)\nplay sound [Cartoon - On & On v] until done\nbroadcast (next song v)\nplay sound [DEAF KEV - Invincible v] until done\n\nwhen [m v] key pressed\nif <(volume) = [30]> then\n set volume to (0) %\nelse\n set volume to (30) %\nend\n\n@HP\n\nwhen flag clicked\ngo to x: (-180) y: (155)\nhide\n\nwhen I receive [lose life v]\ngo to x: (-180) y: (155)\nrepeat (10)\n go to x: ((-180) + (pick random (1) to (-1))) y: ((159) + (pick random (1) to (-1)))\nend\ngo to x: (-180) y: (155)\n\nwhen I receive [start game v]\nshow\nforever\n if <(Lives) = [0]> then\n switch costume to (0 v)\n end\n if <(Lives) = [1]> then\n switch costume to (1 v)\n end\n if <(Lives) = [2]> then\n switch costume to (2 v)\n end\n if <(Lives) = [3]> then\n switch costume to (3 v)\n end\nend\n\n@Transitions\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [layers - background v] to [5]\ngo to [front v] layer\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (mini v)\nset size to (1116) %\nswitch costume to (mask #5 v)\nshow\nrepeat (4)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #5 v)\nend\nrepeat (3)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #4 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #3 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #2 v)\nend\nswitch costume to (mini v)\nset size to (250) %\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #1 v)\nend\nswitch costume to (black v)\nset size to (100) %\nwait (0.5) seconds\nbroadcast (Start v)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (black v)\nset size to (100) %\nshow\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #1 v)\nend\nset size to ((size) * (0.5)) %\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #2 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #3 v)\nend\nrepeat (3)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #4 v)\nend\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #5 v)\nend\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\nbroadcast (Start v)\n\n@Splash Screen\n\nwhen flag clicked\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\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 I receive [you won v]\nswitch costume to (you won v)\nwait (0) seconds\nshow\ngo to [front v] layer\nset x to (0)\nset y to (500)\nrepeat (10)\n set y to ((y position) / (2))\nend\nstop [all v]\n\ngo to x: (0) y: (0)\nswitch costume to (you won v)\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nreset timer\nset [timer v] to [0]\nforever\n change [timer v] by (1)\n wait (1) seconds\nend\n\nset [timer v] to (timer)\n\nwhen flag clicked\nreset timer\nset [timer v] to [0]\n\nwhen I receive [you won v]\nif <(Timer) < (World record)> then\n set [world record v] to (Timer)\nend\n\nwhen flag clicked\n\n@Splash image\n\ndefine Stamp Shadow\nchange y by (-18)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (78)\nstamp\nclear graphic effects\nchange y by (18)\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (4) steps\n stamp\n move (-4) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\ngo to [back v] layer\nshow\nerase all\nStamp Outline\nStamp Shadow\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nhide\n\n@TB\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen [@ v] key pressed\nif <<(username) = [UNIQUEGAMES007test]> or <(username) = [uniquegames007]>> then\n set [level # v] to [48]\n broadcast (change level v)\nend\n\n
Mystery - A Platformer!\n\nwatch this if you need help at any level: https://youtu.be/iuBcsvyFkNc\nNo youtube? try this: https://scratch.mit.edu/discuss/youtube/iuBcsvyFkNc/\n\nWant to play on mobile with a joystick?\nhttps://scratch.mit.edu/projects/655270157\nShoutout to @QuanLulu for adding joystick control!\n\nUncomfortable with joystick controls? here is the link to touch controls!\nhttps://scratch.mit.edu/projects/657070151\nShoutout to @ScratchCat627 For adding touch controls!\n\ncontrols\n============\n>Arrow keys\n>Avoid spikes\n>Collect key to open doors\n>Collect apples\n>Doors can squish you\n>If Your lives gets 0 The game will restart\n>collect the star to win!\n>press 'e' to see the text in the signs\n>M to mute/unmute music\n\nthanks to @unnikuttan1 he noticed that I forgot to put the instruction (presss 'e' to see text in signs) :D\nplease go and check out his games its very cool\nmake sure to follow him if you like his Projects!\n\nPlease consider following me if you like this game :) \n♥ Also smash that love and fave button if you enjoyed playing this♥\n\nWork in progress...……..\nYes!! Finally now it has 50 levels!!! 40 normal and 10 vertical\n\nRemix and show your creativity on levels! Comment when your remix is done! (If you remix please make any changes to it)\n\nShoutout for the best remixes!\n========================\n@tiep123456 : https://scratch.mit.edu/projects/615807591/\n@mariomantiner : https://scratch.mit.edu/projects/625281471/\n@LAN_2021_\nhttps://scratch.mit.edu/projects/628429918/\n@Ulti_2785\nhttps://scratch.mit.edu/projects/629217195\n@intertubes2G\nhttps://scratch.mit.edu/projects/635704431\n@iaminfinityiq\nhttps://scratch.mit.edu/projects/640088044\n@Noob1212312\nhttps://scratch.mit.edu/projects/803690321\n\nBug finder list (Shoutouts)\n✧✧✧✧✧✧✧✧\n@VKhoi2110\n@Cloner_\n@Thehotlava223\n@SOPENDO_64\n@Nathenthecoder7\n\n Other shoutouts! (for cool things I guess)\n✧✧✧✧✧✧✧✧✧✧✧✧✧✧✧✧✧✧✧✧✧✧✧✧\n@unnikuttan1\n@villeolof\n@iaminfinityiq\n@subbyinscratch\n@caydenpro\n\n\n\n\nLaggy? No worries play here : https://turbowarp.org/588737267
Wings Of Fire Platformer!
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [pixelate v] effect to (0)\nswitch backdrop to (start v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch backdrop to (throneroom v)\nwait (.5) seconds\nbroadcast (Start! v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nswitch backdrop to (throneroom v)\n\nwhen backdrop switches to [cavesoutside v]\nset [pixelate v] effect to (75)\n\nwhen backdrop switches to [throneroom v]\nset [pixelate v] effect to (0)\n\nwhen backdrop switches to [cavesinside v]\nset [pixelate v] effect to (50)\n\nwhen I receive [done v]\nswitch backdrop to (cavesoutsideend v)\nset [pixelate v] effect to (75)\n\nwhen I receive [done2 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch backdrop to (start v)\nwait (.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Dragonets\n\ndefine platform gravity: (gravity) jump height: (jump height) side movement speed: (side movement speed) friction: (friction) slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <<touching (level v)?> or <touching (levelblock v)?>> then\n repeat until <not <<touching (level v)?> or <touching (levelblock v)?>>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\n if <<key (up arrow v) pressed?> or <(Walk3) = [1]>> then\n set [y velocity v] to (jump height)\n end\nend\nset [x velocity v] to (((X Velocity) + ((<<key (left arrow v) pressed?> or <(Walk1) = [1]>> * ((side movement speed) * (-1))) + (<<key (right arrow v) pressed?> or <(Walk2) = [1]>> * (side movement speed)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <<touching (level v)?> or <touching (levelblock v)?>>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <<touching (level v)?> or <touching (levelblock v)?>> then\n change y by (Slope)\n repeat until <not <<touching (level v)?> or <touching (levelblock v)?>>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\ndefine say (text) for (seconds) seconds\nset [currenttext v] to []\nset [textprogress v] to [0]\nrepeat (length of (text))\n say (join (CurrentText) (letter (TextProgress) of (text)))\n set [currenttext v] to (join (CurrentText) (letter (TextProgress) of (text)))\n change [textprogress v] by (1)\nend\nsay (text) for (seconds) seconds\n\nwhen flag clicked\nset [clickable v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [level # v] to [0]\nset [controls? v] to [No]\nset [random2 v] to [No]\nset [done v] to [0]\nset [dragonet v] to [Clay]\nset [edge v] to [Yes]\ngo to [back v] layer\ngo [forward v] (2) layers\ngo to x: (-175) y: (-135)\nswitch costume to (clayright v)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [start! v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen [right arrow v] key pressed\nif <(Controls?) = [Yes]> then\n if <(Dragonet) = [Clay]> then\n switch costume to (clayright v)\n end\n if <(Dragonet) = [Tsunami]> then\n switch costume to (tsunamiright v)\n end\n if <(Dragonet) = [Glory]> then\n switch costume to (gloryright v)\n end\n if <(Dragonet) = [Starflight]> then\n switch costume to (starflightright v)\n end\n if <(Dragonet) = [Sunny]> then\n switch costume to (sunnyright v)\n end\nend\n\nwhen [left arrow v] key pressed\nif <(Controls?) = [Yes]> then\n if <(Dragonet) = [Clay]> then\n switch costume to (clayleft v)\n end\n if <(Dragonet) = [Tsunami]> then\n switch costume to (tsunamileft v)\n end\n if <(Dragonet) = [Glory]> then\n switch costume to (gloryleft v)\n end\n if <(Dragonet) = [Starflight]> then\n switch costume to (starflightleft v)\n end\n if <(Dragonet) = [Sunny]> then\n switch costume to (sunnyleft v)\n end\nend\n\nwhen backdrop switches to [throneroom v]\nif <(Dragonet) = [Clay]> then\n switch costume to (clayright v)\nend\nif <(Dragonet) = [Tsunami]> then\n switch costume to (tsunamiright v)\nend\nif <(Dragonet) = [Glory]> then\n switch costume to (gloryright v)\nend\nif <(Dragonet) = [Starflight]> then\n switch costume to (starflightright v)\nend\nif <(Dragonet) = [Sunny]> then\n switch costume to (sunnyright v)\nend\ngo to x: (-175) y: (-135)\nif <(Done) = [1]> then\n broadcast (End v)\nend\n\nwhen backdrop switches to [cavesoutside v]\nif <(Dragonet) = [Clay]> then\n switch costume to (clayright v)\nend\nif <(Dragonet) = [Tsunami]> then\n switch costume to (tsunamiright v)\nend\nif <(Dragonet) = [Glory]> then\n switch costume to (gloryright v)\nend\nif <(Dragonet) = [Starflight]> then\n switch costume to (starflightright v)\nend\nif <(Dragonet) = [Sunny]> then\n switch costume to (sunnyright v)\nend\ngo to x: (-175) y: (-135)\n\nwhen I receive [start platformer v]\nglide (.5) secs to x: (-95) y: (-60)\nwait (.1) seconds\nglide (1) secs to x: (100) y: (-60)\nswitch backdrop to (cavesinside v)\ngo to x: (-200) y: (-101)\nset [level # v] to [1]\nbroadcast (Message v)\n\nwhen I receive [controls v]\nset [controls? v] to [Yes]\nforever\n platform gravity: [-1] jump height: [15] side movement speed: [3] friction: [.7] slope: [8]\nend\n\nwhen I receive [start platformer v]\nforever\n if <<touching (edge v)?> and <(Edge) = [Yes]>> then\n broadcast (NextLevel v)\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nif <(Level #) = [2]> then\n go to x: (-200) y: (-101)\nend\nif <(Level #) = [3]> then\n go to x: (-200) y: (3)\nend\nif <(Level #) = [4]> then\n go to x: (-200) y: (3)\nend\nif <(Level #) = [5]> then\n go to x: (-200) y: (54)\nend\nif <(Level #) = [6]> then\n go to x: (-200) y: (-48)\nend\nif <(Level #) = [7]> then\n go to x: (-200) y: (-91)\nend\nif <(Level #) = [8]> then\n go to x: (-200) y: (-91)\nend\nif <(Level #) = [9]> then\n go to x: (-200) y: (-91)\nend\nif <(Level #) = [10]> then\n go to x: (-200) y: (-91)\nend\nbroadcast (NextLevel! v)\n\nwhen I receive [nextlevel! v]\nforever\n if <<touching (edge v)?> and <(Edge) = [Yes]>> then\n if <(Level #) = [10]> then\n broadcast (Done v)\n stop [this script v]\n end\n if <(Random2) = [No]> then\n broadcast (NextLevel v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start platformer v]\nforever\n if <touching (poison v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen I receive [restart v]\nif <(Dragonet) = [Clay]> then\n switch costume to (clayright v)\nend\nif <(Dragonet) = [Tsunami]> then\n switch costume to (tsunamiright v)\nend\nif <(Dragonet) = [Glory]> then\n switch costume to (gloryright v)\nend\nif <(Dragonet) = [Starflight]> then\n switch costume to (starflightright v)\nend\nif <(Dragonet) = [Sunny]> then\n switch costume to (sunnyright v)\nend\nif <(Level #) = [1]> then\n go to x: (-200) y: (-101)\nend\nif <(Level #) = [2]> then\n go to x: (-200) y: (-101)\nend\nif <(Level #) = [3]> then\n go to x: (-200) y: (3)\nend\nif <(Level #) = [4]> then\n go to x: (-200) y: (3)\nend\nif <(Level #) = [5]> then\n go to x: (-200) y: (54)\nend\nif <(Level #) = [6]> then\n go to x: (-200) y: (-48)\nend\nif <(Level #) = [7]> then\n go to x: (-200) y: (-91)\nend\nif <(Level #) = [8]> then\n go to x: (-200) y: (-91)\nend\nif <(Level #) = [9]> then\n go to x: (-200) y: (-91)\nend\nif <(Level #) = [10]> then\n go to x: (-200) y: (-91)\nend\n\nwhen I receive [start platformer v]\nforever\n if <touching (coin v)?> then\n broadcast (Coin v)\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel! v]\nforever\n if <touching (coin v)?> then\n broadcast (Coin v)\n stop [this script v]\n end\nend\n\nwhen I receive [controls v]\nforever\n if <(Level #) = [6]> then\n if <touching (blockcrusher v)?> then\n broadcast (Restart v)\n end\n end\nend\n\nwhen I receive [controls v]\nforever\n if <(Level #) = [7]> then\n if <touching (missles v)?> then\n broadcast (Restart v)\n end\n end\nend\n\nwhen I receive [controls v]\nwait until <(Level #) = [8]>\nset [random2 v] to [Yes]\nwait until <(Level #) = [9]>\nset [random2 v] to [Yes]\nwait until <(Level #) = [10]>\nset [random2 v] to [Yes]\n\nwhen I receive [done v]\ngo to x: (20) y: (-70)\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\nset [done v] to [1]\nset [controls? v] to [No]\nset [clickable v] to [1]\n\nwhen I receive [done2 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [restart v]\nforever\n if <touching (coin v)?> then\n broadcast (Coin v)\n stop [this script v]\n end\nend\n\nwhen I receive [walk1 v]\nif <(Controls?) = [Yes]> then\n if <(Dragonet) = [Clay]> then\n switch costume to (clayleft v)\n end\n if <(Dragonet) = [Tsunami]> then\n switch costume to (tsunamileft v)\n end\n if <(Dragonet) = [Glory]> then\n switch costume to (gloryleft v)\n end\n if <(Dragonet) = [Starflight]> then\n switch costume to (starflightleft v)\n end\n if <(Dragonet) = [Sunny]> then\n switch costume to (sunnyleft v)\n end\nend\n\nwhen I receive [walk2 v]\nif <(Controls?) = [Yes]> then\n if <(Dragonet) = [Clay]> then\n switch costume to (clayright v)\n end\n if <(Dragonet) = [Tsunami]> then\n switch costume to (tsunamiright v)\n end\n if <(Dragonet) = [Glory]> then\n switch costume to (gloryright v)\n end\n if <(Dragonet) = [Starflight]> then\n switch costume to (starflightright v)\n end\n if <(Dragonet) = [Sunny]> then\n switch costume to (sunnyright v)\n end\nend\n\nwhen [space v] key pressed\nif <(Dragonet) = [Clay]> then\n set [dragonet v] to [Tsunami]\n set size to (115) %\n if < (costume [name v]) contains [Right]?> then\n switch costume to (tsunamiright v)\n end\n if < (costume [name v]) contains [Left]?> then\n switch costume to (tsunamileft v)\n end\n stop [this script v]\nend\nif <(Dragonet) = [Tsunami]> then\n set [dragonet v] to [Glory]\n set size to (110) %\n if < (costume [name v]) contains [Right]?> then\n switch costume to (gloryright v)\n end\n if < (costume [name v]) contains [Left]?> then\n switch costume to (gloryleft v)\n end\n stop [this script v]\nend\nif <(Dragonet) = [Glory]> then\n set [dragonet v] to [Starflight]\n set size to (110) %\n if < (costume [name v]) contains [Right]?> then\n switch costume to (starflightright v)\n end\n if < (costume [name v]) contains [Left]?> then\n switch costume to (starflightleft v)\n end\n stop [this script v]\nend\nif <(Dragonet) = [Starflight]> then\n set [dragonet v] to [Sunny]\n set size to (110) %\n if < (costume [name v]) contains [Right]?> then\n switch costume to (sunnyright v)\n end\n if < (costume [name v]) contains [Left]?> then\n switch costume to (sunnyleft v)\n end\n stop [this script v]\nend\nif <(Dragonet) = [Sunny]> then\n set [dragonet v] to [Clay]\n set size to (120) %\n if < (costume [name v]) contains [Right]?> then\n switch costume to (clayright v)\n end\n if < (costume [name v]) contains [Left]?> then\n switch costume to (clayleft v)\n end\n stop [this script v]\nend\n\nwhen I receive [dragon v]\nif <(Dragonet) = [Clay]> then\n set [dragonet v] to [Tsunami]\n set size to (115) %\n if < (costume [name v]) contains [Right]?> then\n switch costume to (tsunamiright v)\n end\n if < (costume [name v]) contains [Left]?> then\n switch costume to (tsunamileft v)\n end\n stop [this script v]\nend\nif <(Dragonet) = [Tsunami]> then\n set [dragonet v] to [Glory]\n set size to (110) %\n if < (costume [name v]) contains [Right]?> then\n switch costume to (gloryright v)\n end\n if < (costume [name v]) contains [Left]?> then\n switch costume to (gloryleft v)\n end\n stop [this script v]\nend\nif <(Dragonet) = [Glory]> then\n set [dragonet v] to [Starflight]\n set size to (110) %\n if < (costume [name v]) contains [Right]?> then\n switch costume to (starflightright v)\n end\n if < (costume [name v]) contains [Left]?> then\n switch costume to (starflightleft v)\n end\n stop [this script v]\nend\nif <(Dragonet) = [Starflight]> then\n set [dragonet v] to [Sunny]\n set size to (110) %\n if < (costume [name v]) contains [Right]?> then\n switch costume to (sunnyright v)\n end\n if < (costume [name v]) contains [Left]?> then\n switch costume to (sunnyleft v)\n end\n stop [this script v]\nend\nif <(Dragonet) = [Sunny]> then\n set [dragonet v] to [Clay]\n set size to (120) %\n if < (costume [name v]) contains [Right]?> then\n switch costume to (clayright v)\n end\n if < (costume [name v]) contains [Left]?> then\n switch costume to (clayleft v)\n end\n stop [this script v]\nend\n\n@Scarlet\n\nwhen flag clicked\ngo to x: (4) y: (-18)\nset [ghost v] effect to (100)\nswitch costume to (left v)\nhide\n\nwhen I receive [start! v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (.5) seconds\nsay [Hᴇʟʟᴏ, ᴅʀᴀɢᴏɴᴇᴛꜱ.] for [1] seconds\nsay [Iғ ʏᴏᴜ ᴡᴀɴᴛ ᴛᴏ ʙᴇ ғʀᴇᴇᴅ ғʀᴏᴍ ᴛʜᴇ Sᴋʏ Kɪɴɢᴅᴏᴍ, ʏᴏᴜ ᴡɪʟʟ ɴᴇᴇᴅ ᴛᴏ ғɪɴᴅ sᴏᴍᴇᴛʜɪɴɢ ғᴏʀ ᴍᴇ.] for [3.5] seconds\nsay [Iᴛ ɪs ᴀ ʀᴜʙʏ ɴᴇᴄᴋʟᴀᴄᴇ ᴛʜᴀᴛ ɪs ʜɪᴅᴅᴇɴ ɪɴ ᴛʜᴇ ᴍᴏᴜɴᴛᴀɪɴ ᴄᴀᴠᴇs sᴏᴍᴇᴡʜᴇʀᴇ.] for [3] seconds\nsay [Yᴏᴜ ᴡɪʟʟ ʜᴀᴠᴇ ᴛᴏ ɢᴇᴛ ᴛʜʀᴏᴜɢʜ ᴀ sᴇʀɪᴇs ᴏғ ᴘᴀssᴀɢᴇᴡᴀʏs ᴛᴏ ғɪɴᴅ ɪᴛ.] for [3] seconds\nwait (.5) seconds\nsay [Iғ ʏᴏᴜ ғɪɴᴅ ᴛʜᴇ ɴᴇᴄᴋʟᴀᴄᴇ, ʏᴏᴜ ᴡɪʟʟ ʙᴇ ꜰʀᴇᴇ.] for [2] seconds\nsay [Iғ ʏᴏᴜ ᴅᴏɴ’ᴛ, ɪ ɢᴜᴇss ʏᴏᴜ’ʟʟ ʙᴇ sᴛᴜᴄᴋ ʜᴇʀᴇ ғᴏʀᴇᴠᴇʀ.] for [2] seconds\nwait (.5) seconds\nbroadcast (Show Buttons v)\nsay [Wʜᴇɴ ʏᴏᴜ ᴀʀᴇ ʀᴇᴀᴅʏ, ᴄʟɪᴄᴋ ᴏɴ ᴛʜᴇ Mᴀᴘ ʙᴜᴛᴛᴏɴ ᴀɴᴅ ᴘʀᴇss ᴛʜᴇ Cᴀᴠᴇ.] for [2] seconds\nsay [Cᴏᴍᴇ ʙᴀᴄᴋ ᴛᴏ ᴛʜᴇ Tʜʀᴏɴᴇ Rᴏᴏᴍ ᴡʜᴇɴ ʏᴏᴜ ᴀʀᴇ ᴅᴏɴᴇ.] for [2] seconds\nset [clickable v] to [1]\n\nwhen backdrop switches to [throneroom v]\nshow\n\nwhen backdrop switches to [cavesoutside v]\nhide\n\nwhen I receive [end v]\nwait (.5) seconds\nsay [ɪ ꜱᴇᴇ ʏᴏᴜ ʜᴀᴠᴇ ꜰᴏᴜɴᴅ ᴛʜᴇ ʀᴜʙʏ ɴᴇᴄᴋʟᴀᴄᴇ.] for [1] seconds\nsay [ʜᴍ...] for [1] seconds\nwait (.5) seconds\nsay [ɪ ɢᴜᴇꜱꜱ ɪ ᴡɪʟʟ ʜᴀᴠᴇ ᴛᴏ ꜱᴇᴛ ʏᴏᴜ ꜰʀᴇᴇ.] for [1] seconds\nwait (.5) seconds\nsay [ᴅʀᴀɢᴏɴᴇᴛꜱ, ʏᴏᴜ ᴀʀᴇ ᴏꜰꜰɪᴄɪᴀʟʟʏ ꜰʀᴇᴇ ꜰʀᴏᴍ ᴛʜᴇ ꜱᴋʏ ᴋɪɴɢᴅᴏᴍ.] for [1.5] seconds\nwait (1) seconds\nbroadcast (Done2 v)\n\ndefine say (text) for (seconds) seconds\nset [currenttext v] to []\nset [textprogress v] to [0]\nrepeat (length of (text))\n say (join (CurrentText) (letter (TextProgress) of (text)))\n set [currenttext v] to (join (CurrentText) (letter (TextProgress) of (text)))\n change [textprogress v] by (1)\nend\nsay (text) for (seconds) seconds\n\nwhen I receive [done2 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [pixelate v] effect to (100)\nhide\n\nwhen backdrop switches to [cavesinside v]\nbroadcast (Controls v)\nshow\n\nwhen I receive [nextlevel v]\nnext costume\nset [level # v] to (costume [name v])\n\nwhen I receive [done v]\nhide\n\n@Poison\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [pixelate v] effect to (100)\nhide\n\nwhen I receive [start platformer v]\nforever\n if <(Level #) = [1]> then\n hide\n end\n if <(Level #) = [2]> then\n hide\n end\n if <(Level #) = [3]> then\n switch costume to (normal v)\n show\n end\n if <(Level #) = [4]> then\n switch costume to (normal v)\n show\n end\n if <(Level #) = [5]> then\n show\n end\n if <(Level #) = [6]> then\n hide\n end\n if <(Level #) = [7]> then\n hide\n end\n if <(Level #) = [8]> then\n hide\n end\n if <(Level #) = [9]> then\n hide\n end\n if <(Level #) = [10]> then\n hide\n end\nend\n\nwhen I receive [controls v]\nforever\n if <(Level #) = [5]> then\n repeat until <(Level #) = [6]>\n switch costume to (normal v)\n wait (.5) seconds\n repeat (7)\n wait (.2) seconds\n next costume\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [controls v]\nforever\n if <(Level #) = [6]> then\n hide\n end\nend\n\n@Coin\n\nwhen flag clicked\ngo to x: (5) y: (-60)\nset [coins v] to [0]\nhide\n\nwhen I receive [controls v]\nshow\nforever\n if <(Level #) = [1]> then\n go to x: (5) y: (-60)\n end\n if <(Level #) = [2]> then\n go to x: (-18) y: (-110)\n end\n if <(Level #) = [3]> then\n go to x: (65) y: (-5)\n end\n if <(Level #) = [4]> then\n go to x: (-50) y: (70)\n end\n if <(Level #) = [5]> then\n go to x: (0) y: (50)\n end\n if <(Level #) = [6]> then\n go to x: (105) y: (-130)\n end\n if <(Level #) = [7]> then\n go to x: (0) y: (50)\n end\n if <(Level #) = [8]> then\n hide\n end\n if <(Level #) = [9]> then\n hide\n end\n if <(Level #) = [10]> then\n hide\n end\nend\n\nwhen I receive [coin v]\nchange [coins v] by (1)\nset [coin v] to [Collected]\nhide\n\nwhen I receive [nextlevel v]\nset [coin v] to [NotCollected]\nshow\n\nwhen I receive [nextlevel! v]\nset [coin v] to [NotCollected]\nshow\n\nwhen I receive [restart v]\nif <(Level #) = [1]> then\n go to x: (5) y: (-60)\nend\nif <(Level #) = [2]> then\n go to x: (-18) y: (-110)\nend\nif <(Level #) = [3]> then\n go to x: (65) y: (-5)\nend\nif <(Level #) = [4]> then\n go to x: (-50) y: (70)\nend\nif <(Level #) = [5]> then\n go to x: (0) y: (50)\nend\nif <(Level #) = [6]> then\n go to x: (105) y: (-130)\nend\nif <(Level #) = [7]> then\n go to x: (0) y: (50)\nend\nshow\nif <(Coin) = [Collected]> then\n change [coins v] by (-1)\n set [coin v] to [NotCollected]\nend\n\n@Scroll\n\nwhen flag clicked\nswitch costume to (enter v)\nset [random1 v] to [0]\ngo to x: (-185) y: (130)\ngo to [back v] layer\nhide\n\nwhen backdrop switches to [cavesoutside v]\nswitch costume to (enter v)\ngo to x: (-185) y: (130)\nshow\n\nwhen backdrop switches to [throneroom v]\nhide\n\nwhen this sprite clicked\nif <(Random1) = [0]> then\n broadcast (Start Platformer v)\n set [random1 v] to [1]\n hide\nend\n\nwhen backdrop switches to [cavesinside v]\nshow\ngo to x: (-185) y: (110)\nswitch costume to (1 v)\n\nwhen I receive [message v]\nforever\n switch costume to (Level #)\nend\n\nwhen I receive [done v]\nhide\n\n@Map\n\nwhen flag clicked\ngo to x: (207) y: (141)\nswitch costume to (button v)\nhide\n\nwhen I receive [show buttons v]\nshow\n\nwhen this sprite clicked\nif <(Clickable) = [1]> then\n broadcast (Show Map v)\nend\n\nwhen I receive [show map v]\nswitch costume to (map v)\ngo to x: (0) y: (0)\n\nwhen I receive [hide map v]\ngo to x: (207) y: (141)\nswitch costume to (button v)\n\nwhen I receive [start platformer v]\nset [clickable v] to [0]\nhide\n\nwhen backdrop switches to [cavesoutside v]\nshow\n\nwhen I receive [start platformer v]\nset [clickable v] to [0]\n\nwhen backdrop switches to [cavesinside v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen I receive [done2 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Edge\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [cavesinside v]\nshow\n\nwhen backdrop switches to [cavesoutside v]\nhide\n\nwhen backdrop switches to [throneroom v]\nhide\n\nwhen I receive [done v]\nhide\n\n@ThoneRoom\n\nwhen flag clicked\ngo to x: (-25) y: (-70)\nhide\n\nwhen I receive [show map v]\nshow\n\nwhen I receive [hide map v]\nhide\n\nwhen this sprite clicked\nbroadcast (Hide Map v)\nswitch backdrop to (throneroom v)\n\n@Caves\n\nwhen flag clicked\ngo to x: (20) y: (0)\nhide\n\nwhen I receive [show map v]\nshow\n\nwhen I receive [hide map v]\nhide\n\nwhen this sprite clicked\nbroadcast (Hide Map v)\nswitch backdrop to (cavesoutside v)\n\n@MapX\n\nwhen flag clicked\ngo to x: (60) y: (-90)\nhide\n\nwhen I receive [show map v]\nshow\n\nwhen this sprite clicked\nbroadcast (Hide Map v)\n\nwhen I receive [hide map v]\nhide\n\n@Chunks\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (3) layers\nset [pixelate v] effect to (75)\nswitch costume to (outside v)\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [throneroom v]\nhide\n\nwhen backdrop switches to [cavesoutside v]\nshow\n\nwhen backdrop switches to [cavesinside v]\nhide\n\nwhen I receive [controls v]\nswitch costume to (cave v)\ngo to [front v] layer\nwait until <(Level #) = [9]>\nset [pixelate v] effect to (50)\nshow\nwait until <(Level #) = [10]>\nshow\nswitch costume to (treasurechest v)\ngo to x: (171) y: (-69)\nset size to (50) %\nset [pixelate v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [keyfound v]\nhide\n\nwhen I receive [rubynecklace v]\nwait (.2) seconds\nhide\n\n@LevelBlock\n\nwhen flag clicked\ngo to x: (-90) y: (-80)\nset [pixelate v] effect to (100)\nhide\n\nwhen I receive [controls v]\nforever\n if <(Level #) = [4]> then\n show\n repeat until <(Level #) = [5]>\n glide (2) secs to x: (90) y: (-80)\n wait (.5) seconds\n hide\n go to x: (-90) y: (-80)\n wait (.1) seconds\n show\n end\n else\n hide\n end\nend\n\nwhen I receive [controls v]\nforever\n if <(Level #) = [5]> then\n hide\n end\nend\n\n@BlockCrusher\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [pixelate v] effect to (100)\nhide\n\nwhen I receive [controls v]\nforever\n if <(Level #) = [6]> then\n repeat until <(Level #) = [7]>\n hide\n switch costume to (1 v)\n wait (.5) seconds\n show\n repeat (6)\n wait (.3) seconds\n next costume\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [controls v]\nforever\n if <(Level #) = [7]> then\n hide\n end\nend\n\n@Symbols/Coins\n\nwhen flag clicked\nset [pixelate v] effect to (35)\ngo to x: (5) y: (50)\nswitch costume to (symbol v)\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n if <(Level #) = [1]> then\n show\n end\n if <(Level #) = [2]> then\n hide\n end\n if <(Level #) = [9]> then\n hide\n end\nend\n\nwhen I receive [checkcoins v]\nset [pixelate v] effect to (0)\nwait (.5) seconds\nswitch costume to (0 v)\nshow\nif <(Coins) = [0]> then\n switch costume to (0 v)\nend\nif <(Coins) = [1]> then\n next costume\nend\nif <(Coins) = [2]> then\n repeat (2)\n next costume\n wait (.5) seconds\n end\nend\nif <(Coins) = [3]> then\n repeat (3)\n next costume\n wait (.5) seconds\n end\nend\nif <(Coins) = [4]> then\n repeat (4)\n next costume\n wait (.5) seconds\n end\nend\nif <(Coins) = [5]> then\n repeat (5)\n next costume\n wait (.5) seconds\n end\nend\nif <(Coins) = [6]> then\n repeat (6)\n next costume\n wait (.5) seconds\n end\nend\nif <(Coins) = [7]> then\n repeat (7)\n next costume\n wait (.5) seconds\n end\nend\nif <(Coins) = [7]> then\n broadcast (Enough v)\nelse\n broadcast (NotEnough v)\nend\nwait (1) seconds\nhide\n\n@Missles\n\nwhen flag clicked\nset [pixelate v] effect to (100)\nhide\n\nwhen I receive [controls v]\nforever\n if <(Level #) = [8]> then\n hide\n end\nend\n\nwhen I receive [controls v]\nforever\n if <(Level #) = [7]> then\n repeat until <(Level #) = [8]>\n hide\n go to x: (252) y: (pick random (170) to (-170))\n wait (.5) seconds\n show\n glide (1) secs to x: (-252) y: (y position)\n end\n end\nend\n\n@Key\n\nwhen I receive [controls v]\nwait until <(Level #) = [9]>\nshow\nwait until <(Level #) = [10]>\nhide\n\nwhen flag clicked\ngo to x: (34) y: (-40)\ngo to [back v] layer\nhide\n\nwhen this sprite clicked\nglide (.5) secs to x: (210) y: (145)\nset [random2 v] to [No]\nbroadcast (KeyFound v)\n\n@CheckCoins\n\nwhen flag clicked\ngo to x: (165) y: (115)\nset [brightness v] effect to (90)\nhide\n\nwhen I receive [controls v]\nwait until <(Level #) = [8]>\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (CheckCoins v)\n\n@CoinChecker\n\nwhen flag clicked\nhide\ngo to x: (40) y: (237)\nforever\n if <(costume [name v]) = [Enough]> then\n set [pixelate v] effect to (25)\n else\n set [pixelate v] effect to (0)\n end\n if <<(costume [name v]) = [Enough]> or <(costume [name v]) = [NotEnough]>> then\n go to x: (40) y: (237)\n set size to (100) %\n end\n if <(Level #) = [9]> then\n hide\n end\nend\n\nwhen I receive [enough v]\nswitch costume to (enough v)\nwait (.5) seconds\nshow\nset [random2 v] to [No]\nwait (.5) seconds\nhide\nwait (.5) seconds\ngo to x: (185) y: (110)\nset size to (50) %\nswitch costume to (enoughmessage v)\nshow\n\nwhen I receive [notenough v]\nswitch costume to (notenough v)\nwait (.5) seconds\nshow\nwait (.5) seconds\nhide\nwait (.5) seconds\ngo to x: (185) y: (110)\nset size to (50) %\nswitch costume to (notenoughmessage v)\nshow\n\n@Treasure Chest closed 254x254\n\nwhen I receive [controls v]\nwait until <(Level #) = [10]>\nset [edge v] to [No]\nshow\n\nwhen flag clicked\ngo to x: (170) y: (-69)\nswitch costume to (closed v)\nhide\n\nwhen I receive [rubynecklace v]\nwait (.5) seconds\nswitch costume to (open v)\nwait (1) seconds\nset [edge v] to [Yes]\n\nwhen I receive [done v]\nhide\n\n@RubyNecklace\n\nwhen flag clicked\ngo to x: (174) y: (-99)\nswitch costume to (1 v)\nhide\n\nwhen I receive [rubynecklace v]\nwait (.5) seconds\nshow\nglide (.5) secs to x: (174) y: (50)\nswitch costume to (2 v)\nset [random2 v] to [No]\n\nwhen I receive [done v]\nswitch costume to (1 v)\ngo to x: (-205) y: (137)\n\nwhen I receive [done2 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@HeartButton\n\nwhen flag clicked\nset [pixelate v] effect to (35)\ngo to x: (136) y: (-17)\nhide\n\nwhen I receive [rubynecklace v]\nhide\n\nwhen this sprite clicked\nbroadcast (Heart v)\n\nwhen I receive [controls v]\nwait until <(Level #) = [10]>\nshow\n\n@CircleButton\n\nwhen flag clicked\nset [pixelate v] effect to (35)\ngo to x: (198) y: (-17)\nhide\n\nwhen I receive [rubynecklace v]\nhide\n\nwhen I receive [controls v]\nwait until <(Level #) = [10]>\nshow\n\nwhen this sprite clicked\nbroadcast (Circle v)\n\n@StarButton\n\nwhen flag clicked\nset [pixelate v] effect to (35)\ngo to x: (198) y: (-17)\nhide\n\nwhen I receive [rubynecklace v]\nhide\n\nwhen I receive [controls v]\nwait until <(Level #) = [10]>\nshow\n\nwhen this sprite clicked\nbroadcast (Star v)\n\n@ComboBox\n\nwhen flag clicked\ngo to x: (160) y: (7)\nhide\n\nwhen I receive [donecombo v]\nwait (.5) seconds\nif <<(Combo1) = [S]> and <<(Combo2) = [H]> and <(Combo3) = [C]>>> then\n broadcast (CorrectCombo v)\nelse\n broadcast (IncorrectCombo v)\nend\n\nwhen I receive [rubynecklace v]\nhide\n\nwhen I receive [controls v]\nwait until <(Level #) = [10]>\nset [combonumber v] to [1]\nset [combo1 v] to [0]\nset [combo2 v] to [0]\nset [combo3 v] to [0]\nshow\n\n@ComboShape1\n\nwhen flag clicked\nset [pixelate v] effect to (35)\ngo to x: (104) y: (12)\nhide\n\nwhen I receive [heart v]\nif <(ComboNumber) = [1]> then\n switch costume to (heart v)\n show\n set [combonumber v] to [2]\n set [combo1 v] to [H]\nend\n\nwhen I receive [star v]\nif <(ComboNumber) = [1]> then\n switch costume to (star v)\n show\n set [combonumber v] to [2]\n set [combo1 v] to [S]\nend\n\nwhen I receive [circle v]\nif <(ComboNumber) = [1]> then\n switch costume to (circle v)\n show\n set [combonumber v] to [2]\n set [combo1 v] to [C]\nend\n\nwhen I receive [incorrectcombo v]\nwait (.6) seconds\nhide\n\nwhen I receive [rubynecklace v]\nhide\n\n@ComboShape2\n\nwhen flag clicked\nset [pixelate v] effect to (35)\ngo to x: (139) y: (12)\nhide\n\nwhen I receive [heart v]\nif <(ComboNumber) = [2]> then\n switch costume to (heart v)\n show\n set [combonumber v] to [3]\n set [combo2 v] to [H]\nend\n\nwhen I receive [star v]\nif <(ComboNumber) = [2]> then\n switch costume to (star v)\n show\n set [combonumber v] to [3]\n set [combo2 v] to [S]\nend\n\nwhen I receive [rubynecklace v]\nhide\n\nwhen I receive [circle v]\nif <(ComboNumber) = [2]> then\n switch costume to (circle v)\n show\n set [combonumber v] to [3]\n set [combo2 v] to [C]\nend\n\nwhen I receive [incorrectcombo v]\nwait (.6) seconds\nhide\n\n@ComboShape3\n\nwhen flag clicked\nset [pixelate v] effect to (35)\ngo to x: (172) y: (12)\nhide\n\nwhen I receive [heart v]\nif <(ComboNumber) = [3]> then\n switch costume to (heart v)\n show\n broadcast (DoneCombo v)\n set [combo3 v] to [H]\nend\n\nwhen I receive [star v]\nif <(ComboNumber) = [3]> then\n switch costume to (star v)\n show\n broadcast (DoneCombo v)\n set [combo3 v] to [S]\nend\n\nwhen I receive [rubynecklace v]\nhide\n\nwhen I receive [circle v]\nif <(ComboNumber) = [3]> then\n switch costume to (circle v)\n show\n broadcast (DoneCombo v)\n set [combo3 v] to [C]\nend\n\nwhen I receive [incorrectcombo v]\nwait (.6) seconds\nhide\n\n@ComboChecker\n\nwhen flag clicked\ngo to x: (170) y: (80)\nhide\nforever\n if <(costume [number v]) = [2]> then\n set [pixelate v] effect to (25)\n end\n if <(costume [number v]) = [1]> then\n set [pixelate v] effect to (0)\n end\nend\n\nwhen I receive [incorrectcombo v]\nswitch costume to (incorrect v)\nshow\nwait (.5) seconds\nhide\nset [combonumber v] to [1]\n\nwhen I receive [correctcombo v]\nswitch costume to (correct v)\nshow\nwait (.5) seconds\nhide\nwait (.2) seconds\nbroadcast (RubyNecklace v)\n\n@Arrow1\n\nwhen this sprite clicked\ngo to [front v] layer\nset [walk1 v] to [1]\nbroadcast (Walk1 v)\nwait (.1) seconds\nset [walk1 v] to [0]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (137) y: (-152)\nset [pixelate v] effect to (30)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [cavesinside v]\ngo to [front v] layer\nshow\n\n@Arrow2\n\nwhen this sprite clicked\ngo to [front v] layer\nset [walk2 v] to [1]\nbroadcast (Walk2 v)\nwait (.1) seconds\nset [walk2 v] to [0]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (202) y: (-152)\nset [pixelate v] effect to (30)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [cavesinside v]\ngo to [front v] layer\nshow\n\n@Arrow3\n\nwhen this sprite clicked\ngo to [front v] layer\nset [walk3 v] to [1]\nwait (.1) seconds\nset [walk3 v] to [0]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (168) y: (-112)\nset [pixelate v] effect to (30)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [cavesinside v]\ngo to [front v] layer\nshow\n\n@Reset\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\nwhen flag clicked\ngo to x: (-209) y: (-160)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [cavesinside v]\ngo to [front v] layer\nshow\n\n@Dragonet\n\nwhen this sprite clicked\nbroadcast (Dragon v)\n\nwhen flag clicked\ngo to x: (-167) y: (-159)\nset [pixelate v] effect to (20)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [cavesinside v]\ngo to [front v] layer\nshow\n\n
★ Welcome to Wings Of Fire Platformer! ★\n\nNOTICES:\n↳ Mobile controls added!\n\nHOW TO PLAY:\n↳ In this platformer, you are Clay, trapped in the Queen Scarlet's palace. In order to be set free, you need to find a ruby necklace that is hidden deep in the mountain caves.\n↳ There are 10 levels, and each one has a coin to collect and a scroll explaining how to complete it.\n↳ At the end of the platformer, you get the ruby necklace! Bring it to Queen Scarlet and she will set you free.\n\nCONTROLS:\n↳ Right arrow to move right.\n↳ Left arrow to move left.\n↳ Up arrow to jump.\n↳ Space key to switch dragonets.\n↳ If on mobile, press buttons at the bottom of the screen.\n\nRULES:\n↳ You cannot move/click any buttons when someone is talking.\n↳ If you touch the poison in a level with it, you have to restart the level.\n↳ Make sure to collect the coins in each level!\n↳ Pay attention to the symbols in the first level!\n↳ You can use your head/tail to hook on and jump onto things.\n\nMORE INFORMATION:\n↳ You don't have to know Wings Of Fire to play this game.\n↳ This game contains 0 spoilers for the Wings Of Fire series!\n↳ If you have any questions/suggestions/feedback, feel free to comment!\n↳ Let me know if you want a skip button! I didn't feel it was necessary but if you would like one, comment and I will make one.\n\nOTHER NOTES:\n↳ I recommend playing in full screen!\n↳ If you find any bugs/glitches, please let me know!\n↳ Fonts form fontmeme.com.\n↳ Images from Google.\n↳ Code is 99% by me!\n\n★ Have fun! ★\n#wingsoffire #platformer #adventure
Among Dream Platformer Tutorial #All #Games #Tutorials
@Stage\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n set [☁ fastest time v] to (☁ Fastest Time)\nend\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)?> or <touching (plaform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (w v) pressed?> or <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 <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\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) * (0.9))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n 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 [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # [1] go to x, y: [-150] [55]\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\n set [ghost v] effect to (0)\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\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 - 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\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\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 [lose life v]\nbroadcast (song v)\nswitch costume to (maroon dead 1 v)\nstop [other scripts in sprite v]\nstart sound [Kill v]\nrepeat (9)\n set size to (40) %\n wait (0.1) seconds\n next costume\nend\nset size to (70) %\nbroadcast (RESET v)\nReset and Begin Level\n\nwhen flag clicked\nset [time v] to [0]\nset [gravity v] to [-0.5]\nset [jump force v] to [16]\nset [jump duration v] to [5]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nReset and Begin Level\n\n@Plaform\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [1]> then\n show\n Animate Platform\nend\n\ndefine Animate Platform\ngo to x: (9) y: (-52)\npoint in direction (90)\nforever\n glide (1) secs to x: (173) y: (93)\n wait (1) seconds\n glide (1) secs to x: (105) y: (-50)\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\nsay ((new x) - (last x))\n\nset [☁ fastest time v] to [0]\n\n@Sprite2\n\nwhen flag clicked\nset [time v] to [0]\nset [ghost v] effect to (50)\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (-10)\ngo to [front v] layer\n\nwhen I receive [change scene v]\nshow\ngo to [front v] layer\nswitch costume to (blank v)\nswitch costume to (join [L] (SCENE #))\n\n@Sprite1\n\nwhen I receive [end v]\nset size to (100) %\nswitch costume to (costume2 v)\nshow\nrepeat (14)\n wait (0.1) seconds\n go to [front v] layer\n next costume\nend\nset [level # v] to [1]\nbroadcast (check v)\nwait (5) seconds\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen I receive [check v]\nforever\n if <(time) < (☁ Fastest Time)> then\n set [☁ fastest time v] to (time)\n end\nend\n\nwait (1) seconds\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 [L] (SCENE #))\n\nwhen flag clicked\nforever\n change [time v] by (1)\n wait (1) seconds\n if <(SCENE #) = [8]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(SCENE #) = [11]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\nset [☁ fastest time v] to [0]\n\n@music\n\ndefine Pause\nset volume to (0) %\nset [pitch v] effect to ((0) - ([e ^ v] of (10000) ))\n\nwhen I receive [reset v]\nPlay\n\ndefine Play\nset volume to (100) %\nset [pitch v] effect to (0)\n\nwhen flag clicked\nforever\n play sound [Cave Background v] until done\nend\n\nwhen I receive [song v]\nPause\n\n@level bg\n\nwhen flag clicked\nswitch costume to (l1 v)\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 (join [L] (SCENE #))\nset [gravity v] to [-1.1]\n\nforever\n\n@touch the inposters\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@sound effects\n\nwhen I receive [tick - level v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [tick - level v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset [player x v] to (x)\nset [player y v] to (y)\n\ndefine Player Movement\nif <(Spawning) = [0]> then\n switch costume to (() + (193))\n if <(MOBILE MODE) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n Try Move [0] [5]\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n Try Move [0] [-5]\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Try Move [-5] [0]\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Try Move [5] [0]\n point in direction (90)\n end\n if <(JY) > [0]> then\n Try Move [0] ((JY) / (4))\n end\n if <(JY) < [0]> then\n Try Move [0] ((JY) / (4))\n end\n if <(JX) < [0]> then\n Try Move ((JX) / (4)) [0]\n point in direction (-90)\n end\n if <(JX) > [0]> then\n Try Move ((JX) / (4)) [0]\n point in direction (90)\n end\n end\nend\n\ndefine Try Move (dx) (dy)\nset [ghost v] effect to (100)\nswitch costume to (blank v)\ngo to x: (((x) + (dx)) - (SCROLL X)) y: (((y) + (dy)) - (SCROLL Y))\nif <((x) + (dx)) > (x)> then\n set [direction v] to [Left]\nelse\n if <((x) + (dx)) < (x)> then\n set [direction v] to [Right]\n else\n if <((y) + (dy)) < (y)> then\n set [direction v] to [Down]\n else\n if <((y) + (dy)) > (y)> then\n set [direction v] to [Up]\n end\n end\n end\nend\nif <(Move?) = [1]> then\n if <(Task Open) = [0]> then\n if <<not <touching (blocks v)?>> and <not <touching (walls v)?>>> then\n change [x v] by (dx)\n change [y v] by (dy)\n set [player x v] to (x)\n set [player y v] to (y)\n end\n end\nend\nset [ghost v] effect to (0)\nswitch costume to (round (Player Costume))\n\nwhen I receive [tick - player v]\nif <(MOBILE MODE) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n Try Move [0] [5]\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n Try Move [0] [-5]\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Try Move [-5] [0]\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Try Move [5] [0]\n point in direction (90)\n end\nelse\n if <(JY) > [0]> then\n Try Move [0] ((JY) / (4))\n end\n if <(JY) < [0]> then\n Try Move [0] ((JY) / (4))\n end\n if <(JX) < [0]> then\n Try Move ((JX) / (4)) [0]\n point in direction (-90)\n end\n if <(JX) > [0]> then\n Try Move ((JX) / (4)) [0]\n point in direction (90)\n end\nend\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (16)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (16)))\nif <(Hide) = [0]> then\n if <<<not <(JX) = [0]>> or <not <(JY) = [0]>>> or <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>> or <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>>> then\n change [player costume v] by (0.6)\n if <(Player Costume) > [13]> then\n set [player costume v] to [2]\n end\n else\n set [player costume v] to [14]\n switch costume to (round (Player Costume))\n end\nend\nif <not <(Hide) = [0]>> then\n set [ghost v] effect to (0)\n switch costume to (lime idle v)\nelse\n set [ghost v] effect to (0)\n switch costume to (round (Player Costume))\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> then\n if <(Task Open) = [0]> then\n if < (Location) contains [MINECRAFT]?> then\n start sound (pick random (1) to (4))\n else\n start sound (pick random (5) to (8))\n end\n end\nend\n\nwhen flag clicked\nset [spawning v] to [0]\nset [inmenu? v] to [1]\nset [mobile mode v] to [0]\nhide variable [mobile mode v]\nset [player costume v] to [1]\nset [move? v] to [0]\nset [ingame? v] to [0]\nset [ghost v] effect to (100)\n\nwhen I receive [leave game v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start match v]\nset [x v] to [-23]\nset [y v] to [-68]\nset [scroll x v] to [-23]\nset [scroll y v] to [-68]\nset [player x v] to [-23]\nset [player y v] to [-68]\n\nwhen I receive [tick - level v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [begin game v]\nset volume to (40) %\nset [tasks completed v] to [0]\nshow\nset [hide cooldown v] to [0]\nset [location v] to [MINECRAFT 2]\npoint in direction (90)\nset [hide v] to [0]\nset [hearts v] to [3]\nset [x v] to [-1693]\nset [y v] to [-838]\nset [scroll x v] to [-1693]\nset [scroll y v] to [-838]\nset [end? v] to [0]\nset rotation style [left-right v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nset size to ((7.14285714) * (SCALE:)) %\ngo to x: (0) y: (0)\nset [move? v] to [1]\nrepeat until <(END?) = [1]>\n broadcast (tick - hide block v)\n broadcast (tick - hunters v)\n show\n broadcast (tick - player v)\n broadcast (Move Map v)\n broadcast (tick - level v)\n broadcast (tick - show block v)\n broadcast (tick - task objects v)\n broadcast (tick - front buttons v)\n broadcast (tick - tasks v)\n broadcast (tick - inventory numbers v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nbroadcast (Hide Stand v)\nset [hide v] to [10]\nrepeat until <(Hide) = [0]>\n wait (1) seconds\n change [hide v] by (-1)\nend\nset [hide cooldown v] to [25]\nrepeat until <(Hide Cooldown) = [0]>\n wait (1) seconds\n change [hide cooldown v] by (-1)\nend\n\nwhen I receive [hide v]\nset [hide v] to [10]\nrepeat until <(Hide) = [0]>\n set [player costume v] to [15]\nend\n\nwhen I receive [tick - front buttons v]\nif <not <(Hide) = [0]>> then\n switch costume to (invisible v)\nend\n\nwhen I receive [main menu v]\nrepeat (10)\n hide\nend\n\nwhen I receive [begin game v]\nset [end? v] to [0]\nset [time - hours v] to [00]\nset [time - minutes v] to [00]\nset [time - seconds v] to [00]\nrepeat until <(END?) = [1]>\n wait (1) seconds\n change [time - seconds v] by (1)\n if <(TIME - Seconds) = [60]> then\n set [time - seconds v] to [0]\n change [time - minutes v] by (1)\n if <(TIME - Minutes) = [60]> then\n set [time - minutes v] to [0]\n change [time - hours v] by (1)\n if <(TIME - Hours) > [98]> then\n stop [all v]\n end\n end\n end\n if <(length of (TIME - Seconds)) = [1]> then\n set [time - seconds v] to (join [0] (TIME - Seconds))\n end\n if <(length of (TIME - Minutes)) = [1]> then\n set [time - minutes v] to (join [0] (TIME - Minutes))\n end\n if <(length of (TIME - Hours)) = [1]> then\n set [time - hours v] to (join [0] (TIME - Hours))\n end\nend\n\n@Mouse\n\nwhen flag clicked\nforever\n set size to (60) %\n go to [front v] layer\n go to x: ((mouse x) - (-6)) y: ((mouse y) - (16))\nend\n\nwhen I receive [tick - inventory numbers v]\ngo to [front v] layer\n\n
arrow keys or wads\ndon't touch the imposters\n\n ★★★★ Griffpatch Fan Art ★★★★ \nhttps://scratch.mit.edu/projects/571943269/\n\n\nEdit: #4 tutorials ?! #28 on games?!
Misty Islands || A Scrolling Platformer || Contest Entry
@Stage\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<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 [scroll x v] to (sp-x)\nset [scroll y v] to (sp-y)\nset [x v] to (sp-x)\nset [y v] to (sp-y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <<key (any v) pressed?> and <mouse down?>>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\n\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 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 [back v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen flag clicked\nforever\n play sound [fly-away-feat-anjulie v] until done\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [200]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-100]\n Clone at x: [250] y: [-150]\n Clone at x: [250] y: [-150]\n Clone at x: [250] y: [-150]\n Clone at x: [360] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [-480] y: [0]\n Clone at x: [-480] y: [0]\n Clone at x: [-7495] y: [-1350]\n Clone at x: [0] y: [325]\n Clone at x: [0] y: [325]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-200]\n Clone at x: [480] y: [-200]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\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]\n Clone at x: [720] y: [0]\n Clone at x: [2170] y: [93]\n Clone at x: [1250] y: [-15]\n Clone at x: [9248] y: [130]\n Clone at x: [3396] y: [1166]\n Clone at x: [6291] y: [690]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [danger: x v] to (x)\nset [danger: y v] to (y)\nnext costume\n\nchange [danger: x v] by (360)\nchange [danger: y v] by (360)\n\nClone at x: [2179] y: [93]\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (5) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-50]\n Clone at x: [7262] y: [680]\n Clone at x: [9784] y: [130]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\nhide variable [collected idk why but there was a glitch so i have to change it now tot v]\n\nwhen I receive [tick v]\nshow variable [collected idk why but there was a glitch so i have to change it now tot v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n broadcast (plus v)\n change [collected idk why but there was a glitch so i have to change it now tot v] by (1)\n delete this clone\nend\n\nwhen I receive [connected v]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-100] y: [63]\n Clone at x: [-27] y: [63]\n Clone at x: [37] y: [63]\n Clone at x: [480] y: [180]\n Clone at x: [935] y: [180]\n Clone at x: [5451] y: [700]\n Clone at x: [5115] y: [700]\n Clone at x: [4482] y: [679]\n Clone at x: [3909] y: [385]\n Clone at x: [3523] y: [475]\n Clone at x: [2866] y: [295]\n Clone at x: [2900] y: [295]\n Clone at x: [2934] y: [295]\n Clone at x: [1606] y: [0]\n Clone at x: [2137] y: [115]\n Clone at x: [5725] y: [700]\n Clone at x: [5775] y: [700]\n Clone at x: [5825] y: [700]\n Clone at x: [5875] y: [700]\n Clone at x: [5925] y: [700]\n Clone at x: [7262] y: [700]\n Clone at x: [9468] y: [150]\n Clone at x: [9515] y: [150]\n Clone at x: [6553] y: [700]\n Clone at x: [7545] y: [600]\n Clone at x: [7870] y: [365]\n Clone at x: [8455] y: [15]\n Clone at x: [8803] y: [286]\n Clone at x: [9235] y: [325]\n Clone at x: [11144] y: [760]\n Clone at x: [11138] y: [1050]\n Clone at x: [11175] y: [1575]\n Clone at x: [11246] y: [2000]\n Clone at x: [10300] y: [1888]\n Clone at x: [4123] y: [865]\n Clone at x: [3630] y: [1065]\n Clone at x: [3290] y: [1190]\n Clone at x: [2675] y: [1060]\n Clone at x: [2880] y: [645]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [2675] y: [1000]\nClone at x: [2880] y: [645]\n\nwhen flag clicked\nset [collected idk why but there was a glitch so i have to change it now tot v] to [0]\n\nwhen flag clicked\nhide variable [collected idk why but there was a glitch so i have to change it now tot v]\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (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@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (lo v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (ld 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 (5)\n change [ghost v] effect by (20)\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)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen [timer v] > (0)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@FD\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nbroadcast (chat can go frontt v)\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [200]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-100]\n Clone at x: [250] y: [-150]\n Clone at x: [250] y: [-150]\n Clone at x: [250] y: [-150]\n Clone at x: [360] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [-480] y: [0]\n Clone at x: [-480] y: [0]\n Clone at x: [-7495] y: [-1350]\n Clone at x: [0] y: [325]\n Clone at x: [0] y: [325]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-200]\n Clone at x: [480] y: [-200]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\n\n@checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [sp-x v] to (Platforms: x)\n set [sp-y v] to (Platforms: y)\nend\ngo to [back v] layer\nbroadcast (chat can go frontt v)\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [0] y: [0]\n Clone at x: [1125] y: [0]\n Clone at x: [3023] y: [280]\n Clone at x: [3109] y: [1200]\n Clone at x: [6432] y: [700]\n Clone at x: [9020] y: [165]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [platforms: x v] to (x)\nset [platforms: y v] to (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen flag clicked\nset [sp-x v] to [0]\nset [sp-y v] to [0]\n\nClone at x: [9020] y: [165]\n\n@Snow2\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat (100)\n change y by (-5)\n change x by (pick random (-1) to (1))\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (4)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [begin v]\nforever\n create clone of (_myself_ v)\n wait (.001) seconds\nend\n\n@Particles\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (30) to (80))\nset size to (pick random (10) to (20)) %\nswitch costume to (costume1 v)\ngo to x: (250) y: (pick random (-180) to (180))\nglide (pick random (2) to (6)) secs to x: (-220) y: (pick random (-180) to (180))\nhide\ndelete this clone\n\n@moving clouds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (5) to (6)) seconds\nend\n\nwhen I start as a clone\ngo [backward v] (pick random (-5) to (5)) layers\nset size to (pick random (400) to (500)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (80)\ngo to x: (306) y: (pick random (175) to (-130))\nshow\nglide (pick random (2) to (5)) secs to x: (-500) y: ((y position) - (pick random (30) to (100)))\ndelete this clone\n\n
ʜɪ ᴇᴠᴇʀʏᴏɴᴇ! ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴀɴᴏᴛʜᴇʀ ꜱᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ! \nᴛʜɪꜱ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ ɪꜱ ɴᴏᴛ ᴠᴇʀʏ ʟᴏɴɢ... ꜱɪɴᴄᴇ ɪ'ᴠᴇ ᴍᴀᴅᴇ ᴀ ʟᴏᴛ ᴏꜰ ꜱᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛꜰᴏʀᴍᴇʀꜱ. ɪ ᴡɪʟʟ ʙᴇ ᴍᴀᴋɪɴɢ ᴀ ꜰᴜɴ ɴᴏɴ-ꜱᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ ꜱᴏᴏɴ! ꜰᴏʟʟᴏᴡ ᴍᴇ ᴛᴏ ꜱᴛᴀʏ ᴜᴘᴅᴀᴛᴇᴅ. ꜱᴛᴀʏ ᴛᴜɴᴇᴅ! \n\nʟᴇᴛꜱ ɢᴇᴛ ɪɴᴛᴏ ᴛʜᴇ ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ! \n\nᴡᴀꜱᴅ ᴏʀ ᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴛᴏ ᴍᴏᴠᴇ\nɴᴏ ᴅᴏᴜʙʟᴇ ᴊᴜᴍᴘ!\nᴀᴠᴏɪᴅ ꜱᴘɪᴋᴇꜱ ᴀɴᴅ ꜰᴀʟʟɪɴɢ ᴅᴏᴡɴ\n\nɢᴇᴛ ᴛᴏ ᴛʜᴇ ʜɪɢʜᴇꜱᴛ ᴄʟᴏᴜᴅ ᴛᴏ ᴡɪɴ!\n\nᴛʜᴀᴛ'ꜱ ᴀʟʟ ꜰᴏʀ ᴛʜᴇ ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ.. ꜱᴏᴍᴇᴛʜɪɴɢ ꜱᴘᴇᴄɪᴀʟ ɪꜱ ᴛʜᴇʀᴇ ᴜɴᴅᴇʀ ɴᴏᴇꜱ ᴀɴᴅ ᴄʀᴇᴅɪᴛꜱ ꜱᴇᴄᴛɪᴏɴ! :ᴅ
Windy Days || A Platformer :: [600 Followers Special] #All #Games #Art #Special #600 #Windy
@Stage\n\nwhen I receive [start v]\nwait (.1) seconds\nplay sound [Intro v] until done\nforever\n play sound [Loop v] until done\nend\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [invincibility for 20 sec v]\nstop all sounds\nstop [other scripts in sprite v]\nset [_invinciblity player v] to [1]\nbroadcast (music v)\nwait (20) seconds\nset [_invinciblity player v] to [0]\nstop all sounds\nstop [other scripts in sprite v]\nwait (.1) seconds\nif <(Level) = [22]> then\n forever\n play sound [Slot Machine - Super Mario 3D World v] until done\n end\nelse\n play sound [Intro v] until done\n forever\n play sound [Loop v] until done\n end\nend\n\nwhen flag clicked\nset [_invinciblity player v] to [0]\n\nwhen I receive [music v]\nforever\n play sound [Mario Star Theme v] until done\nend\n\nwhen I receive [customize slider v]\nshow variable [✏️skin customize v]\n\nwhen flag clicked\nhide variable [✏️skin customize v]\n\nwhen I receive [music change v]\nstop all sounds\nstop [other scripts in sprite v]\nset [_invinciblity player v] to [0]\nforever\n play sound [Slot Machine - Super Mario 3D World v] until done\nend\n\n@Lag Reducer\n\n@Intro\n\ndefine [Shake]\npoint in direction (90)\nwait (.001) seconds\nset size to (200) %\nrepeat (34)\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000000)) ) * (((size) - (100)) * (.2))) y: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (.5)))\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (i))\n change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(CloneID) = [Arrow2]> then\n clear graphic effects\n switch costume to (arrow2 v)\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (20) y: (0)\n set size to (100) %\n show\n repeat (25)\n set size to (400) %\n change x by (((400) - (x position)) / (12))\n set size to (100) %\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arrow1]> then\n clear graphic effects\n switch costume to (arrow1 v)\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-20) y: (0)\n set size to (100) %\n show\n repeat (25)\n set size to (400) %\n change x by (((-400) - (x position)) / (12))\n set size to (100) %\n end\n delete this clone\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif < (CloneID) contains [Drop]?> then\n go to x: (0) y: (184)\n set [brightness v] effect to (0)\n show\n switch costume to (circle v)\n Smooth Glide x: (0) y: (-184) speed: (4)\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle]?> then\n go to x: (0) y: (-184)\n set [brightness v] effect to (-100)\n show\n switch costume to (circle v)\n repeat (50)\n switch costume to (blank v)\n change size by ((size) / (1))\n switch costume to (circle v)\n end\n wait (6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle2]?> then\n go to x: (0) y: (-184)\n set [brightness v] effect to (-80)\n show\n switch costume to (circle v)\n repeat (50)\n switch costume to (blank v)\n change size by ((size) / (1))\n switch costume to (circle v)\n end\n wait (6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle3]?> then\n go to x: (0) y: (-184)\n set [brightness v] effect to (-60)\n show\n switch costume to (circle v)\n repeat (50)\n switch costume to (blank v)\n change size by ((size) / (1))\n switch costume to (circle v)\n end\n wait (6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle4]?> then\n go to x: (0) y: (-184)\n set [brightness v] effect to (-40)\n show\n switch costume to (circle v)\n repeat (50)\n switch costume to (blank v)\n change size by ((size) / (1))\n switch costume to (circle v)\n end\n wait (6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle5]?> then\n go to x: (0) y: (-184)\n set [brightness v] effect to (-20)\n show\n switch costume to (circle v)\n repeat (50)\n switch costume to (blank v)\n change size by ((size) / (1))\n switch costume to (circle v)\n end\n wait (6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle6]?> then\n go to x: (0) y: (-184)\n set [brightness v] effect to (0)\n show\n switch costume to (circle v)\n repeat (50)\n switch costume to (blank v)\n change size by ((size) / (1))\n switch costume to (circle v)\n end\n wait (6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Namenow]?> then\n go to x: (0) y: (0)\n go to [front v] layer\n set [brightness v] effect to (0)\n show\n switch costume to (namenow v)\n repeat (6)\n [Shake]\n end\n point in direction (105)\n broadcast (transit v)\n delete this clone\nend\n\nwhen I receive [start project v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nthing\n\ndefine thing\nset [cloneid v] to []\ngo to x: (0) y: (0)\npoint in direction (90)\nset [color v] effect to (115)\nhide\nstart sound [Pierce Fulton - Losing You v]\nswitch costume to (skip v)\ncreate clone of (skip: intro v)\nswitch costume to (name v)\nset [cloneid v] to [Drop]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [cloneid v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle5]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle6]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nclear graphic effects\nset [cloneid v] to [Namenow]\ncreate clone of (_myself_ v)\nrepeat (6)\n wait (0) seconds\n set [cloneid v] to [Arrow1]\n create clone of (_myself_ v)\n wait (0) seconds\n set [cloneid v] to [Arrow2]\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I receive [skip intro v]\nstop all sounds\nstop [other scripts in sprite v]\nwait (.5) seconds\ndelete this clone\n\n@Player\n\ndefine physics <touch>\nset size to (70) %\nif <key (down arrow v) pressed?> then\n switch costume to (crouch v)\nelse\n switch costume to (costume2 v)\nend\nset [x v] to (x position)\nset [y v] to (y position)\ngo to [front v] layer\ngo [backward v] (1) layers\nif <not <(_invinciblity player) = [1]>> then\n set [color v] effect to (✏️SKIN Customize)\nelse\n change [color v] effect by (10)\nend\nif <touching (water/lava v)?> then\n change [yv v] by (-0.25)\nelse\n change [yv v] by (-1)\nend\nif <touching (trampoline v)?> then\n start sound [Boing sound effect v]\n set [yv v] to [40]\nend\nif <key (r v) pressed?> then\n broadcast (Reset v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xv v] by (1.2)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (90)\n change [xv v] by (-1.2)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif then\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.7)\n end\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<key (up arrow v) pressed?> or <mouse down?>> then\n if <(_Jump Boost?) = [0]> then\n set [yv v] to [14]\n if <(Xv) > [0]> then\n start sound [smb_jump-small v]\n set [xv v] to [-10]\n else\n start sound [smb_jump-small v]\n set [xv v] to [10]\n end\n else\n set [yv v] to [18]\n if <(Xv) > [0]> then\n start sound [smb_jump-small v]\n set [xv v] to [-10]\n else\n start sound [smb_jump-small v]\n set [xv v] to [10]\n end\n end\n end\nend\nchange y by (Yv)\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <mouse down?>> and <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>>> then\n if <(_Jump Boost?) = [0]> then\n change [yv v] by (14)\n else\n change [yv v] by (18)\n end\n start sound [smb_jump-small v]\nend\nchange y by (1)\nif <touching (portal v)?> then\n broadcast (Portal v)\n set [deaths v] to [0]\n change [level v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n broadcast (Next Level v)\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<touching (lava v)?> or <(y position) < [-175]>> then\n DEAD\nend\nchange y by (-3)\nif <<touching (danger v)?> or <<<touching (enemies v)?> and <<(Enemies dead?) = [0]> and <not <touching color (#161616)?>>>> or <<touching (cloud face v)?> and <<[6] = ([costume # v] of [cloud face v])> or <touching color (#fc2728)?>>>>> then\n if <not <(_invinciblity player) = [1]>> then\n DEAD\n end\nend\nchange y by (3)\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (intro v)\nhide\n\nwhen I receive [start v]\nshow\nbroadcast (respawn v)\n\ndefine costume\nif <not <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (idle v)\nelse\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n if <not <(Yv) < [0]>> then\n switch costume to (rightup v)\n else\n switch costume to (downright v)\n end\n else\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n if <not <(Yv) < [0]>> then\n switch costume to (leftup v)\n else\n switch costume to (downleft v)\n end\n else\n if <key (up arrow v) pressed?> then\n if <not <(Yv) < [0]>> then\n switch costume to (up v)\n else\n switch costume to (down v)\n end\n else\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [respawn v]\nstop [other scripts in sprite v]\ngo to x: (-200) y: (-45)\npoint in direction (90)\nclear graphic effects\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n physics <>\n costume\nend\n\ndefine DEAD\nswitch costume to (dead v)\nbroadcast (Flash v)\nstop [other scripts in sprite v]\nset [yv v] to [0]\nrepeat (5)\n change [yv v] by (2)\n change y by (Yv)\n turn right (15) degrees\nend\nrepeat (10)\n change [yv v] by (-3)\n change y by (Yv)\n turn right (15) degrees\n change [ghost v] effect by (10)\nend\nwait (0) seconds\ngo to x: (-200) y: (-45)\nclear graphic effects\nstop [other scripts in sprite v]\nbroadcast (respawn v)\nchange [deaths v] by (1)\n\ndefine reset\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [skip level v]\nstop [other scripts in sprite v]\nbroadcast (Portal v)\nset [deaths v] to [0]\nchange [level v] by (1)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nreset\nbroadcast (Next Level v)\nbroadcast (respawn v)\n\nwhen I receive [re do level v]\ngo to x: (-200) y: (-45)\nstop [other scripts in sprite v]\nbroadcast (respawn v)\n\nwhen I receive [stomp v]\nset [yv v] to [17]\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\nset [✏️skin customize v] to [0]\n\nwhen I receive [shop open v]\nFREEZE Player\n\ndefine FREEZE Player\nstop [other scripts in sprite v]\ngo [backward v] (1) layers\n\nwhen I receive [shop close v]\nRESUME Player\n\ndefine RESUME Player\nforever\n physics <>\n costume\nend\n\nwhen I receive [update color v]\nset [color v] effect to (✏️SKIN Customize)\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Snow\n\ndefine Update\nchange [angle v] by (0.5)\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n replace item (i) of [y v] with ((item (i) of [y v]) - ((([cos v] of ((Angle) + (item (i) of [d v])) ) + (1)) + ((item (i) of [r v]) / (2))))\n replace item (i) of [x v] with ((item (i) of [x v]) + (([sin v] of (Angle) ) * (2)))\n if <<(item (i) of [x v]) > [245]> or <<(item (i) of [x v]) < [-245]> or <(item (i) of [y v]) < [-180]>>> then\n if <((i) mod (3)) > [0]> then\n replace item (i) of [x v] with (((pick random (0) to (0.99)) * (W)) - (240))\n replace item (i) of [y v] with [190]\n else\n if <([sin v] of (Angle) ) > [0]> then\n replace item (i) of [x v] with [-245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n else\n replace item (i) of [x v] with [245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n end\n end\n end\n change [i v] by (1)\nend\n\ndefine Draw\nerase all\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n set pen size to (item (i) of [r v])\n pen down\n pen up\n change [i v] by (1)\nend\nUpdate\n\nwhen I receive [start v]\nthingy\nforever\n if <not <(On/Off??) = [off]>> then\n Draw\n else\n erase all\n end\nend\n\nwhen flag clicked\nerase all\n\ndefine thingy\ngo to [front v] layer\ngo [backward v] (1) layers\nset pen color to (#ffffff)\nset [h v] to [360]\nset [w v] to [480]\nset [angle v] to [0]\nset [maxparticles v] to [75]\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [r v]\ndelete (all) of [d v]\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n add (((W) * (pick random (0) to (0.99))) - (240)) to [x v]\n add (((H) * (pick random (0) to (0.99))) - (180)) to [y v]\n add (((pick random (0) to (0.99)) * (4)) + (1)) to [r v]\n add ((maxParticles) * (pick random (0) to (0.99))) to [d v]\n change [i v] by (1)\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (spike v)\ngo to x: (0) y: (0)\nhide\nset [clone v] to [0]\nwait (1) seconds\nforever\n wait until <(Level) = [4]>\n spike at [-61] [-84] [100] [1]\n spike at [-29] [-84] [100] [1]\n spike at [2] [-84] [100] [1]\n wait until <(Level) = [5]>\n turn at [8] [-128] [100] [5]\n turn at [-120] [-128] [100] [5]\n turn at [136] [-128] [100] [5]\n wait until <(Level) = [6]>\n spike at [-126] [-132] [100] [1]\n spike at [-36] [-107] [100] [1]\n turn at [72] [-80] [100] [5]\n wait until <(Level) = [7]>\n spike at [-153] [-137] [100] [1]\n spike at [-82] [-117] [100] [1]\n spike at [-58] [-111] [100] [1]\n turn at [32] [-91] [100] [5]\n turn at [126] [-55] [100] [5]\n wait until <(Level) = [8]>\n spike at [-102] [-125] [100] [1]\n spike at [-31] [-125] [100] [1]\n spike at [35] [-125] [100] [1]\n wait until <(Level) = [13]>\n turn at [-83] [-100] [100] [5]\n spike at [54] [-140] [100] [1]\n spike at [137] [-140] [100] [1]\n wait until <(Level) = [15]>\n turn at [-31] [-67] [100] [5]\n turn at [-187] [63] [100] [5]\n turn at [34] [1] [100] [5]\n turn at [-158] [136] [100] [5]\n turn at [121] [36] [100] [5]\n turn at [180] [-24] [100] [5]\n turn at [239] [159] [100] [5]\n wait until <(Level) = [20]>\n turn at [-18] [10] [100] [5]\n turn at [-151] [81] [100] [5]\n turn at [-137] [-42] [100] [5]\n wait until <(Level) = [21]>\n spike at [-97] [-59] [100] [2]\n spike at [-61] [-59] [100] [2]\n spike at [-25] [-59] [100] [2]\n spike at [11] [-59] [100] [2]\n spike at [47] [-59] [100] [2]\n spike at [83] [-59] [100] [2]\n spike at [119] [-59] [100] [2]\n spike at [155] [-59] [100] [2]\n spike at [-93] [3] [100] [1]\n spike at [-20] [3] [100] [1]\n turn at [131] [5] [100] [5]\n wait until <(Level) = [22]>\nend\n\nturn at [39] [-136] [100] [5]\n\ndefine spike at (x) (y) (size) (1/2)\nif <(1/2) = [1]> then\n switch costume to (spike v)\n set [clone v] to [0]\n go to x: (x) y: (y)\n set size to (size) %\n create clone of (_myself_ v)\nelse\n switch costume to (icicle v)\n set [clone v] to [0]\n go to x: (x) y: (y)\n set size to (size) %\n create clone of (_myself_ v)\nend\n\ndefine turn at (x) (y) (size) (amount per frame)\ngo to [front v] layer\nswitch costume to (turn v)\nset [clone v] to [0]\ngo to x: (x) y: (y)\nset size to (size) %\nset [amount. v] to (amount per frame)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [name v]) = [spike]> or <(costume [name v]) = [icicle]>> then\n set [.y v] to (y position)\n set [temp. v] to (Level)\n wait until <not <(Level) = (temp.)>>\n set [clone v] to [1]\nelse\n if <(costume [name v]) = [turn2]> then\n set [temp. v] to (Level)\n broadcast (thingy!! v)\n repeat until <not <(Level) = (temp.)>>\n go to [front v] layer\n turn right (amount.) degrees\n set size to (120) %\n end\n stop [other scripts in sprite v]\n set [clone v] to [1]\n else\n set [temp. v] to (Level)\n repeat until <not <(Level) = (temp.)>>\n turn right (amount.) degrees\n end\n set [clone v] to [1]\n end\nend\ndelete this clone\n\ndefine last level!!!\nswitch costume to (turn2 v)\ngo to x: (163) y: (59)\nset size to (120) %\nset size to (size) %\nset [amount. v] to [20]\ncreate clone of (_myself_ v)\n\nwhen I receive [thingy!! v]\nif <(costume [name v]) = [turn2]> then\n forever\n glide (.5) secs to x: (163) y: (-77)\n wait (.5) seconds\n glide (.5) secs to x: (163) y: (59)\n wait (.5) seconds\n end\nend\n\nturn at [-120] [-128] [100] [5]\nturn at [136] [-128] [100] [5]\n\nturn at [-137] [-42] [100] [5]\n\n@transition\n\ndefine smooth glide to x position: (x) y position: (y) Speed: (speed) Ghost: (ge)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change [ghost v] effect by (ge)\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\ngo to x: (-400) y: (0)\n\nwhen I receive [transit v]\ngo to [front v] layer\nshow\nsmooth glide to x position: [0] y position: [0] Speed: [4] Ghost: []\nwait (.5) seconds\nswitch backdrop to (backdrop4 v)\nbroadcast (Start v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@portal\n\nwhen flag clicked\ngo to x: (214) y: (-75)\npoint in direction (90)\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(Level) = [22]> then\n hide\n else\n turn right (5) degrees\n end\nend\n\n@Skip: Intro\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [skip]> then\n go to x: (207) y: (-147)\n set size to (100) %\n clear graphic effects\n switch costume to (skip v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n if <mouse down?> then\n broadcast (skip intro v)\n broadcast (transit v)\n end\n else\n change size by (((100) - (size)) / (5))\n end\n end\nend\n\nwhen I receive [transit v]\ndelete this clone\n\n@Thumb\n\nwhen flag clicked\nset [offset v] to ((timer) + (1))\nforever\n change [counter 2 v] by (1)\n if <(timer) > (offset)> then\n set [offset v] to ((timer) + (1))\n set [fps v] to (Counter 2)\n set [counter 2 v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nforever\n set [timer check v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (timer check)\nhide variable [level v]\nhide variable [coins v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (sizebypass v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nbroadcast (STOP v)\nhide variable [fps v]\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (.01) seconds\nend\nclear graphic effects\ngo to [front v] layer\n\nwhen flag clicked\nhide variable [level v]\nhide variable [coins v]\nhide variable [✏️skin customize v]\n\nwhen I receive [start v]\nshow variable [level v]\n\n@Skip Level\n\nwhen flag clicked\nwait (.1) seconds\nset [deaths v] to [0]\nforever\n set [ghost v] effect to (100)\n hide\n if <[7] < (Deaths)> then\n show\n go to x: (-122) y: (152)\n set [_temp. v] to (Level)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <<not <(_Temp.) = (Level)>> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n tick\n end\n set size to (100) %\n set [deaths v] to [0]\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (skip level v)\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\n wait (.5) seconds\n end\nend\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\nelse\n change size by (((100) - (size)) / (3))\nend\n\nwhen [s v] key pressed\nif <(username) = [dwseoh127]> then\n broadcast (skip level v)\nend\n\n@Lava\n\nwhen flag clicked\n\nwhen flag clicked\nwait (.1) seconds\ngo to [back v] layer\nhide\nwait until <(Level) = [9]>\nswitch costume to (lava v)\nshow\nrepeat until <not <(Level) = [9]>>\n set y to ((([sin v] of ((kinda timer) * (3)) ) * (5)) + (-74))\nend\nhide\nwait until <(Level) = [12]>\nswitch costume to (lava2 v)\nshow\nrepeat until <not <(Level) = [12]>>\n set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-74))\nend\nhide\nwait until <(Level) = [14]>\nrepeat until <not <(Level) = [14]>>\n show\n set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-74))\nend\nhide\nwait until <(Level) = [15]>\nshow\nrepeat until <not <(Level) = [15]>>\n set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-74))\nend\nhide\nwait until <(Level) = [17]>\nswitch costume to (lava3 v)\nshow\nrepeat until <not <(Level) = [17]>>\n set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-77))\nend\nhide\nwait until <(Level) = [18]>\nswitch costume to (lava4 v)\nshow\nrepeat until <not <(Level) = [18]>>\n set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-77))\nend\nhide\nwait until <(Level) = [19]>\n\nwhen flag clicked\nset [kinda timer v] to [1]\nforever\n change [kinda timer v] by (2)\nend\n\n@BARRIER\n\nwhen flag clicked\nwait (.1) seconds\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [8]>\nshow\nrepeat until <not <(Level) = [8]>>\n set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (0))\n go to [back v] layer\nend\nhide\nwait until <(Level) = [13]>\nswitch costume to (costume2 v)\nrepeat until <not <(Level) = [13]>>\n show\n set y to ((([cos v] of ((kinda timer) * (200)) ) * (10)) + (50))\nend\nhide\nwait until <(Level) = [17]>\nswitch costume to (costume3 v)\nrepeat until <not <(Level) = [17]>>\n show\n set y to ((([cos v] of ((kinda timer) * (200)) ) * (10)) + (50))\nend\nhide\nwait until <(Level) = [18]>\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\nforever\n set size to ((([sin v] of ((timer) * (100)) ) * (5)) + (100)) %\nend\n\n@trampoline\n\ndefine Animation\nstart sound [Big Boing v]\nswitch costume to (1 v)\nrepeat (6)\n next costume\nend\nswitch costume to (idle v)\n\nwhen flag clicked\nwait (.1) seconds\ngo to [back v] layer\nhide\ngo to x: (-4) y: (-125)\nwait until <(Level) = [10]>\nshow\nrepeat until <not <(Level) = [10]>>\n go to [front v] layer\n if <touching (player v)?> then\n Animation\n end\nend\nhide\nwait until <(Level) = [14]>\ngo to x: (-134) y: (-120)\nshow\nrepeat until <not <(Level) = [14]>>\n if <touching (player v)?> then\n Animation\n end\nend\nhide\nwait until <(Level) = [15]>\nshow\nrepeat until <not <(Level) = [15]>>\n if <touching (player v)?> then\n Animation\n end\nend\nhide\nwait until <(Level) = [16]>\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\n@enemies\n\nwhen flag clicked\nset [enemies dead? v] to [0]\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to [back v] layer\nhide\nwait until <(Level) = [10]>\nshow\ngo to x: (40) y: (-126)\nrepeat until <not <(Level) = [10]>>\n tick limit x: [-240] [240]\nend\nhide\nwait until <(Level) = [13]>\ngo to x: (100) y: (-137)\nshow\nrepeat until <not <(Level) = [13]>>\n tick limit x: [4] [240]\nend\nhide\nwait until <(Level) = [15]>\n\ndefine tick limit x: (x1) (x2)\ngo to [front v] layer\nif <(Enemies dead?) = [0]> then\n switch costume to (costume2 v)\n show\n if <([x position v] of [player v]) > (x position)> then\n change x by (2)\n if <(x2) < (x position)> then\n change x by (-2)\n end\n else\n change x by (-2)\n if <(x position) < (x1)> then\n change x by (2)\n end\n end\n set [enemies_x v] to (x position)\n set [enemies_y v] to (y position)\nelse\n hide\nend\n\nwhen I receive [respawn v]\nset [enemies dead? v] to [0]\nif <(Level) = [10]> then\n go to x: (40) y: (-126)\nelse\n if <(Level) = [13]> then\n go to x: (100) y: (-137)\n end\nend\n\nwhen I start as a clone\nswitch costume to (head hitbox v)\nhide\nwait (.1) seconds\nwait until <(Level) = [10]>\nshow\ngo to x: (40) y: (-126)\nrepeat until <not <(Level) = [10]>>\n pos\nend\nhide\nwait until <(Level) = [13]>\nrepeat until <not <(Level) = [13]>>\n pos\nend\nhide\nwait until <(Level) = [15]>\n\ndefine pos\nif <(Enemies dead?) = [0]> then\n go to [front v] layer\n show\n switch costume to (head hitbox v)\n go to x: (Enemies_X) y: (Enemies_Y)\n if <touching (player v)?> then\n if <not <([costume name v] of [player v]) = [dead]>> then\n set [enemies dead? v] to [1]\n switch costume to (animation 1 v)\n broadcast (Stomp v)\n start sound [sm64_goomba_dead v]\n repeat (6)\n next costume\n end\n end\n end\nelse\n hide\nend\n\nwhen I receive [next level v]\nset [enemies dead? v] to [0]\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\n@Follow, Heart, StarSprite2\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (i))\n change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\ngo to x: (-121) y: (-177)\nhide\n\nwhen I receive [start v]\nforever\n hide\n clear graphic effects\n go to x: (-18) y: (50)\n wait (pick random (1) to (30)) seconds\n show\n glide in\n wait (pick random (5) to (15)) seconds\n glide out\nend\n\ndefine glide in\nSmooth Glide x: (-18) y: (-4) speed: (3)\n\nglide (0.5) secs to x: (-121) y: (-177)\nwait (pick random (1) to (20)) seconds\nglide (0.5) secs to x: (-121) y: (-200)\nhide\n\ndefine glide out\nbroadcast (gh v)\nSmooth Glide x: (-18) y: (30) speed: (3)\n\nwhen I receive [gh v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@Sound\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\nelse\n change size by (((100) - (size)) / (3))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-209) y: (147)\n\nwhen I receive [start v]\nshow\nforever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n next costume\n if <(costume [number v]) = [1]> then\n broadcast (Volume: 100 v)\n else\n broadcast (Volume: 0 v)\n end\n end\nend\n\n@Redo\n\nwhen I receive [start v]\nshow\nforever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (re do level v)\n end\nend\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\nelse\n change size by (((100) - (size)) / (3))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-163) y: (147)\n\n@Fire\n\nwhen flag clicked\nhide\nforever\n next costume\nend\n\nwhen I receive [music change v]\ngo to [back v] layer\nshow\n\nwhen I receive [delete fire v]\nstart sound [Minecraft - Water Interacting With Lava - Sound Effect _ Best Quality #Shorts v]\nhide\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\n@Coin EDITOR\n\nwhen flag clicked\nset [coin editor mode? v] to [0]\nset [coins v] to [0]\nset [coin editor: delete mode? v] to [0]\nhide\n\nwhen I receive [start v]\nset [coin id# v] to [0]\nif <(COIN Editor Mode?) = [1]> then\n repeat (length of [coin editor_ level # v])\n change [coin id# v] by (1)\n create clone of (_myself_ v)\n end\n forever\n repeat until <<mouse down?> or <key (d v) pressed?>>\n go to (mouse-pointer v)\n set [ghost v] effect to (40)\n next costume\n show\n wait (.02) seconds\n end\n if <mouse down?> then\n wait until <not <mouse down?>>\n add (Level) to [coin editor_ level # v]\n add (x position) to [coin editor_ x pos v]\n add (y position) to [coin editor_ y pos v]\n change [coin id# v] by (1)\n create clone of (_myself_ v)\n else\n if <key (d v) pressed?> then\n set [coin editor: delete mode? v] to [1]\n wait until <key (d v) pressed?>\n set [coin editor: delete mode? v] to [0]\n end\n end\n end\nelse\n repeat (length of [coin editor_ level # v])\n change [coin id# v] by (1)\n create clone of (_myself_ v)\n end\nend\n\ndefine DELETE ALL DATA\nask [Delete all data? \(y/n\)] and wait\nif <(answer) = [y]> then\n delete all of [coin editor_ level # v]\n delete all of [coin editor_ x pos v]\n delete all of [coin editor_ y pos v]\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (item (COIN ID#) of [coin editor_ x pos v]) y: (item (COIN ID#) of [coin editor_ y pos v])\nforever\n if <(Level) = (item (COIN ID#) of [coin editor_ level # v])> then\n show\n if <touching (player v)?> then\n start sound [recording1 v]\n change [coins v] by (1)\n hide\n delete this clone\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(COIN EDITOR: Delete Mode?) = [1]> then\n delete (COIN ID#) of [coin editor_ level # v]\n delete (COIN ID#) of [coin editor_ x pos v]\n delete (COIN ID#) of [coin editor_ y pos v]\n delete this clone\n end\n end\n else\n hide\n end\n wait (.02) seconds\n next costume\nend\n\n@Text Engine\n\nwhen I receive [delete number v]\nif <(CLONE ID) = [2]> then\n delete this clone\nend\n\ndefine FONT [Quicksand] Write: (letter) At X (x) Y (y) Size (size) Color Effects (col) (bri)\ngo to x: (x) y: (y)\nset size to (size) %\nset [color v] effect to (col)\nset [brightness v] effect to (bri)\nset [_counter v] to [1]\nrepeat (length of (letter))\n switch costume to (join [N_] (letter (_Counter) of (letter)))\n create clone of (_myself_ v)\n move (18) steps\n change [_counter v] by (1)\nend\n\nwhen flag clicked\nset [clone id v] to [2]\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\nforever\n broadcast (delete number v)\n FONT [Quicksand] Write: [c] At X [180] Y [150] Size [120] Color Effects [0] [0]\n FONT [Quicksand] Write: (Coins) At X [200] Y [150] Size [120] Color Effects [0] [-100]\n FONT [Quicksand] Write: (Coins) At X [200] Y [150] Size [120] Color Effects [0] [-100]\n FONT [Quicksand] Write: (Coins) At X [200] Y [150] Size [120] Color Effects [0] [-100]\n FONT [Quicksand] Write: (Coins) At X [200] Y [150] Size [120] Color Effects [0] [-100]\nend\n\n@Shop\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\nelse\n change size by (((100) - (size)) / (3))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (116) y: (147)\n\nwhen I receive [start v]\nshow\nforever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (Shop OPEN v)\n end\nend\n\n@Shop Components\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (i))\n change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [shop open v]\nMAKE CLONES\nbroadcast (OPEN! v)\n\nwhen flag clicked\nhide\n\ndefine MAKE CLONES\nswitch costume to (back layer v)\ncreate clone of (_myself_ v)\nswitch costume to (x v)\ncreate clone of (_myself_ v)\nif <(item (1) of [shop items bought? v]) = [1]> then\n switch costume to (skin 1 bought v)\n create clone of (_myself_ v)\nelse\n switch costume to (skin 1 v)\n create clone of (_myself_ v)\nend\nif <(item (2) of [shop items bought? v]) = [1]> then\n switch costume to (skin 2 bought v)\n create clone of (_myself_ v)\nelse\n switch costume to (skin 2 v)\n create clone of (_myself_ v)\nend\nif <(item (3) of [shop items bought? v]) = [1]> then\n switch costume to (skin 3 bought v)\n create clone of (_myself_ v)\nelse\n switch costume to (skin 3 v)\n create clone of (_myself_ v)\nend\ncheck costume [4] text [Ability 1]\ncheck costume [5] text [Ability 2]\ncheck costume [6] text [Ability 3]\nswitch costume to (blank v)\n\nwhen I receive [open! v]\nif <not <(costume [name v]) = [BLANK]>> then\n show\n Smooth Glide x: (-6) y: (-96) speed: (3)\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [back layer]> then\n go to x: (-6) y: (-300)\n hide\n forever\n go to [front v] layer\n end\nelse\n if <(costume [name v]) = [X]> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (Shop CLOSE v)\n end\n end\n else\n if < (costume [name v]) contains [Skin 1]?> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <not < (costume [name v]) contains [bought]?>> then\n if <<(Coins) = [20]> or <(Coins) > [20]>> then\n next costume\n set [✏️skin customize v] to [100]\n broadcast (Update Color v)\n replace item (1) of [shop items bought? v] with [1]\n buy an item with [20] coins\n end\n else\n set [✏️skin customize v] to [100]\n broadcast (Update Color v)\n end\n end\n end\n else\n if < (costume [name v]) contains [Skin 2]?> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <not < (costume [name v]) contains [bought]?>> then\n if <<(Coins) = [30]> or <(Coins) > [30]>> then\n next costume\n set [✏️skin customize v] to [130]\n broadcast (Update Color v)\n replace item (2) of [shop items bought? v] with [1]\n buy an item with [30] coins\n end\n else\n set [✏️skin customize v] to [130]\n broadcast (Update Color v)\n end\n end\n end\n else\n if < (costume [name v]) contains [Skin 3]?> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <not < (costume [name v]) contains [bought]?>> then\n if <<(Coins) = [40]> or <(Coins) > [40]>> then\n next costume\n set [✏️skin customize v] to [355]\n broadcast (Update Color v)\n replace item (3) of [shop items bought? v] with [1]\n buy an item with [40] coins\n end\n else\n set [✏️skin customize v] to [355]\n broadcast (Update Color v)\n end\n end\n end\n else\n if < (costume [name v]) contains [Ability 1]?> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <not < (costume [name v]) contains [bought]?>> then\n if <<(Coins) = [50]> or <(Coins) > [50]>> then\n next costume\n set [_jump boost? v] to [1]\n buy an item with [50] coins\n replace item (4) of [shop items bought? v] with [1]\n end\n end\n end\n end\n else\n if < (costume [name v]) contains [Ability 2]?> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <not < (costume [name v]) contains [bought]?>> then\n if <<(Coins) = [60]> or <(Coins) > [60]>> then\n next costume\n broadcast (Invincibility for 20 sec v)\n replace item (5) of [shop items bought? v] with [1]\n buy an item with [60] coins\n end\n end\n end\n end\n else\n if < (costume [name v]) contains [Ability 3]?> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <<(Coins) = [80]> or <(Coins) > [80]>> then\n if <not < (costume [name v]) contains [bought]?>> then\n next costume\n replace item (6) of [shop items bought? v] with [1]\n broadcast (customize slider v)\n buy an item with [80] coins\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 tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n change [gh eff v] by (((40) - (GH EFF)) / (3))\nelse\n change [gh eff v] by (((0) - (GH EFF)) / (3))\nend\nset [ghost v] effect to (GH EFF)\n\nwhen I receive [shop close v]\nif <not <(costume [name v]) = [BLANK]>> then\n stop [other scripts in sprite v]\n show\n Smooth Glide x: (-6) y: (-200) speed: (3)\nelse\n broadcast (Hide shop now v)\nend\n\nwhen I receive [hide shop now v]\nif <not <(costume [name v]) = [BLANK]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [other scripts in sprite v]\n delete this clone\nend\n\ndefine buy an item with (#_coins) coins\nchange [coins v] by ((-1) * (#_coins))\n\nwhen flag clicked\nset [_jump boost? v] to [0]\n\nwhen [h v] key pressed\nif <(username) = [dwseoh127]> then\n set [_jump boost? v] to [1]\n set [coins v] to [1000]\nend\n\nwhen flag clicked\ndelete all of [shop items bought? v]\nrepeat (6)\n add [0] to [shop items bought? v]\nend\n\ndefine check costume (#) text (txt)\nif <(item (#) of [shop items bought? v]) = [1]> then\n switch costume to (join (txt) [ bought])\n create clone of (_myself_ v)\nelse\n switch costume to (txt)\n create clone of (_myself_ v)\nend\n\n@Cloud face\n\nwhen flag clicked\ngo to x: (-120) y: (-39)\nwait (.1) seconds\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nwait until <(Level) = [11]>\nshow\nwait until <(Level) = [12]>\nhide\nshow\nwait until <(Level) = [13]>\nhide\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n repeat (4)\n next costume\n wait (.1) seconds\n end\n wait (1) seconds\n if <<(Level) = [12]> or <(Level) = [11]>> then\n start sound [Sword_Armor_Tool Break \(Minecraft Sound\) - Sound Effect for editing v]\n end\n switch costume to (costume6 v)\n wait (2) seconds\nend\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\n@Donut\n\nwhen flag clicked\ngo to x: (43) y: (-72)\nwait (.1) seconds\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nwait until <(Level) = [12]>\nshow\nbroadcast (tk v)\nwait until <not <(Level) = [12]>>\nstop [other scripts in sprite v]\nhide\nwait until <(Level) = [13]>\nshow\ngo to x: (188) y: (-39)\nbroadcast (tk v)\nwait until <not <(Level) = [13]>>\nstop [other scripts in sprite v]\nhide\nwait until <(Level) = [21]>\nshow\ngo to x: (221) y: (-27)\nbroadcast (tk v)\nwait until <not <(Level) = [21]>>\nstop [other scripts in sprite v]\nhide\nwait until <(Level) = [22]>\n\ndefine tk: Spawn at (x) (y)\nforever\n go to [back v] layer\n change y by (3)\n if <touching (player v)?> then\n change y by (-3)\n switch costume to (costume2 v)\n set [_touching donut? v] to [1]\n reset timer\n repeat until <<(timer) > [2]> or <(_Touching Donut?) = [0]>>\n change x by (2)\n wait (.02) seconds\n change x by (-2)\n wait (.02) seconds\n Sensing\n end\n if <(timer) > [2]> then\n repeat until <(y position) < [-183]>\n change y by (-5)\n end\n hide\n wait (2) seconds\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n show\n go to x: (x) y: (y)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(_Touching Donut?) = [0]> then\n end\n else\n set [_touching donut? v] to [0]\n change y by (-3)\n switch costume to (costume1 v)\n end\nend\n\ndefine Sensing\nchange y by (3)\nif <touching (player v)?> then\n set [_touching donut? v] to [1]\nelse\n set [_touching donut? v] to [0]\nend\nchange y by (-3)\n\nwhen I receive [tk v]\nif <(Level) = [12]> then\n tk: Spawn at [43] [-72]\nelse\n if <(Level) = [13]> then\n tk: Spawn at [188] [-39]\n else\n if <(Level) = [21]> then\n tk: Spawn at [221] [-27]\n end\n end\nend\n\n@Hidden Platform\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (204) y: (-167)\nwait (.1) seconds\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nwait until <(Level) = [19]>\nshow\nwait until <not <(Level) = [19]>>\nhide\nwait until <(Level) = [20]>\n\n@Sign\n\ndefine Smooth Glide x: (x) y: (y) speed: (i) ghost: (gh)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (i))\n change y by (((round (y)) - (round (y position))) / (i))\n change [ghost v] effect by (gh)\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nset [_ # created of sign v] to [0]\nset [_ brodcasted v] to [0]\nhide\n\ndefine Create a message at level (lvl ) & x y s : (x) (y) (sz) And message costume: (costume)\nwait until <(Level) = (lvl )>\nchange [_ # created of sign v] by (1)\nset [_lvl for message v] to (lvl )\nset [_x of message \(1\) v] to (x)\nset [_y of message \(1\) v] to (y)\nswitch costume to (sign v)\ncreate clone of (_myself_ v)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\nswitch costume to (blank v)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n hide\n go to x: (_X of message \(1\)) y: (_Y of message \(1\))\n forever\n if <(_lvl for message) = (Level)> then\n show\n if <touching (player v)?> then\n set [_ brodcasted v] to (_ # Created of sign)\n broadcast (OPEN SIGN v)\n wait until <<not <touching (player v)?>> or <not <(_lvl for message) = (Level)>>>\n if <not <touching (player v)?>> then\n broadcast (CLOSE SIGN v)\n else\n broadcast (DELETE NOW! v)\n end\n end\n else\n hide\n end\n end\nelse\n hide\n if < (costume [name v]) contains [#]?> then\n go to x: (_X of message \(1\)) y: (_Y of message \(1\))\n hide\n end\nend\n\nwhen I receive [open sign v]\nif <(_ BRODCASTED) = (_ # Created of sign)> then\n if < (costume [name v]) contains [#]?> then\n set [ghost v] effect to (100)\n show\n go to x: (_X of message \(1\)) y: (_Y of message \(1\))\n Smooth Glide x: (_X of message \(1\)) y: ((_Y of message \(1\)) + (85)) speed: (3) ghost: [-30]\n clear graphic effects\n show\n end\nend\n\nwhen I receive [start v]\nCreate a message at level [1] & x y s : [-161] [-110] [40] And message costume: [#1]\nCreate a message at level [2] & x y s : [-193] [-109] [40] And message costume: [#2]\nCreate a message at level [3] & x y s : [-140] [-109] [40] And message costume: [#13]\nCreate a message at level [6] & x y s : [-209] [-137] [40] And message costume: [#3]\nCreate a message at level [7] & x y s : [-209] [-137] [40] And message costume: [#4]\nCreate a message at level [9] & x y s : [-200] [-113] [40] And message costume: [#5]\nCreate a message at level [10] & x y s : [-200] [-113] [40] And message costume: [#6]\nCreate a message at level [11] & x y s : [-200] [-113] [40] And message costume: [#7]\nCreate a message at level [12] & x y s : [-198] [-121] [40] And message costume: [#8]\nCreate a message at level [14] & x y s : [-199] [-110] [40] And message costume: [#9]\nCreate a message at level [19] & x y s : [-199] [-110] [40] And message costume: [#10]\nCreate a message at level [20] & x y s : [-209] [-109] [40] And message costume: [#11]\nCreate a message at level [22] & x y s : [-167] [-110] [40] And message costume: [#12]\n\nwhen I receive [close sign v]\nif <(_ BRODCASTED) = (_ # Created of sign)> then\n if < (costume [name v]) contains [#]?> then\n stop [other scripts in sprite v]\n set [ghost v] effect to (0)\n Smooth Glide x: (_X of message \(1\)) y: ((_Y of message \(1\)) + (85)) speed: (3) ghost: [30]\n clear graphic effects\n hide\n end\nend\n\nwhen I receive [delete now! v]\nif <(_lvl for message) = ((Level) - (1))> then\n delete this clone\nend\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen I receive [start v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (2) to (3)) seconds\nend\n\nwhen flag clicked\nforever\n if then\n hide\n delete this clone\n else\n hide\n end\nend\n\n@Designs\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (-90) y: (-64)\nshow\nforever\n if <not <(Level) = [22]>> then\n go to [back v] layer\n switch costume to (Level)\n else\n switch costume to (costume22 v)\n wait (1) seconds\n broadcast (Water v) and wait\n next costume\n wait (.1) seconds\n next costume\n stop [this script v]\n end\nend\n\n@Clickables\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (.1) seconds\nswitch costume to (follow v)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n go to x: (-78) y: (-32)\n wait until <(Level) = [22]>\n show\n broadcast (Music change v)\n forever\n tk\n end\nelse\n if <(costume [number v]) = [2]> then\n go to x: (-9) y: (-28)\n wait until <(Level) = [22]>\n show\n forever\n tk\n end\n else\n go to x: (86) y: (-31)\n wait until <(Level) = [22]>\n show\n forever\n tk\n end\n end\nend\n\ndefine tk\nif <touching (player v)?> then\n if <[15] = (_Gh EFFECT)> then\n repeat (5)\n change [brightness v] effect by (1)\n end\n wait (.1) seconds\n repeat (5)\n change [brightness v] effect by (-1)\n end\n else\n change [_gh effect v] by (((15) - (_Gh EFFECT)) / (3))\n set [brightness v] effect to (_Gh EFFECT)\n end\nelse\n change [_gh effect v] by (((0) - (_Gh EFFECT)) / (3))\n set [brightness v] effect to (_Gh EFFECT)\nend\n\n@Fireworks\n\nwhen I receive [music change v]\nforever\n create clone of (_myself_ v)\n wait (.8) seconds\nend\n\nwhen I start as a clone\nswitch costume to (fire hit 1 v)\ngo to x: (pick random (-240) to (240)) y: (pick random (107) to (-162))\nset size to (200) %\nshow\nif <([costume name v] of [sound v]) = [costume1]> then\n start sound [smb_fireworks v]\nend\nrepeat (2)\n wait (.05) seconds\n next costume\nend\ndelete this clone\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\n@Sprite1\n\nwhen flag clicked\nerase all\n\ndefine Edit\nif <not <<[type v] contains [1]?> or <[10] < (length of [pyv v])>>> then\n if <mouse down?> then\n add (pick random (3) to (4)) to [particles v]\n add (mouse x) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [7] to [pyv v]\n add [1] to [type v]\n Random colour\n else\n add (pick random (3) to (4)) to [particles v]\n add (pick random (-200) to (200)) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [11] to [pyv v]\n add [1] to [type v]\n Random colour\n end\nend\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n replace item (iterate) of [px v] with ((item (iterate) of [px v]) + (item (iterate) of [pxv v]))\n replace item (iterate) of [py v] with ((item (iterate) of [py v]) + (item (iterate) of [pyv v]))\n replace item (iterate) of [pxv v] with ((0) + ((item (iterate) of [pxv v]) * (0.99)))\n replace item (iterate) of [pyv v] with ((-0.05) + ((item (iterate) of [pyv v]) * (0.99)))\n replace item (iterate) of [particles v] with ((item (iterate) of [particles v]) + (0.2))\n if <[10] < (item (iterate) of [particles v])> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n else\n if <[7] < (item (iterate) of [particles v])> then\n if <[1] = (item (iterate) of [type v])> then\n replace item (iterate) of [type v] with [0]\n repeat (50)\n add (pick random (2) to (-2)) to [particles v]\n add (item (iterate) of [px v]) to [px v]\n add (item (iterate) of [py v]) to [py v]\n add (([sin v] of (pick random (1) to (360)) ) * (pick random (-5) to (5))) to [pxv v]\n add ((3) + (([cos v] of (pick random (1) to (360)) ) * (pick random (-5) to (5)))) to [pyv v]\n add [0] to [type v]\n add (item (iterate) of [colour v]) to [colour v]\n end\n end\n end\n end\n if <(item (iterate) of [py v]) < [-200]> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n end\nend\n\ndefine Render\ngo to x: (0) y: (0)\nset [ghost v] effect to (88)\nstamp\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n set pen color to (join [0x] (item (iterate) of [colour v]))\n if <(item (iterate) of [particles v]) < [9]> then\n if <[5] < (item (iterate) of [particles v])> then\n if <(item (iterate) of [type v]) = [1]> then\n set pen color to (join [0x] (item (iterate) of [colour v]))\n else\n set pen color to (join (join [0x] (join (round ((14) - ((item (iterate) of [particles v]) * (1.6)))) [1])) (item (iterate) of [colour v]))\n end\n end\n set pen size to (1)\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n pen down\n if <(item (iterate) of [type v]) = [1]> then\n set pen size to (((12) + (item (iterate) of [particles v])) / (4))\n else\n set pen size to (item (iterate) of [particles v])\n end\n go to x: ((item (iterate) of [pxv v]) + (item (iterate) of [px v])) y: ((item (iterate) of [pyv v]) + (item (iterate) of [py v]))\n pen up\n end\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n if <<[7] < (item (iterate) of [particles v])> or <<(item (iterate) of [particles v]) < [3]> or <[1] = (item (iterate) of [type v])>>> then\n repeat (pick random (1) to (pick random (1) to (2)))\n set pen size to (pick random (pick random (1) to (20)) to (pick random (120) to (90)))\n set pen color to (join [0x] (join [03] (item (iterate) of [colour v])))\n if <(item (iterate) of [particles v]) < [3]> then\n set pen color to (join [0x] (join [02] (item (iterate) of [colour v])))\n end\n pen down\n pen up\n end\n if <[1] = (item (iterate) of [type v])> then\n repeat (3)\n set pen size to (pick random (item (iterate) of [particles v]) to (((item (iterate) of [particles v]) - (3)) * (30)))\n set pen color to (join (join [0x0] (letter (round ((5) + (item (iterate) of [particles v]))) of [0123456789ABCDEF])) (item (iterate) of [colour v]))\n pen down\n pen up\n end\n end\n end\nend\n\ndefine Random colour\nif <(pick random (1) to (3)) = [1]> then\n add (join [FF] (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n add (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join [FF] (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\n else\n add (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) [FF])) to [colour v]\n end\nend\n\nadd [FF99FF] to [colour v]\n\nerase all\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nrepeat (3)\n add (pick random (7) to (7)) to [particles v]\n add (pick random (-2) to (2)) to [pxv v]\n add (pick random (-50) to (50)) to [py v]\n add [11] to [pyv v]\n add [1] to [type v]\n add (pick random (-240) to (240)) to [px v]\n if <[1] = (pick random (1) to (3))> then\n add [FFFF00] to [colour v]\n else\n if <[1] = (pick random (1) to (2))> then\n add [00FFFF] to [colour v]\n else\n add [FF00FF] to [colour v]\n end\n end\nend\n\nwhen I receive [music change v]\nset rotation style [don't rotate v]\nhide\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nforever\n Render\n Edit\nend\n\n@Show Customize?\n\nwhen I receive [customize slider v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n next costume\n if <(costume [number v]) = [1]> then\n show variable [✏️skin customize v]\n else\n hide variable [✏️skin customize v]\n end\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@Flash\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [flash v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@water\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (i))\n change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [water v]\nshow\nSmooth Glide x: (-12) y: (336) speed: (3)\nset [water vel v] to [.1]\nrepeat until <(y position) < [50]>\n change y by ((Water Vel) * (-1))\n change [water vel v] by (.1)\nend\nbroadcast (Delete fire v)\nrepeat (2)\n create clone of (particle v)\n create clone of (particle v)\n create clone of (particle v)\n create clone of (particle v)\n create clone of (particle v)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-12) y: (355)\n\n@Particle\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (6))\nshow\ngo to [front v] layer\ngo to (fire v)\nset [xvel v] to (pick random (-25) to (35))\nset [yvel v] to (pick random (10) to (75))\nrepeat until <((y position) + ((Yvel) / (10))) < [-138]>\n change x by ((Xvel) / (10))\n change y by ((Yvel) / (10))\n change [yvel v] by (-10)\nend\nset y to (-138)\nrepeat until <<(Xvel) = [0]> or <(Xvel) = [1]>>\n if <(Xvel) < [0]> then\n change [xvel v] by (2)\n else\n if <(Xvel) > [0]> then\n change [xvel v] by (-2)\n end\n end\n change x by ((Xvel) / (10))\nend\nwait (pick random (0.5) to (1.5)) seconds\ndelete this clone\n\nsay (Xvel)\nwait (0.5) seconds\n\nsay (Xvel)\n\n@Snow2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (4)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <not <(On/Off??) = [off]>> then\n create clone of (_myself_ v)\n wait (.001) seconds\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [on/off?? v] to [on]\nswitch costume to (on v)\nhide\n\nwhen I receive [start v]\nforever\n switch costume to (On/Off??)\n go to [front v] layer\n go to x: (222) y: (-171)\n show\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(On/Off??) = [on]> then\n repeat until <(costume [name v]) = [on10]>\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (off v)\n set [on/off?? v] to [off]\n else\n repeat until <(costume [name v]) = [off9]>\n next costume\n end\n switch costume to (on v)\n set [on/off?? v] to [on]\n end\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n⛄ᴡɪɴᴅʏ ᴅᴀʏꜱ || ᴀ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ :: [600 ꜰᴏʟʟᴏᴡᴇʀꜱ ꜱᴘᴇᴄɪᴀʟ]\n➠ ʙʏ ᴅᴡꜱᴇᴏʜ127\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nPART 2 IS OUT!!\nhttps://scratch.mit.edu/projects/619001134\n\n⭐ ωєℓ¢σмє! ⭐\n ›› ʜᴇʟʟᴏ! ʜᴇʟʟᴏ! ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴍʏ ᴛɪᴍᴇ ᴅᴇᴅɪᴄᴀᴛᴇᴅ ɢᴀᴍᴇ!ᴛʜɪꜱ ᴛᴏᴏᴋ ᴍᴇ ᴍᴏɴᴛʜꜱ, ᴡᴇᴇᴋꜱ, ᴅᴀʏꜱ ᴀɴᴅ ꜱᴏ ᴍᴜᴄʜ ʜᴀʀᴅ ᴡᴏʀᴋ! ᴘʟᴇᴀꜱᴇ ᴇɴᴊᴏʏ!\nɴᴏᴛɪᴄᴇ: ᴛʜɪꜱ ɪꜱ ᴀ ʜᴀʀᴅᴇʀ ᴠᴇʀꜱɪᴏɴ ᴏꜰ ꜱɴᴏᴡʏ ᴅᴀʏꜱ.\n\n⭐ ιηѕтяυ¢тισηѕ! ⭐\n ›› ʙᴇᴀᴛ ʟᴇᴠᴇʟꜱ! ʙᴜʏ ᴛʜɪɴɢꜱ ꜰʀᴏᴍ ᴛʜᴇ ꜱʜᴏᴘ! ʟɪꜱᴛᴇɴ ᴛᴏ ᴍᴜꜱɪᴄ! ᴍᴀᴋᴇ ꜱᴜʀᴇ ᴛᴏ ᴄʟɪᴄᴋ ᴛʜᴀᴛ ♥︎(❤️) ᴀɴᴅ ★(⭐) ᴀɴᴅ ᴀ ꜰᴏʟʟᴏᴡ! ᴇɴᴊᴏʏ! ☃️\n\n›› ʏᴏᴜ ᴀʀᴇ ɢᴏɪɴɢ ᴏɴ ᴀ qᴜᴇꜱᴛ ᴛᴏ ꜰɪɴᴅ ꜰɪʀᴇ!!\n\n› ᴅᴏɴᴜᴛ ʙʟᴏᴄᴋ: ꜰᴀʟʟꜱ ᴀꜰᴛᴇʀ 5 ꜱᴇᴄᴏɴᴅꜱ ɪꜰ ᴘʟᴀʏᴇʀ ɪꜱ ᴏɴ ɪᴛ.\n› ᴄʟᴏᴜᴅ ꜰᴀᴄᴇ: ɪᴛ ɪꜱ ᴅᴀɴɢᴇʀᴏᴜꜱ ɪꜰ ᴛʜᴇ ꜰᴀᴄᴇ ʟᴏᴏᴋꜱ ᴀɴɢʀʏ ᴀɴᴅ ʀᴇᴅ.\n› ɪᴄɪᴄʟᴇ & ꜱᴘɪᴋᴇꜱ & ꜱᴀᴡꜱ & ʟᴀᴠᴀ : ᴛʜᴇʏ ᴀʀᴇ ᴅᴀɴɢᴇʀᴏᴜꜱ. ᴅᴏ ɴᴏᴛ ᴛᴏᴜᴄʜ\n› ᴛʀᴀᴍᴘᴏʟɪɴᴇ: ʏᴏᴜ ᴄᴀɴ ᴊᴜᴍᴘ ʜɪɢʜ ᴡɪᴛʜ ɪᴛ.\n› ᴇɴᴇᴍɪᴇꜱ: ʏᴏᴜ ᴄᴀɴ ᴋɪʟʟ ᴛʜᴇᴍ ʙʏ ꜱᴛᴏᴍᴘɪɴɢ ᴛʜᴇᴍ ɪɴ ᴛʜᴇ ʜᴀᴛ\n\nʟᴀɢ? ᴛʀʏ ɪᴛ ɪɴ ᴛᴜʀʙᴏᴡᴀʀᴘ:\nhttps://turbowarp.org/589271293?interpolate&hqpen&clone=infinity\n\n⭐ ¢σммєηт яυℓєѕ ⭐\n✅ › ꜰᴇᴇᴅʙᴀᴄᴋ, ʙᴜɢ ʀᴇᴘᴏʀᴛꜱ, ᴋɪɴᴅ ᴡᴏʀᴅꜱ!\n❌ › ꜰ4ꜰ, ꜱᴘᴀᴍ, ʜᴀᴛᴇ, ᴀᴅꜱ\n\n⭐ ¢яє∂ιтѕ! ⭐\n›› ᴀʟʟ ᴀʀᴛ ʙʏ ᴍᴇ ᴇxᴄᴇᴘᴛ ᴛʜᴇ ᴄʟᴏᴜᴅ (ʙʏ @ᴢɪʏᴜ3)\n›› ᴘᴀʀᴛɪᴄʟᴇꜱ ꜰʀᴏᴍ @77ᴛɪɢᴇʀꜱ , @ꜱɪᴇʀʀᴀ11\n›› ᴍᴏꜱᴛ ᴄᴏᴅɪɴɢ ʙʏ ᴍᴇ (ᴇxᴄᴇᴘᴛ ꜰɪʀᴇᴡᴏʀᴋꜱ)\n›› ꜱꜰx ꜰʀᴏᴍ ᴍᴀʀɪᴏ & ᴍɪɴᴇᴄʀᴀꜰᴛ\n›› ᴡɪɴᴅʏ ᴇꜰꜰᴇᴄᴛ ʙʏ ᴀʀᴇᴇʙ52090\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nᴜᴘᴅᴀᴛᴇꜱ\n:: 2021.10.29 ›› Finally Shared!!\n:: 2021.12.14 ›› Curated by @mrcreatorluig !!\n:: 2021.12.15 ›› 450+ loves, 350+ favorites!\n:: 2021.12.15 ›› Major update: trampoline fixed & laggy/ non-laggy slider added\n:: 2021.12.15 ›› 800+ loves!! TYSM :)\n:: 2021.12.15 ›› What the community is remixing!! TYSM :)\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Christmas || A platformer || #games #all #trending #music #art #animations #stories
@Stage\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (love v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (Game on v)\nset [level v] to [1]\n\nwhen flag clicked\n\nwhen I receive [mati v]\nhide\nwait (0) seconds\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [x v] to [-210]\nset [y v] to [0]\nclear graphic effects\nset x to (-210)\nset y to (0)\nbroadcast (Game on v)\nstop [this script v]\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <touching (fire v)?>> then\n stop [other scripts in sprite v]\n repeat (20)\n change [brightness v] effect by (5)\n end\n broadcast (Mati v)\n end\nend\n\nwhen I receive [game on v]\nSet Costume\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (45) %\nswitch costume to (this v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n switch costume to (project. v)\n if <<touching (level v)?> or <touching (snowman v)?>> then\n change y by (1)\n Set Costume\n if <<touching (level v)?> or <touching (snowman v)?>> then\n change y by (1)\n Set Costume\n if <<touching (level v)?> or <touching (snowman v)?>> then\n change y by (1)\n Set Costume\n if <<touching (level v)?> or <touching (snowman v)?>> then\n change y by (1)\n Set Costume\n if <<touching (level v)?> or <touching (snowman v)?>> then\n change y by (1)\n Set Costume\n if <<touching (level v)?> or <touching (snowman v)?>> then\n change x by ((X) * (-1))\n change y by (-5)\n Set Costume\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n Set Costume\n else\n set [x v] to [7]\n Set Costume\n end\n set [y v] to [14]\n Set Costume\n else\n set [x v] to [0]\n Set Costume\n end\n end\n end\n end\n end\n end\n end\n Set Costume\n change y by (-1)\n switch costume to (project. v)\n if <<touching (snowman v)?> or <touching (level v)?>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [13]\n end\n end\n Set Costume\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <<touching (snowman v)?> or <touching (level v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n if <(y position) < [-170]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-50)\n end\nend\n\nwhen I receive [game on v]\nforever\n Set Costume\nend\n\ndefine Set Costume\nif <<<<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 (this v)\n point in direction (90)\nelse\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 (this v)\n point in direction (-90)\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 (this v)\n point in direction (direction)\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 (this v)\n point in direction (90)\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 (this v)\n point in direction (-90)\n else\n switch costume to (this v)\n end\n end\n end\n end\nend\n\n@Level\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (level))\n\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\n\nwhen flag clicked\n\n@Spikes\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n go to x: (36) y: (28)\n switch costume to (costume1 v)\n show\n else\n if <(level) = [4]> then\n switch costume to (costume2 v)\n go to x: (36) y: (28)\n go to [back v] layer\n show\n else\n if <(level) = [5]> then\n switch costume to (costume3 v)\n go to x: (36) y: (28)\n go to [back v] layer\n show\n else\n if <(level) = [8]> then\n switch costume to (costume4 v)\n go to [back v] layer\n go to x: (36) y: (28)\n show\n else\n if <(level) = [9]> then\n switch costume to (costume5 v)\n go to [back v] layer\n go to x: (36) y: (28)\n show\n else\n if <(level) = [10]> then\n switch costume to (costume6 v)\n go to [back v] layer\n go to x: (0) y: (0)\n show\n else\n if <(level) = [11]> then\n switch costume to (costume7 v)\n go to [back v] layer\n go to x: (0) y: (0)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Candy Cane3\n\nwhen flag clicked\nforever\n if <<<(level) = [1]> or <(level) = [2]>> or <(level) = [3]>> then\n hide\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\n\nwhen I receive [next level v]\nset [collect v] to [0]\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [4]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (-48) y: (140)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [5]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (113) y: (-22)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [9]> then\n clear graphic effects\n show\n turn right (5) degrees\n show\n go to x: (59) y: (19)\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [10]> then\n clear graphic effects\n show\n turn right (5) degrees\n show\n go to x: (140) y: (105)\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\n@Snowman\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n set size to (100) %\n go to x: (49) y: (-121)\n if <(Collect) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n else\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n show\n set size to (100) %\n go to x: (49) y: (-121)\n if <(Collect) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n else\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n set size to (80) %\n go to x: (87) y: (29)\n if <(Collect) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n else\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n set size to (70) %\n go to x: (103) y: (51)\n if <(Collect) = [3]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n else\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n set size to (70) %\n go to x: (99) y: (-110)\n if <(Collect) = [3]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n else\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n set size to (70) %\n go to x: (107) y: (-114)\n if <(Collect) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n else\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n set size to (70) %\n go to x: (120) y: (10)\n if <(Collect) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n else\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show\n set size to (70) %\n go to x: (111) y: (-104)\n if <(Collect) = [3]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n else\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n set size to (70) %\n go to x: (100) y: (44)\n if <(Collect) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n else\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n show\n set size to (80) %\n go to x: (98) y: (34)\n if <(Collect) = ((99999999999999999999999) * (99999999999999999999999))> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n else\n show\n end\n end\nend\n\n@Candy Cane\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n turn right (5) degrees\n go to x: (-89) y: (-56)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n set [collect v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [2]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (-8) y: (130)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [next level v]\nset [collect v] to [0]\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [3]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (-8) y: (130)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [4]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (-48) y: (-63)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [5]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (-82) y: (31)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [7]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (-34) y: (119)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [9]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (150) y: (92)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [10]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (-30) y: (-90)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [11]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (20) y: (-61)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\n@Fire\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n set size to (41) %\n wait (0.000001) seconds\n go to x: (36) y: (5)\n switch costume to (fire - right v)\n glide (1) secs to x: (204) y: (5)\n wait (0.5) seconds\n switch costume to (fire - left v)\n glide (1) secs to x: (36) y: (5)\n wait (0.5) seconds\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n stop [other scripts in sprite v]\n show\n set size to (60) %\n wait (0.000001) seconds\n go to x: (28) y: (-50)\n switch costume to (fire - right v)\n glide (0.5) secs to x: (110) y: (-50)\n wait (0.2) seconds\n switch costume to (fire - left v)\n glide (0.5) secs to x: (28) y: (-50)\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\n\nwhen I receive [next level v]\nif <(level) = [8]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen flag clicked\n\nwhen I receive [next level v]\nforever\n if <(level) = [11]> then\n stop [other scripts in sprite v]\n show\n set size to (100) %\n wait (0.000001) seconds\n go to x: (28) y: (-30)\n switch costume to (fire - right v)\n glide (0.5) secs to x: (170) y: (-30)\n wait (0.2) seconds\n switch costume to (fire - left v)\n glide (0.5) secs to x: (28) y: (-30)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [12]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@Candy Cane2\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [2]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (124) y: (25)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [next level v]\nset [collect v] to [0]\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [3]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (124) y: (130)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [4]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (131) y: (-59)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [5]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (57) y: (116)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [7]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (130) y: (70)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [10]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (-17) y: (55)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\nforever\n if <(level) = [11]> then\n clear graphic effects\n show\n turn right (5) degrees\n go to x: (-7) y: (140)\n show\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Collect sound v]\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\n end\nend\n\ngo to [back v] layer\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@Nothing\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n switch costume to (costume1 v)\n go to [back v] layer\n else\n if <(level) = [10]> then\n show\n go to [back v] layer\n switch costume to (costume2 v)\n else\n if <(level) = [12]> then\n show\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (costume3 v)\n else\n hide\n end\n end\n end\nend\n\n@Volume\n\nwhen flag clicked\nswitch costume to (volume tuner 1 v)\nset volume to (100) %\nforever\n go to x: (-193) y: (-140)\n show\n if <(costume [name v]) = [Volume tuner 1]> then\n set volume to (100) %\n end\n if <(costume [name v]) = [Volume tuner 2]> then\n set volume to (66) %\n end\n if <(costume [name v]) = [Volume tuner 3]> then\n set volume to (30) %\n end\n if <(costume [name v]) = [Volume mute]> then\n set volume to (0) %\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n play sound [Christmas v] until done\nend\n\n@Collect numbers\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n if <(Collect) = [0]> then\n show\n point in direction (90)\n go to x: (-159) y: (144)\n switch costume to (0/1 v)\n else\n switch costume to (1/1 v)\n end\n else\n if <<<<<(level) = [2]> or <(level) = [3]>> or <(level) = [7]>> or <(level) = [9]>> or <(level) = [11]>> then\n if <(Collect) = [0]> then\n show\n go to x: (-159) y: (144)\n switch costume to (0/2 v)\n else\n if <(Collect) = [1]> then\n show\n go to x: (-159) y: (144)\n switch costume to (1/2 v)\n else\n switch costume to (2/2 v)\n end\n end\n else\n if <<<(level) = [4]> or <(level) = [5]>> or <(level) = [10]>> then\n if <(Collect) = [0]> then\n show\n go to x: (-159) y: (144)\n switch costume to (0/3 v)\n else\n if <(Collect) = [1]> then\n show\n go to x: (-159) y: (144)\n switch costume to (1/3 v)\n else\n if <(Collect) = [2]> then\n show\n go to x: (-159) y: (144)\n switch costume to (2/3 v)\n else\n switch costume to (3/3 v)\n end\n end\n end\n else\n if <<(level) = [6]> or <(level) = [8]>> then\n switch costume to (0 v)\n else\n if <(level) = [12]> then\n hide\n end\n end\n end\n end\n end\nend\n\n@Snowflakes by @ceebee\n\nwhen I start as a clone\nset [brightness v] effect to (100)\nswitch costume to (pick random (1) to (4))\nset size to (300) %\ngo to [front v] layer\nset [ghost v] effect to (0)\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)\n if <<<touching (player v)?> or <touching (level v)?>> or <touching (spikes v)?>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
꧁༺Christmas༻꧂ㅤ\n\nHi all!!! It's december and christmas is coming!!! So I am doing a Christmas platformer!!! Hope you enjoy. :D\nI need to get on trending because I work very hard.\nYou will feel bad if you don't Love and Star.\nRemix make you happy.\nFollow me here --> ( @hern1 ) for more amazing platformers!\nAdvertising ALLOWED. :D\nNew game: https://scratch.mit.edu/projects/615294016/\n\n\n ꧁༺Rules༻꧂\n\nA, D, right arrow or left arrow to move.\nW or up arrow key to jump.\nCollect all the candy or the snowman will not let you go.\nChristmas tree and Stockings will help.\nAvoid spikes and fire.\n\n ꧁༺Credits༻꧂\n \nChristmas tree and socks costume: Google\nFire costume: Google\nCandy cane costume: Google\nThe font of the numbers on the left top (Eg: 0/2, 1/1, 2/3, 0/0...): Appel from @griffpatch\n\n\n\n\n\n\n\n\n\n\n\n\n\nTags:\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#Tutorials #Tutorials #Tutorials #Tutorials #Tutorials \n#games #all #fun #platformer #spikes #christmas #ChristmasTree #like #fav #art #follow #hern1 #enjoy #lol #good #fire #ground #hope #you #enjoy #thumbnail #music #snowman #candy_cane #background #enemy\n
Wonderful Platformer (Mobile Friendly)
@Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nplay sound [bensound-littleidea v] until done\n\n@player\n\nwhen flag clicked\nset [my variable v] to [0]\nforever\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n set [my variable v] to [1]\n set x to (-217)\n set y to (0)\n set [my variable v] to [0]\n switch costume to (right v)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(y position) < [-183]> then\n set x to (-217)\n end\nend\n\nwhen flag clicked\ngo to x: (-215) y: (-3)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <not <(my variable) = [1]>> then\n if <<key (left arrow v) pressed?> or <<mouse down?> and <<(x position) > (mouse x)> and <not <(touching ui) = [1]>>>>> then\n change [x v] by (-1)\n switch costume to (left v)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <<(mouse x) > (x position)> and <not <(touching ui) = [1]>>>>> then\n change [x v] by (1)\n switch costume to (right v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platform v)?> then\n change y by (2)\n end\n if <touching (platform v)?> then\n change y by (2)\n end\n if <touching (platform v)?> then\n change y by (2)\n end\n if <touching (platform v)?> then\n change y by (2)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> and <not <(touching ui) = [1]>>>> 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 (platform v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <<not <(touching ui) = [1]>> and <touching (platform v)?>>> then\n set [y v] to [14]\n end\n change y by (1)\n if <<(x position) > [222]> and <touching (_edge_ v)?>> then\n set y to (0)\n set x to (-217)\n change [level v] by (1)\n end\n if <touching (trampoline v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<(y position) < [-153]> and <touching (_edge_ v)?>> then\n set x to (-217)\n set y to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<touching (platform v)?> and <(x refresh) = (x)>> and <(y refresh) = (y)>>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [brightness v] effect by (3)\nend\ndelete this clone\n\nwhen I receive [skip v]\nset x to (-217)\nset y to (0)\nswitch costume to (right v)\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n say [Nice] for (2) seconds\n end\nend\n\nwhen flag clicked\nshow variable [time v]\nset [time v] to [0]\nrepeat until <(level) = [6]>\n change [time v] by (1)\n wait (1) seconds\nend\nwait until <(level) = [6]>\nif <(☁ W.R.) > (time)> then\n if <(Levels Skipped) = [0]> then\n set [☁ w.r. v] to (time)\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n set [x refresh v] to (x)\n change [y refresh v] by (y)\nend\n\nset [☁ w.r. v] to [0]\n\n@platform\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n end\n wait (1) seconds\nend\n\nwhen flag clicked\ndelete this clone\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (0) y: (5)\n glide (1) secs to x: (0) y: (-5)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@trampoline\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Big Boing v] until done\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen flag clicked\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\nhide\nif <(username) = [JetPilot4]> then\n show\nend\n\n@clouds\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\n wait (4) seconds\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (10.) to (40))\ngo to [back v] layer\ngo [backward v] (1500) layers\ngo to (random position v)\nset x to (276)\nshow\nrepeat until <<<(x position) < [-2]> and <touching (_edge_ v)?>> or <<<touching (platform v)?> and <(y position) < [-210]>> or <<<touching (spikes v)?> or <touching (sign v)?>> or <touching (lava v)?>>>>\n change x by (-5)\nend\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nif <<not <is turbowarp?>> and <(Cancel Turbo) = [0]>> then\n show\nend\n\nwhen this sprite clicked\nset [cancel turbo v] to [1]\nhide\n\nset [cancel turbo v] to [0]\n\nset [☁ w.r. v] to [17]\n\n@Skip button\n\nwhen flag clicked\n\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [touching ui v] to [1]\n wait until <not <touching (mouse-pointer v)?>>\n set [touching ui v] to [0]\n end\nend\n\nwhen this sprite clicked\nset size to (35) %\nwait until <not <mouse down?>>\nset size to (40) %\nstart sound [Wood Tap v]\nif <touching (mouse-pointer v)?> then\n if <not <(level) = [8]>> then\n change [level v] by (1)\n change [levels skipped v] by (1)\n broadcast (skip v)\n end\nend\n\nwhen flag clicked\nset [levels skipped v] to [0]\nset [deaths v] to [0]\n\nshow\nforever\n if <(level) = [7]> then\n show variable [deaths v]\n show variable [levels skipped v]\n end\nend\n\nhide\n\n@More Games button\n\nwhen flag clicked\nset [more games v] to [0]\nset [touching ui v] to [0]\nclear graphic effects\nset size to (40) %\nshow\n\nhide\nwait until <(level) = [8]>\n\nwhen I start as a clone\nset size to (0) %\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-20)\nend\n\nwhen this sprite clicked\nif <<(mouse y) > [136]> and <(mouse x) > [109]>> then\n set size to (100) %\n play sound [Wood Tap v] until done\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (20)\n end\n set [more games v] to [0]\n hide\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [touching ui v] to [1]\n wait until <not <touching (mouse-pointer v)?>>\n set [touching ui v] to [0]\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [touching ui v] to [1]\n wait until <not <touching (mouse-pointer v)?>>\n set [touching ui v] to [0]\n end\nend\n\nwhen this sprite clicked\nif <(More games) = [0]> then\n set size to (35) %\n wait until <not <mouse down?>>\n set size to (40) %\n start sound [Wood Tap v]\n if <touching (mouse-pointer v)?> then\n if <(More games) = [0]> then\n set [more games v] to [1]\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen flag clicked\nset [levels skipped v] to [0]\nset [deaths v] to [0]\nshow\nforever\n if <(level) = [7]> then\n show variable [deaths v]\n show variable [levels skipped v]\n end\nend\n\nwhen I start as a clone\nset drag mode [not draggable v]\nforever\n if <touching (mouse-pointer v)?> then\n set [touching ui v] to [1]\n wait until <not <touching (mouse-pointer v)?>>\n set [touching ui v] to [0]\n end\nend\n\n
New endless game! > https://scratch.mit.edu/projects/892702701\n(update 3.5)\n9rds holds the 17 ( first 6 levels) world record \nUse your arrow keys or tap to move!\nNew Game: Dodge Things 2 ↓\nhttps://scratch.mit.edu/projects/892702701/\n\nHelp:\n\nLevel difficult? Click "Skip" and the level should switch to the next one.\n\nGame lagging?\nQuit Fullscreen mode.\nRemove clouds (world record will not work)\nTurbоwrар runs this project a lot better.
Caverns [Platformer] #games #Games #platformer #Platformer
@Stage\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [\[MP3DOWNLOAD v] until done\nend\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
[] Announcement []\nPart 6 is now out! Link to the amazing project is here: \nhttps://scratch.mit.edu/projects/596496176/ \n\n[] Cool thing []\n@SonicBoom777 commented and liked + faved on this project\n\n[] Keys []\nWASD, Arrow Keys\n\n[] Introduction []\nYou were mining, in a place on earth, no one has been before, you find a rather mysterious path, and choose to go down, only to find, your fate...\n\n[] Other Helpers []\n@--AwesomeCode-- For the engine\n@-AlbertDerp- For the inspiration\n@CJ-107668 For the rest\n\n\n[] Other []\nIf you want a part 2, just like and fave, simple, yet effective. You can jump on text.\n\n[] Tags []\n#platformer #Platformer #Game #game #trending #Trending #Caverns #caverns #parttwo #Parttwo #PartTwo
Escape || A platformer || #all #games #art
@Stage\n\nwhen flag clicked\nforever\n play sound [audiohub__4066141012261_run-if-you-can__testversion v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Move in step (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 and Floor\n end\nend\n\ndefine Reset and Begin Level\nset [acceleration v] to [2]\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: (-74) y: (-10)\nbroadcast (Change scene v)\nbroadcast (Game loop v)\n\nwhen I receive [tick - last v]\nif <touching (portal v)?> then\n Begin Scene # ((SCENE #) + (1)) go to x: [-235]\n broadcast (Change scene v)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate 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\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 [game loop v]\nshow\nforever\n broadcast (Tick - First v)\n broadcast (Tick - player v)\n broadcast (Tick - last v)\nend\n\ndefine Begin Scene # (scene #) go to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Tick - player 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]\nFix Collision in Direction [0]\nSet costume\nbroadcast (Game loop v)\n\ndefine Controls - left and right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling?) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.95))\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\nwhen I receive [tick - player v]\nControls - left and right\nControls - up and down\nMove in step (([abs v] of (speed y) ) + ([abs v] of (speed x) ))\nSet costume\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 ([floor v] of ((1) + ((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 Controls - up and down\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space 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) * (0.7))\n end\nend\n\ndefine Check touching solid\nif <<<<touching (level v)?> or <touching (lasor stand v)?>> or <touching (lock door v)?>> or <<touching (falling blocks v)?> or <touching (lasor stand 2 v)?>>> then\n set [touching! v] to [1]\nelse\n set [touching! v] to [0]\nend\n\nwhen I receive [start game v]\ngo to x: (-74) y: (-105)\nset size to (100) %\nset [gravity v] to [-1.2]\nset [jump force v] to [13]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nReset and Begin Level\n\nwhen I receive [game over - reset game v]\ngo to x: (-210) y: (-99)\n\nwhen I receive [that guy die v]\nbroadcast (Game over - reset game v)\n\nwhen flag clicked\nif <(costume [number v]) = [28]> then\n stop [all v]\nend\n\nwhen I receive [change scene v]\nforever\n set size to (80) %\n if <touching (shrink portal v)?> then\n forever\n set size to (60) %\n end\n end\nend\n\ndefine Collide X - Slope or Wall?\nCheck can wall slide\nchange y by (1)\nCheck touching solid\nif <(touching!) > [0]> then\n change y by (1)\n Check touching solid\n if <(touching!) > [0]> then\n change y by (-2)\n set x to (Last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.7))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\nbroadcast (Game loop v)\nFix Collision in Direction [90]\nFix Collision in Direction [0]\n\ndefine Collide Y - Ceiling and 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\nif <touching (- v)?> then\n switch costume to (being lasor die v)\nend\nwait (1) seconds\nbroadcast (Game over - reset game v)\n\nwhen I receive [change scene v]\nforever\n if <touching (ball v)?> then\n broadcast (Game over - reset game v)\n end\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [already open v]\n\nwhen I receive [game over - reset game v]\nforever\n Set costume\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n show\nend\n\nwhen I receive [escape done v]\nforever\n hide\nend\n\nwhen flag clicked\ngo to x: (30) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [game over - reset game v]\n\n@Portal\n\nwhen flag clicked\nforever\n set size to (100) %\n set [whirl v] effect to (600)\n go to x: (165) y: (-47)\nend\n\nwhen I receive [start game v]\nforever\n set size to (100) %\n set [whirl v] effect to (600)\n go to x: (212) y: (-109)\nend\n\nwhen I receive [change scene v]\nforever\n if <(SCENE #) = [1]> then\n show\n go to x: (209) y: (-100)\n end\n if <(SCENE #) = [2]> then\n show\n go to x: (209) y: (135)\n end\n if <(SCENE #) = [3]> then\n show\n go to x: (219) y: (-10)\n end\n if <(SCENE #) = [4]> then\n show\n go to x: (212) y: (41)\n end\n if <(SCENE #) = [5]> then\n show\n go to x: (209) y: (-103)\n end\n if <(SCENE #) = [6]> then\n show\n go to x: (203) y: (142)\n end\n if <(SCENE #) = [7]> then\n show\n go to x: (44) y: (3)\n end\n if <(SCENE #) = [8]> then\n show\n go to x: (210) y: (-105)\n end\n if <(SCENE #) = [9]> then\n show\n go to x: (202) y: (-3)\n end\n if <(SCENE #) = [12]> then\n show\n end\nend\n\nwhen I receive [change scene v]\nforever\n if <(SCENE #) = [12]> then\n hide\n end\nend\n\ngo to x: (202) y: (-3)\n\n@thumbnail\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nshow\n\nshow\ngo to [front v] layer\n\n@Mr. Bullet\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n point in direction ([direction v] of [enemy ftf v])\nend\n\nwhen I start as a clone\nshow\ngo to (enemy ftf v)\nswitch costume to (pick random (1) to (9))\nrepeat until <<touching (level v)?> or <<touching (player v)?> or <touching (_edge_ v)?>>>\n if <(direction) < [0]> then\n change x by (-20)\n else\n change x by (20)\n end\nend\nif <touching (player v)?> then\n broadcast (that guy DIE v)\nend\ndelete this clone\n\nif <touching (player v)?> then\n broadcast (that guy DIE v)\nend\n\nwhen I receive [change scene v]\nforever\n if <(SCENE #) = [5]> then\n show\n switch costume to (costume14 v)\n else\n hide\n end\nend\n\n@Mr. Spike\n\nwhen I receive [start game v]\nforever\n if <touching (player v)?> then\n broadcast (Game over - reset game v)\n end\n if <(SCENE #) = [3]> then\n switch costume to (costume1 v)\n show\n go to [back v] layer\n go to x: (36) y: (28)\n end\n if <(SCENE #) = [1]> then\n hide\n end\n if <(SCENE #) = [2]> then\n hide\n end\n if <(SCENE #) = [4]> then\n hide\n end\n if <(SCENE #) = [5]> then\n go to x: (-122) y: (132)\n switch costume to (costume2 v)\n go to [back v] layer\n show\n end\n if <(SCENE #) = [6]> then\n switch costume to (costume2 v)\n go to [back v] layer\n go to x: (-24) y: (115)\n show\n end\n if <(SCENE #) = [7]> then\n switch costume to (costume3 v)\n go to [back v] layer\n go to x: (-77) y: (82)\n show\n end\n if <(SCENE #) = [8]> then\n switch costume to (costume4 v)\n go to [back v] layer\n go to x: (-77) y: (82)\n show\n end\n if <(SCENE #) = [9]> then\n hide\n end\n if <(SCENE #) = [10]> then\n hide\n end\n if <(SCENE #) = [11]> then\n switch costume to (costume5 v)\n go to [back v] layer\n go to x: (-77) y: (82)\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n if <(SCENE #) = [12]> then\n hide\n end\nend\n\n@-\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n if <(SCENE #) = [1]> then\n hide\n end\n if <(SCENE #) = [2]> then\n hide\n end\n if <(SCENE #) = [3]> then\n hide\n end\n if <(SCENE #) = [4]> then\n hide\n end\n if <(SCENE #) = [5]> then\n hide\n end\n if <(SCENE #) = [6]> then\n switch costume to (if v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n if <touching (player v)?> then\n broadcast (Game over - reset game v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(SCENE #) = [6]> then\nend\n\nstop [other scripts in sprite v]\ngo to x: (39) y: (-12)\nswitch costume to (costume v)\nshow\nif <touching (player v)?> then\n broadcast (Game over - reset game v)\nend\n\nwhen I receive [change scene v]\n\n@Lasor stand\n\nwhen I receive [start game v]\nforever\n if <(SCENE #) = [1]> then\n hide\n end\n if <(SCENE #) = [2]> then\n hide\n end\n if <(SCENE #) = [3]> then\n hide\n end\n if <(SCENE #) = [4]> then\n hide\n end\n if <(SCENE #) = [5]> then\n hide\n end\n if <(SCENE #) = [6]> then\n switch costume to (if v)\n end\nend\n\nwhen flag clicked\nhide\n\nif <(SCENE #) = [7]> then\n switch costume to (6 v)\n show\n go to x: (36) y: (28)\nend\n\n@Play button\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n show\n switch costume to (play button2 v)\n else\n switch costume to (play button v)\n show\n end\nend\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nhide\nswitch costume to (blank v)\nbroadcast (Start game v)\n\nshow\n\nforever\n\nforever\n\n@Enemy FTF\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n if <(SCENE #) = [4]> then\n set size to (100) %\n switch costume to (i'm here! v)\n point in direction (90)\n show\n go to x: (-100) y: (45)\n else\n if <(SCENE #) = [8]> then\n switch costume to (bline v)\n point in direction (90)\n show\n go to x: (-180) y: (50)\n else\n if <(SCENE #) = [11]> then\n switch costume to (i'm here! v)\n show\n point in direction (90)\n go to x: (2) y: (-97)\n else\n hide\n end\n end\n end\nend\n\nhide\n\nwhen I receive [shoot v]\nstop [other scripts in sprite v]\ncreate clone of (mr. bullet v)\nwait (0.1) seconds\ncreate clone of (mr. bullet v)\nwait (0.1) seconds\ncreate clone of (mr. bullet v)\n\n@Lasor stand 2\n\nwhen I receive [start game v]\nforever\n if <(SCENE #) = [1]> then\n hide\n end\n if <(SCENE #) = [2]> then\n hide\n end\n if <(SCENE #) = [3]> then\n hide\n end\n if <(SCENE #) = [4]> then\n hide\n end\n if <(SCENE #) = [5]> then\n go to [front v] layer\n switch costume to (5 v)\n show\n go to x: (36) y: (28)\n end\n if <(SCENE #) = [6]> then\n show\n go to x: (164) y: (31)\n switch costume to (3 v)\n end\n if <(SCENE #) = [7]> then\n hide\n end\n if <(SCENE #) = [8]> then\n show\n go to x: (164) y: (31)\n switch costume to (2 v)\n end\n if <(SCENE #) = [9]> then\n hide\n end\n if <(SCENE #) = [10]> then\n show\n go to x: (164) y: (31)\n switch costume to (10 v)\n end\n if <(SCENE #) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@I\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n if <(SCENE #) = [5]> then\n go to x: (37) y: (13)\n switch costume to (l1 v)\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n hide\n wait (2) seconds\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n show\n wait (1.3) seconds\n hide\n else\n if <(SCENE #) = [6]> then\n go to x: (147) y: (22)\n go to [back v] layer\n switch costume to (l1 - s v)\n show\n else\n if <(SCENE #) = [8]> then\n go to x: (-20) y: (180)\n show\n switch costume to (l2 v)\n wait (0.8) seconds\n switch costume to (l2 \( 2 \) v)\n wait (0.8) seconds\n else\n if <(SCENE #) = [10]> then\n go to x: (-27) y: (-55)\n switch costume to (l1 \( 2 \) v)\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n hide\n wait (1) seconds\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n show\n wait (1.3) seconds\n hide\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n if <touching (player v)?> then\n broadcast (Game over - reset game v)\n end\nend\n\nwhen I receive [change scene v]\nforever\n\nwhen I receive [start game v]\nforever\n if <(SCENE #) = [1]> then\n hide\n end\n if <(SCENE #) = [2]> then\n hide\n end\n if <(SCENE #) = [3]> then\n hide\n end\n if <(SCENE #) = [4]> then\n hide\n end\nend\n\nwhen I receive [change scene v]\nforever\n\nset size to (10) %\n\n@enemy detecter\n\nwhen I receive [start game v]\nforever\n if <(SCENE #) = [4]> then\n show\n switch costume to (s4 v)\n go to x: (36) y: (31)\n set [ghost v] effect to (100)\n if <touching (player v)?> then\n broadcast (Shoot v)\n hide\n wait (0.1) seconds\n show\n end\n end\n if <(SCENE #) = [8]> then\n show\n go to x: (38) y: (27)\n switch costume to (s8 v)\n set [ghost v] effect to (100)\n if <touching (player v)?> then\n broadcast (Shoot v)\n hide\n wait (0.1) seconds\n show\n end\n end\n if <(SCENE #) = [11]> then\n show\n go to x: (38) y: (27)\n switch costume to (s11 v)\n set [ghost v] effect to (100)\n if <touching (player v)?> then\n broadcast (Shoot v)\n hide\n wait (0.1) seconds\n show\n end\n end\n if <(SCENE #) = [1]> then\n hide\n end\n if <(SCENE #) = [2]> then\n hide\n end\n if <(SCENE #) = [3]> then\n hide\n end\n if <(SCENE #) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\ngo to x: (149) y: (140)\n\nwhen I receive [change scene v]\nforever\n if <(SCENE #) = [12]> then\n hide\n end\nend\n\n@Nice Key\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n if <(SCENE #) = [6]> then\n show\n set size to (100) %\n go to x: (12) y: (-89)\n else\n if <(SCENE #) = [8]> then\n show\n set size to (80) %\n go to x: (207) y: (119)\n else\n if <(SCENE #) = [10]> then\n show\n set size to (80) %\n go to x: (-186) y: (101)\n else\n hide\n end\n end\n end\nend\n\nhide\n\nwhen I receive [change scene v]\nforever\n if <touching (player v)?> then\n broadcast (Can open door v)\n stop [other scripts in sprite v]\n set size to (60) %\n glide (1) secs to x: (-198) y: (142)\n stop [this script v]\n end\nend\n\nwhen I receive [already open v]\nhide\n\n@Lock door\n\nwhen I receive [start game v]\n\nwhen flag clicked\nhide\n\nwhen I receive [can open door v]\nforever\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (Already open v)\n stop [this script v]\n end\nend\n\nwhen I receive [change scene v]\nforever\n if <(SCENE #) = [6]> then\n set size to (150) %\n show\n go to x: (149) y: (140)\n else\n if <(SCENE #) = [8]> then\n show\n clear graphic effects\n set size to (150) %\n go to x: (-32) y: (-45)\n else\n if <(SCENE #) = [10]> then\n show\n clear graphic effects\n set size to (150) %\n go to x: (64) y: (136)\n end\n end\n end\nend\n\nwhen I receive [already open v]\n\n@Canon\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\nforever\n\nshow\n\nwhen I receive [change scene v]\nforever\n if <(SCENE #) = [9]> then\n show\n go to x: (221) y: (158)\n forever\n point towards (player v)\n if <(Bullet rate) > [0]> then\n change [bullet rate v] by (-1)\n else\n create clone of (ball v)\n set [bullet rate v] to [20]\n end\n end\n else\n if <(SCENE #) = [11]> then\n show\n go to x: (221) y: (158)\n forever\n point towards (player v)\n if <(Bullet rate) > [0]> then\n change [bullet rate v] by (-1)\n else\n create clone of (ball v)\n set [bullet rate v] to [25]\n end\n end\n else\n hide\n end\n end\nend\n\ncreate clone of (ball v)\n\nwhen I receive [change scene v]\n\n\n\n@Shrink portal\n\nwhen I receive [change scene v]\nif <(SCENE #) = [8]> then\n show\n change [whirl v] effect by (500)\n set size to (90) %\n go to x: (-117) y: (-65)\n if <touching (player v)?> then\n hide\n end\nelse\n if <(SCENE #) = [10]> then\n show\n change [whirl v] effect by (500)\n set size to (90) %\n go to x: (193) y: (135)\n if <touching (player v)?> then\n hide\n end\n else\n if <(SCENE #) = [11]> then\n show\n change [whirl v] effect by (500)\n set size to (90) %\n go to x: (-157) y: (137)\n if <touching (player v)?> then\n hide\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nset [whirl v] effect to (25)\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n if <(SCENE #) = [1]> then\n show\n go to x: (-9) y: (-7)\n switch costume to (costume1 v)\n end\n if <(SCENE #) = [2]> then\n show\n go to x: (-22) y: (22)\n switch costume to (costume2 v)\n end\n if <(SCENE #) = [3]> then\n show\n go to x: (40) y: (22)\n switch costume to (costume3 v)\n end\n if <(SCENE #) = [4]> then\n show\n go to x: (40) y: (22)\n switch costume to (costume4 v)\n end\n if <(SCENE #) = [5]> then\n show\n go to x: (40) y: (22)\n switch costume to (costume5 v)\n end\n if <(SCENE #) = [6]> then\n show\n go to x: (0) y: (22)\n switch costume to (costume6 v)\n end\n if <(SCENE #) = [7]> then\n show\n go to x: (0) y: (22)\n switch costume to (costume7 v)\n end\n if <(SCENE #) = [8]> then\n show\n go to x: (0) y: (70)\n switch costume to (costume8 v)\n end\n if <(SCENE #) = [9]> then\n show\n go to x: (0) y: (70)\n switch costume to (costume9 v)\n end\n if <(SCENE #) = [10]> then\n hide\n end\n if <(SCENE #) = [11]> then\n hide\n end\n if <(SCENE #) = [12]> then\n hide\n end\nend\n\n@Ball\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to (canon v)\nhide\n\nwhen I start as a clone\nif <(SCENE #) = [9]> then\n show\nelse\n if <(SCENE #) = [11]> then\n show\n else\n hide\n end\nend\nset size to (100) %\nswitch costume to (apple v)\npoint towards (player v)\nrepeat until <<<touching (_edge_ v)?> or <touching (level v)?>> or <<touching (player v)?> or <touching (enemy ftf v)?>>>\n move (10) steps\nend\ndelete this clone\n\nshow\n\n
~~~~~~~~~~~~~~~~~Controls~~~~~~~~~~~~~~~~~~\n\nUse WASD or arrow keys to move.\nLove and star this project!\nAlso follow me here --- @hern1\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhy are u still scrolling?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nS.T.O.P\n\n\n\n\n\n\n\n\n\n\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. Bye.\n\n\n\n\n\n\n\n.
Spooky Halloween || A Platformer #Games #All #Trending
@Stage\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [bensound-dubstep v]\n\nwhen I receive [end v]\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\nset volume to (100) %\nrepeat (10)\n play sound [Kevin MacLeod - Not As It Seems v] until done\nend\n\n@Blank\n\n@Intro\n\ndefine SmoothMove (x) (y) (dir) (size) (butteriness)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (direction)) = (dir)> and <(round (size)) = (size)>>>>\n change x by (((x) - (x position)) / (butteriness))\n change y by (((y) - (y position)) / (butteriness))\n turn right (((dir) - (direction)) / (butteriness)) degrees\n change size by (((size) - (size)) / (butteriness))\nend\n\ndefine Reset\ndelete this clone\n\ndefine MakeClone (id)\nset [cloneid v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Wall1]> then\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (180)\n show\n switch costume to (wall1 v)\n SmoothMove (x position) [0] (direction) (size) [10]\n wait until <[11] < (timer)>\n SmoothMove (x position) [150] (direction) (size) [5]\n broadcast (Menu v)\n broadcast (END v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Wall2]> then\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-180)\n show\n switch costume to (wall2 v)\n SmoothMove (x position) [0] (direction) (size) [10]\n wait until <[11] < (timer)>\n SmoothMove (x position) [-150] (direction) (size) [5]\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Pierce]> then\n point in direction (90)\n show\n switch costume to (pierce v)\n set size to (500) %\n go to x: (-500) y: (0)\n set size to (100) %\n SmoothMove [0] (y position) (direction) (size) [2.5]\n wait until <[7.5] < (timer)>\n repeat until <(round (x position)) = [500]>\n set size to (500) %\n change x by (((500) - (x position)) / (2.5))\n set size to (100) %\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Logo]> then\n set size to (25) %\n point in direction (90)\n go to x: (0) y: (180)\n show\n switch costume to (logo v)\n SmoothMove (x position) [0] (direction) [100] [2.5]\n repeat (4)\n Particles [50]\n wait (0.35) seconds\n end\n set [y v] to [12.5]\n repeat (5)\n turn right (6) degrees\n end\n repeat until <touching (_edge_ v)?>\n change x by (7.5)\n change y by (y)\n change [y v] by (-1)\n end\n delete this clone\nend\n\ndefine Particles (amount)\nset [cloneid v] to [Parts]\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Parts]> then\n go to [front v] layer\n set [ghost v] effect to (35)\n set size to (pick random (50) to (85)) %\n point in direction (90)\n go to x: (pick random (-25) to (25)) y: (pick random (-25) to (25))\n show\n switch costume to (pick random (5) to (7))\n set [py v] to (pick random (10.0) to (12.5))\n set [px v] to (pick random (-10) to (10))\n set [pd v] to (pick random (-15) to (15))\n repeat until <touching (_edge_ v)?>\n change x by (px)\n change y by (py)\n turn right (pd) degrees\n change [py v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [W]> then\n set size to (25) %\n show\n go to x: (-107) y: (-180)\n switch costume to (w v)\n point in direction (180)\n SmoothMove (x position) [0] [90] [100] [3.5]\n wait (1.5) seconds\n set [ly v] to [13.5]\n repeat until <touching (_edge_ v)?>\n change x by (-6)\n change y by (ly)\n change [ly v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [o]> then\n set size to (25) %\n show\n go to x: (-75) y: (-180)\n switch costume to (o v)\n point in direction (180)\n SmoothMove (x position) [0] [90] [100] [3.5]\n wait (1.5) seconds\n set [ly v] to [13.5]\n repeat until <touching (_edge_ v)?>\n change x by (-6)\n change y by (ly)\n change [ly v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [r]> then\n set size to (25) %\n show\n go to x: (-50) y: (-180)\n switch costume to (r v)\n point in direction (180)\n SmoothMove (x position) [0] [90] [100] [3.5]\n wait (1.5) seconds\n set [ly v] to [13.5]\n repeat until <touching (_edge_ v)?>\n change x by (-6)\n change y by (ly)\n change [ly v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [k]> then\n set size to (25) %\n show\n go to x: (-25) y: (-180)\n switch costume to (k v)\n point in direction (180)\n SmoothMove (x position) [0] [90] [100] [3.5]\n wait (1.5) seconds\n set [ly v] to [13.5]\n repeat until <touching (_edge_ v)?>\n change x by (-6)\n change y by (ly)\n change [ly v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [s]> then\n set size to (25) %\n show\n go to x: (0) y: (-180)\n switch costume to (s v)\n point in direction (180)\n SmoothMove (x position) [0] [90] [100] [3.5]\n wait (1.5) seconds\n set [ly v] to [13.5]\n repeat until <touching (_edge_ v)?>\n change x by (-6)\n change y by (ly)\n change [ly v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [h]> then\n set size to (25) %\n show\n go to x: (25) y: (-180)\n switch costume to (h v)\n point in direction (180)\n SmoothMove (x position) [0] [90] [100] [3.5]\n wait (1.5) seconds\n set [ly v] to [13.5]\n repeat until <touching (_edge_ v)?>\n change x by (-6)\n change y by (ly)\n change [ly v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [o2]> then\n set size to (25) %\n show\n go to x: (50) y: (-180)\n switch costume to (o2 v)\n point in direction (180)\n SmoothMove (x position) [0] [90] [100] [3.5]\n wait (1.5) seconds\n set [ly v] to [13.5]\n repeat until <touching (_edge_ v)?>\n change x by (-6)\n change y by (ly)\n change [ly v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [p]> then\n set size to (25) %\n show\n go to x: (75) y: (-180)\n switch costume to (p v)\n point in direction (180)\n SmoothMove (x position) [0] [90] [100] [3.5]\n wait (1.5) seconds\n set [ly v] to [13.5]\n repeat until <touching (_edge_ v)?>\n change x by (-6)\n change y by (ly)\n change [ly v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [X]> then\n set size to (25) %\n show\n go to x: (107) y: (-180)\n switch costume to (x v)\n point in direction (180)\n SmoothMove (x position) [0] [90] [100] [3.5]\n wait (1.5) seconds\n set [ly v] to [13.5]\n repeat until <touching (_edge_ v)?>\n change x by (-6)\n change y by (ly)\n change [ly v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [End]> then\n clear graphic effects\n set size to (5) %\n go to x: (0) y: (250)\n show\n switch costume to (end v)\n SmoothMove (x position) [0] [90] [125] [7.5]\n wait (1) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I receive [start intro v]\nhide\nreset timer\nReset\nMakeClone [Wall1]\nMakeClone [Wall2]\nwait (0.75) seconds\nMakeClone [Pierce]\nwait (0.5) seconds\nMakeClone [Logo]\nwait (2.3) seconds\nMakeClone [W]\nwait (0.1) seconds\nMakeClone [o]\nwait (0.1) seconds\nMakeClone [r]\nwait (0.1) seconds\nMakeClone [k]\nwait (0.1) seconds\nMakeClone [s]\nwait (0.1) seconds\nMakeClone [h]\nwait (0.1) seconds\nMakeClone [o2]\nwait (0.1) seconds\nMakeClone [p]\nwait (0.1) seconds\nMakeClone [X]\nwait (3) seconds\nMakeClone [End]\n\n@Player\n\nwhen flag clicked\nhide\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\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)\nelse\n switch costume to (idle v)\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\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> and <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>> then\n switch costume to (idle 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\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> and <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>> then\n switch costume to (up v)\n end\nend\nset [speed x v] to ((speed x) * (0.8))\n\ndefine Move - In Steps (steps)\nchange [falling v] by (1)\nif <touching (levels v)?> then\n X Collide\nend\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching (levels v)?> then\n X Collide\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 [-0.85]\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 [1.2]\nset [jump height v] to [10]\nset [wall jump kick v] to [15]\n\ndefine Extra Collisions\nif <<touching (spikes v)?> or <<touching (saws v)?> or <<touching (witch lava v)?> or <(y position) < [-178]>>>> then\n start sound [Crunch v]\n broadcast (Reset v)\nend\nif <<(x position) > [239]> and <(Level) < [11]>> then\n if <(COLLECTED) = (COLLECTED MAX)> then\n change [level v] by (1)\n broadcast (Reset v)\n broadcast (Next Level v)\n else\n broadcast (No Treats v)\n end\nend\nif <(Ghost Effect) = [yes]> then\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 [0.5]\n else\n set [speed v] to [0.9]\n end\n stop [this script v]\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 [play game v]\nshow\nbroadcast (Begin Early v)\nbroadcast (Ready v)\n\nwhen I receive [bounce v]\nset [speed y v] to [20]\n\nwhen I receive [extra jump v]\nset [speed y v] to (JUMP HEIGHT)\n\ndefine X Collide\nif <touching (levels v)?> then\n if <touching (levels v)?> then\n if <touching (levels v)?> then\n change x by ((([abs v] of (speed x) ) / (speed x)) * (-1))\n end\n if <touching (levels v)?> then\n repeat ([ceiling v] of ([abs v] of (speed y) ) )\n if <touching (levels v)?> then\n change y by ((([abs v] of (speed y) ) / (speed y)) * (-1))\n end\n end\n end\n end\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 stop [this script v]\nend\n\nwhen flag clicked\nset [streats v] to [0]\n\n@Levels\n\nwhen I receive [setup v]\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nswitch costume to (Level)\n\nwhen I receive [play game v]\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n if <(STreats) = [2]> then\n if <key (s v) pressed?> then\n switch costume to (slevel v)\n broadcast (Secret Level v)\n stop [this script v]\n end\n end\n end\nend\n\n@Levels2\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(Level) = [3]> or <(Level) = [4]>> then\n if <(Level) = [3]> then\n show\n switch costume to (1 v)\n if <touching (player v)?> then\n set [ghost v] effect to (25)\n switch costume to (2 v)\n else\n set [ghost v] effect to (0)\n switch costume to (1 v)\n end\n end\n if <(Level) = [4]> then\n show\n switch costume to (3 v)\n if <touching (player v)?> then\n set [ghost v] effect to (25)\n switch costume to (4 v)\n else\n switch costume to (3 v)\n set [ghost v] effect to (0)\n end\n end\nelse\n hide\nend\n\n@Saws\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [next level v]\nhide\nshow\n\nwhen I receive [play game v]\nforever\n change [rotate v] by (1)\n point in direction ((90) + (([sin v] of ((Rotate) * (2)) ) * (300)))\n if <(Level) = [1]> then\n Position [-110] [-100]\n end\n if <(Level) = [2]> then\n Position [18] [50]\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n Position [233] [85]\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 [saw layer v]\ngo to [back v] layer\n\nwhen I receive [play game v]\nbroadcast (Saw Layer v)\nset [collected v] to [0]\n\nwhen flag clicked\nhide\n\n@Clouds\n\nwhen I start as a clone\nset [cos# v] to (pick random (1) to (3))\nset [speed v] to (pick random (-4.5) to (-5.5))\nset [ghost v] effect to (pick random (10) to (20))\nset [brightness v] effect to (pick random (-2) to (2))\nset size to (pick random (95) to (105)) %\ngo to [back v] layer\nshow\ngo to x: (225) y: (pick random (80) to (170))\nrepeat until <(x position) < [-225]>\n change x by (speed)\nend\nrepeat (55)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I receive [play game v]\ngo to [back v] layer\nhide\nforever\n wait (pick random (pick random (1) to (1.5)) to (pick random (1.6) to (2.1))) seconds\n next costume\n create clone of (_myself_ v)\n wait (pick random (pick random (0.35) to (0.65)) to (pick random (0.35) to (0.65))) seconds\n next costume\n create clone of (_myself_ v)\nend\n\n@Treats\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n start sound [Collect v]\n change [secret treats v] by (1)\n change [streats v] by (1)\n delete this clone\nend\n\nwhen I receive [next level v]\nset [secret treats max v] to [0]\nset [secret treats v] to [0]\nLoad Level\n\nwhen I receive [setup v]\nhide\nswitch costume to (pumpkin-pop v)\nset [secret treats v] to [0]\nset [secret treats max v] to [0]\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\nchange [secret treats max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\n\ndefine Load Level\nif <(Level) = [3]> then\n go to [back v] layer\n Clone at [90] [-82]\nelse\n if <(Level) = [4]> then\n go to [back v] layer\n Clone at [163] [106]\n end\nend\n\nwhen flag clicked\nset [secret treats max v] to [0]\nset [secret treats v] to [0]\nset [streats v] to [0]\n\n@Treats2\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [play game v]\nset [collected max v] to [0]\nset [collected v] to [0]\nLoad Level\n\nwhen I receive [setup v]\nhide\nswitch costume to (pumpkin-pop v)\nset [collected v] to [0]\nset [collected max v] to [0]\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\n\ndefine Load Level\nif <(Level) = [1]> then\n Clone at [-111] [-26]\n Clone at [134] [-47]\nelse\n if <(Level) = [2]> then\n Clone at [-12] [-132]\n Clone at [127] [-53]\n else\n if <(Level) = [3]> then\n Clone at [-45] [15]\n Clone at [75] [83]\n else\n if <(Level) = [4]> then\n Clone at [-112] [95]\n Clone at [147] [-83]\n else\n if <(Level) = [5]> then\n Clone at [-83] [76]\n Clone at [10] [23]\n Clone at [160] [-73]\n else\n if <(Level) = [6]> then\n Clone at [-53] [-73]\n Clone at [30] [-20]\n else\n if <(Level) = [7]> then\n Clone at [-205] [160]\n Clone at [122] [10]\n Clone at [170] [148]\n else\n if <(Level) = [8]> then\n Clone at [46] [-68]\n Clone at [162] [-14]\n else\n if <(Level) = [9]> then\n Clone at [-218] [166]\n Clone at [-126] [22]\n Clone at [100] [65]\n else\n if <(Level) = [10]> then\n Clone at [65] [-55]\n Clone at [97] [175]\n Clone at [-218] [169]\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\nset [collected max v] to [0]\nset [collected v] to [0]\nLoad Level\n\nwhen I receive [secret level v]\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\nClone at (pick random (-200) to (200)) (pick random (-80) to (10))\n\nwhen I receive [secret level v]\nforever\n if <key (s v) pressed?> then\n broadcast (Secret Level v)\n wait until <not <key (s v) pressed?>>\n end\nend\n\n@Collect All\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [no treats v]\nshow\nwait (2) seconds\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\nhide\nset [ghost v] effect to (0)\n\n@Menu\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [menu v]\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo to x: (0) y: (140)\nshow\npoint in direction (82)\nset [turn v] to [0]\nrepeat (4)\n change [turn v] by (1)\n turn right (Turn) degrees\nend\nforever\n repeat (8)\n change [turn v] by (-1)\n turn right (Turn) degrees\n end\n repeat (8)\n change [turn v] by (1)\n turn right (Turn) degrees\n end\nend\n\n@Play\n\nwhen flag clicked\nset [ghost effect v] to [no]\nhide\n\nwhen I receive [menu v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n wait until <not <mouse down?>>\n hide\n broadcast (Play game v)\n set [ghost effect v] to [no]\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\n\n@Play2\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nshow\nset size to (70) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (70) %\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n wait until <not <mouse down?>>\n hide\n broadcast (Play game v)\n set [ghost effect v] to [yes]\n end\n else\n set size to (70) %\n point in direction (90)\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\n\n@Witch Lava\n\nwhen I receive [tick v]\nshow\nswitch costume to (Level)\nset y to (([cos v] of ((timer) * (150)) ) * (5))\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\n@Spikes\n\nwhen I receive [tick v]\nshow\nswitch costume to (Level)\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nclear graphic effects\nswitch costume to (thumbnail v)\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n set [stop detector v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Stop Detector)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nclear graphic effects\nswitch costume to (thumbnail v)\nset size to (100) %\nshow\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\n@Text\n\nwhen I receive [play game v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nshow\nswitch costume to (Level)\n\nwhen I receive [secret level v]\nswitch costume to (s level v)\n\n
Spooky Halloween || A Platformer\n\nHappy Halloween!\n\nMade the game easier\n\nMust-read Instructions!\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 cliff\n--> Find secret candies to get the secret level\n--> After finding secret candies press s to go to secret \n level\n--> Press s while in secret level to generate candy!\n\n\n\n--Goals--\n10 likes - ✔ 10 views - ✔\n50 likes - ✔ 50 views - ✔\n100 likes - ✔ 100 views - ✔\nmore than 100 likes!!! - ✔ 500 views - ✔\n 1k+ views - ✔
My Notebook [ A Mobile Friendly Platformer ]
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\n\nwhen I receive [next v]\nnext backdrop\n\n@Picture\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (7)\nend\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n play sound [Music v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nhide variable [x v]\nhide variable [y v]\nhide variable [jump v]\nswitch costume to (normal v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nset size to (100) %\ngo to x: (-191) y: (1)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1.5)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-1.5)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up right v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up left v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (normal v)\n end\n change x by (X)\n if <touching (ground v)?> then\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 if <(X) > [0]> then\n set [x v] to [-15]\n set [y v] to [10]\n else\n set [x v] to [15]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\n else\n set [x v] to ((X) * (0.8))\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 if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up v)\n if <(Jump) = [yes]> then\n set [y v] to [12]\n set [jump v] to [no]\n end\n end\n else\n change [y v] by (-1)\n set [jump v] to [yes]\n end\n if <(x position) > [225]> then\n set size to (100) %\n go to x: (-191) y: (1)\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 go to x: (-191) y: (1)\n set [ghost v] effect to (0)\n end\n if <touching color (#f4f800)?> then\n set [y v] to [17]\n end\n if <touching color (#b800f7)?> then\n set [y v] to [-17]\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]) = [3]> then\n go to x: (71) y: (-97)\n turn right (5) degrees\n end\n if <(costume [number v]) = [10]> then\n go to x: (195) y: (-97)\n turn right (5) degrees\n end\nend\n\n
★How To Play★\n- Wasd or Arrow keys to move or touch screen\n- Don't touch spikes, saw. lava,... !!!\n===========================================\n ★Goals★\n-15000+ views\n- 500+ Loves And Favs\n===========================================\n ★Ads★ \n https://scratch.mit.edu/projects/588626686
[#7]Skyline - スカイライン Mobile Platformer #nhk
@Stage\n\nwhen flag clicked\nforever\n if <not <(level) = [10]>> then\n switch backdrop to (1 v)\n else\n switch backdrop to (10 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nshow list [time v]\nhide\n\nwhen I receive [spikes v]\nstart sound [Rip v]\nstart position\n\nwhen I receive [finish v]\ngo to x: (0) y: (0)\nhide\n\ndefine start position\npoint in direction (90)\ngo to x: (-210) y: (15)\nset size to (90) %\nshow\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset rotation style [left-right v]\nswitch costume to (1 v)\nstart position\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (8) layers\nforever\n if <(player's moving) = [n]> then\nend\n\n@Level\n\nwhen I receive [finish v]\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nforever\n set [ghost v] effect to (0)\n switch costume to (level)\nend\n\n@Spikes and Lava\n\nwhen I receive [finish v]\ngo to x: (0) y: (0)\nhide\n\ndefine x : 0 y : 0 表示する (コスチュームno.)\nswitch costume to (コスチュームno.)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (6) layers\nforever\n if <<(level) = [1]> or <(level) = [10]>> then\n hide\n end\n if <(level) = [2]> then\n x : 0 y : 0 表示する [2]\n end\n if <(level) = [3]> then\n x : 0 y : 0 表示する [3]\n end\n if <(level) = [4]> then\n x : 0 y : 0 表示する [4]\n end\n if <(level) = [5]> then\n x : 0 y : 0 表示する [5]\n end\n if <(level) = [6]> then\n x : 0 y : 0 表示する [6]\n end\n if <(level) = [7]> then\n x : 0 y : 0 表示する [7]\n end\n if <(level) = [8]> then\n x : 0 y : 0 表示する [8]\n end\n if <(level) = [9]> then\n x : 0 y : 0 表示する [9]\n end\nend\n\n@BGM\n\nwhen flag clicked\nstop all sounds\nforever\n play sound [bgm v] until done\nend\n\n@Timer\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n delete all of [time v]\n set [time_バグ修正用 v] to (timer)\n add (time_バグ修正用) to [time v]\n if <(time_バグ修正用) > [65]> then\n add [Rank : s ᴀ ʙ ᴄ ᴅ E] to [time v]\n else\n if <(time_バグ修正用) < [65]> then\n if <(time_バグ修正用) < [59]> then\n if <(time_バグ修正用) < [54]> then\n if <(time_バグ修正用) < [48]> then\n if <(time_バグ修正用) < [45]> then\n add [Rank : S ᴀ ʙ ᴄ ᴅ ᴇ] to [time v]\n else\n add [Rank : s A ʙ ᴄ ᴅ ᴇ] to [time v]\n end\n else\n add [Rank : s ᴀ B ᴄ ᴅ ᴇ] to [time v]\n end\n else\n add [Rank : s ᴀ ʙ C ᴅ ᴇ] to [time v]\n end\n else\n add [Rank : s ᴀ ʙ ᴄ D ᴇ] to [time v]\n end\n else\n end\n end\n wait until <not <(level) = [10]>>\n else\n end\nend\n\nwhen flag clicked\ndelete all of [time v]\nshow list [time v]\nreset timer\n\nwhen I receive [tiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiime v]\nhide list [time v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Detector\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen I receive [finish v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (1) layers\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (-2) y: (0)\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Effect_Background\n\nhide\nset [s2 v] to (pick random (0.1) to (1))\npoint in direction (pick random (0) to (360))\ngo to (random position v)\nwait until <(timer) > [2]>\nshow\nset size to (pick random (1) to (15)) %\nset [ghost v] effect to (pick random (20) to (50))\nrepeat until <(timer) > [6.1 ]>\n go to [front v] layer\n turn right (0.25) degrees\n move ((s2) / (3)) steps\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (2) layers\nhide\nforever\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (pick random (2) to (3.2)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (75) to (85))\ngo to x: (250) y: (pick random (160) to (-15))\nshow\nrepeat (267)\n change x by (-2)\nend\ndelete this clone\n\nset [s2 v] to (pick random (0.1) to (1))\npoint in direction (pick random (0) to (360))\ngo to (random position v)\n\nset size to (pick random (75) to (125)) %\nrepeat (250)\n go to [back v] layer\n go [backward v] (1) layers\n turn right (0.25) degrees\n move ((s2) / (3)) steps\nend\n\nwait until <(timer) > [2]>\n\n@Effect_Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n switch costume to (level)\n show\n set [ghost v] effect to (50)\nend\n\ngo to x: (0) y: (0)\n\n@Effect_Airplane\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (50)\nhide\nset size to (50) %\nswitch costume to (3 v)\ngo to x: (210) y: (pick random (-44) to (-124))\nforever\n set [〜歩動かす v] to (pick random (1.00) to (3.00))\n wait (pick random (10) to (30)) seconds\n show\n point in direction (pick random (-60) to (-85))\n move (〜歩動かす) steps\n repeat until <touching (_edge_ v)?>\n move (〜歩動かす) steps\n end\n go to x: (180) y: (pick random (0) to (-99))\n hide\nend\n\nwhen I start as a clone\n\nif <not <(pick random (0) to (2)) = [1]>> then\n next costume\nend\n\npoint in direction (-60)\n\nrepeat (7)\n change [ghost v] effect by (50)\n wait (0.025) seconds\n set size to ((size) - (10)) %\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nshow\n\n@Effect_Background_Mountains\n\nwhen flag clicked\nswitch costume to (2 v)\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\n\n@Next\n\nwhen flag clicked\nset [player's moving v] to [y]\nhide\n\nwhen I receive [neeeeeeeeeeeeeeeeeeeeeeeeeext v]\nif <not <(level) = [10]>> then\n set [ghost v] effect to (0)\n switch costume to (next_3 v)\n go to [front v] layer\n go [backward v] (1) layers\n set [player's moving v] to [n]\n go to x: (-381) y: (0)\n set size to (100) %\n show\n repeat until <(x position) > [1]>\n change x by (((2) - (x position)) / (4))\n end\n repeat until <(x position) > [381]>\n change x by (((2) + (x position)) / (4))\n end\n hide\n set [player's moving v] to [y]\nelse\n set [ghost v] effect to (0)\n switch costume to (finish_3 v)\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-381) y: (0)\n set size to (100) %\n show\n repeat until <(x position) > [1]>\n change x by (((2) - (x position)) / (4))\n end\n repeat until <(x position) > [381]>\n change x by (((2) + (x position)) / (4))\n end\n hide\n broadcast (tiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiime v)\nend\n\nwhen I start as a clone\nrepeat (7)\n change [ghost v] effect by (15)\n change [brightness v] effect by (1.5)\nend\ndelete this clone\n\n
•Arrow keys, WASD keys, and touch the screen to move.\n•Avoid spikes and lava.\n•Aim a high score and comment your time.\n\n•矢印キー、WASDキー、画面タッチで操作\n•とげとマグマを避けよう\n•ハイスコアを狙い、あなたのタイムをコメントしよう\n\nNHKワイワイプログラミングの「みんなのプログラム」の応募作品ですー\nちなみに自己最高タイムは40.352です。\n超えられるかn(((殴
Ocean - Scrolling Platformer
@Stage\n\n@Player\n\ndefine move player\nchange x by (speed x)\nchange y by (speed y)\nset [speed x v] to ((speed x) * (0.9))\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1)\nend\nif <(falling) < [3]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <touching (tiles v)?>> then\n set [speed y v] to [10]\n change y by (speed y)\n end\n end\nend\nxcollide\nif <touching (tiles v)?> then\n if <touching (tiles v)?> then\n change y by ((0) - (speed y))\n set [speed y v] to [0]\n change y by (1)\n if <touching (tiles v)?> then\n change y by (1)\n if <touching (tiles v)?> then\n change y by (1)\n if <touching (tiles v)?> then\n if <touching (tiles v)?> then\n change x by ((0) - (speed x))\n set [speed x v] to ((0) - (speed x))\n end\n end\n end\n end\n end\n set [falling v] to [0]\nelse\n change [falling v] by (1)\nend\nchange [speed y v] by (-0.9)\ngo to x: ((x position) * (0.9)) y: ((y position) * (0.9))\nchange [camera x v] by ((x position) / (8))\nchange [camera y v] by ((y position) / (8))\nif <(camera y) < [-1000]> then\n set [camera x v] to [-1400]\n set [camera y v] to [-1]\nend\n\nchange y by (1)\nif <touching (tiles v)?> then\nend\n\nwhen flag clicked\nset size to (200) %\nbroadcast (Game: start! v)\nforever\n broadcast (game loop v)\n set [player x v] to (x position)\n set [player y v] to (y position)\n set size to ((100) + (ZOOM)) %\n if <[0] < (mouse y)> then\n show variable [zoom v]\n else\n hide variable [zoom v]\n end\nend\n\nwhen I receive [game: start! v]\nset [zoom v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nmove player\n\nwhen I receive [game loop v]\nmove player\n\ndefine collision\nrepeat until <not <touching (tiles v)?>>\n change y by (1)\nend\n\ndefine xcollide\nchange y by (-1)\nif <touching color (#ff0000)?> then\n broadcast (end v)\n stop [all v]\nend\nchange y by (1)\n\nwhen [up arrow v] key pressed\nchange [zoom v] by (1)\n\nwhen [down arrow v] key pressed\nchange [zoom v] by (-1)\n\n@Tiles\n\nwhen I receive [game: start! v]\nswitch costume to (small v)\nset size to (900) %\nswitch costume to (costume1 v)\nset [camera x v] to [-1675]\nset [camera y v] to [-140]\n\nwhen I receive [game loop v]\ngo to x: ((() - (camera x)) - (500)) y: (() - (camera y))\nswitch costume to (small v)\nset size to ((500) + (ZOOM)) %\nswitch costume to (costume1 v)\n\n@viewport\n\nwhen I receive [end v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Tiles2\n\nwhen I receive [game: start! v]\nswitch costume to (small v)\nset size to (900) %\nswitch costume to (costume1 v)\nset [camera x v] to [-1675]\nset [camera y v] to [-140]\n\nwhen I receive [game loop v]\nset [ghost v] effect to (40)\ngo to x: ((() - (camera x)) / (3)) y: ((() - (camera y)) / (3))\n\n@CID\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (-285)\nshow\ngo to [back v] layer\nset [ghost v] effect to (50)\nset size to (pick random (30) to (100)) %\nrepeat (90)\n change y by (6)\nend\ndelete this clone\n\ndefine pos (number or text) (number or text)\ngo to x: ((camera x) + (number or text)) y: ((camera y) + (number or text))\n\npos (x position) (y position)\n\n
₪Oceɑn₪\nMove - [←↑→]\nGoɑl: get to the end\nKindɑ short\n₪Updɑtes₪\n10/28: Initiɑl Releɑse\n10/30: you die when you fall into the void!\n11/3: you can zoom in and out!
Purple Platformer
@Stage\n\n@Player3\n\ndefine Right/Left Movement (move speed) (drag)\nchange x by (xVelocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (xVelocity) ) )\n if <touching (level v)?> then\n change x by (((xVelocity) / ([abs v] of (xVelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n set [xvelocity v] to (move speed)\nelse\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((xVelocity) * (drag))\n\nwhen I receive [makeplayerfollowhitbox v]\ngo to (hitbox v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to ((costume [number v]) + (1))\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n point in direction (-90)\n else\n switch costume to (costume1 v)\n end\n end\n wait (0.04) seconds\nend\n\nwhen flag clicked\nforever\n play sound [Martin garrix tremor \(original mix\) v] until done\nend\n\n@level\n\nwhen flag clicked\ngo to x: (65) y: (-40)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\n@hitbox\n\ndefine Up/down Movement (jump hight) (fallspeed)\nchange y by (yVelocity)\nif <touching (level v)?> then\n CheckTouchingLava/Spikes\n repeat ([ceiling v] of ([abs v] of (yVelocity) ) )\n if <touching (level v)?> then\n change y by (((yVelocity) / ([abs v] of (yVelocity) )) * (-1))\n end\n end\n if <<not <(yVelocity) > [0]>> and <key (up arrow v) pressed?>> then\n set [yvelocity v] to (jump hight)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (fallspeed)\nend\n\nwhen flag clicked\nshow\nset size to (100) %\nset [spawnx v] to [-220]\nset [spawny v] to [-95]\ngo to x: (SpawnX) y: (SpawnY)\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nset [ghost v] effect to (100)\nforever\n broadcast (MakePlayerFollowHitbox v)\n Up/down Movement [12] [-1]\n Right/Left Movement [10] [0.6]\n CheckNextLevel\n ChecFallOfScreen\nend\n\ndefine Right/Left Movement (move speed) (drag)\nchange x by (xVelocity)\nif <touching (level v)?> then\n CheckTouchingLava/Spikes\n repeat ([ceiling v] of ([abs v] of (xVelocity) ) )\n if <touching (level v)?> then\n change x by (((xVelocity) / ([abs v] of (xVelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <key (right arrow v) pressed?> then\n set [xvelocity v] to (move speed)\nelse\n if <key (left arrow v) pressed?> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((xVelocity) * (drag))\n\ndefine CheckNextLevel\nif <(x position) > [235]> then\n broadcast (Next Level v)\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine CheckTouchingLava/Spikes\nif <touching color (#ff0000)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine ChecFallOfScreen\nif <(y position) < [-178]> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\n
This is my first platformer\nI hope you like it \nPlease like and fave\nSorry if there are any glitches\nYou can remix
Platformer Tutorial
@Stage\n\n@Image\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (home v)\nhide\n\nwhen I receive [start tutorial v]\nswitch costume to (home v)\nshow\nset [ghost v] effect to (100)\nStarting Ghost Effect\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAdd Ghost Effect\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAdd Ghost Effect\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAdd Ghost Effect\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAdd Ghost Effect\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAdd Ghost Effect\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAdd Ghost Effect\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAdd Ghost Effect\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAdd Ghost Effect\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAdd Ghost Effect\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAdd Ghost Effect\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAdd Ghost Effect\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nstop [all v]\n\ndefine Starting Ghost Effect\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.2) seconds\nend\n\ndefine Add Ghost Effect\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nnext costume\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n switch backdrop to (Levels)\nend\n\n@Logo\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nbroadcast (Start Tutorial v)\n\n@Player\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nforever\n if <not <touching color (#5cb712)?>> then\n forever\n change y by (-10)\n set [gravity v] to (y position)\n set y to (Gravity)\n end\n end\n if <touching color (#f60309)?> then\n broadcast (Dead v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (10) steps\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (10) steps\n end\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n change y by (20)\n end\nend\n\nwhen flag clicked\nforever\n if <(Levels) = [15]> then\n say [Yay!!! You Win]\n wait (1) seconds\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [levels v] to [0]\nforever\n if <touching color (#2ca5e2)?> then\n change [levels v] by (1)\n go to x: (0) y: (0)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch backdrop to (Levels)\nend\n\n
Press Space To move through the Slides.\n\nChallenge:-\nRead This " #)) " or this " !@#$ " \nIf you can Read This Tell Me in Comments\nHint : Try Solving this to get the answers\nN_ _ _ _ _ _ S W_ _ H S_ _ _ T K _ Y P _ _ S _ _ D
Halloween Days || A Platformer #All #Games #Art #Halloween #Special
@Stage\n\nwhen I receive [start v]\nwait (.1) seconds\nforever\n play sound [Edvard Grieg - In The Hall of the Mountain King \(8 Bits Version\) v] until done\nend\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [invincibility for 20 sec v]\nstop all sounds\nstop [other scripts in sprite v]\nset [_invinciblity player v] to [1]\nbroadcast (music v)\nwait (20) seconds\nset [_invinciblity player v] to [0]\nstop all sounds\nstop [other scripts in sprite v]\nwait (.1) seconds\nif <(Level) = [22]> then\n forever\n play sound [Slot Machine - Super Mario 3D World v] until done\n end\nelse\n forever\n play sound [Edvard Grieg - In The Hall of the Mountain King \(8 Bits Version\) v] until done\n end\nend\n\nwhen flag clicked\nset [_invinciblity player v] to [0]\n\nwhen I receive [music v]\nforever\n play sound [Mario Star Theme v] until done\nend\n\nwhen I receive [customize slider v]\nshow variable [✏️skin customize v]\n\nwhen flag clicked\nhide variable [✏️skin customize v]\n\nwhen I receive [music change v]\nstop all sounds\nstop [other scripts in sprite v]\nset [_invinciblity player v] to [0]\nforever\n play sound [Super Mario Bros 2 Character Select Theme Remix - By Arsenic1987 v] until done\nend\n\n@Lag Reducer\n\n@Intro\n\ndefine [Shake]\npoint in direction (90)\nwait (.001) seconds\nset size to (200) %\nrepeat (34)\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000000)) ) * (((size) - (100)) * (.2))) y: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (.5)))\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (i))\n change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(CloneID) = [Arrow2]> then\n clear graphic effects\n switch costume to (arrow2 v)\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (20) y: (0)\n set size to (100) %\n show\n repeat (25)\n set size to (400) %\n change x by (((400) - (x position)) / (12))\n set size to (100) %\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arrow1]> then\n clear graphic effects\n switch costume to (arrow1 v)\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-20) y: (0)\n set size to (100) %\n show\n repeat (25)\n set size to (400) %\n change x by (((-400) - (x position)) / (12))\n set size to (100) %\n end\n delete this clone\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif < (CloneID) contains [Drop]?> then\n go to x: (0) y: (184)\n set [brightness v] effect to (0)\n show\n switch costume to (circle v)\n Smooth Glide x: (0) y: (-184) speed: (4)\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle]?> then\n go to x: (0) y: (-184)\n set [brightness v] effect to (-100)\n show\n switch costume to (circle v)\n repeat (50)\n switch costume to (blank v)\n change size by ((size) / (1))\n switch costume to (circle v)\n end\n wait (6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle2]?> then\n go to x: (0) y: (-184)\n set [brightness v] effect to (-80)\n show\n switch costume to (circle v)\n repeat (50)\n switch costume to (blank v)\n change size by ((size) / (1))\n switch costume to (circle v)\n end\n wait (6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle3]?> then\n go to x: (0) y: (-184)\n set [brightness v] effect to (-60)\n show\n switch costume to (circle v)\n repeat (50)\n switch costume to (blank v)\n change size by ((size) / (1))\n switch costume to (circle v)\n end\n wait (6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle4]?> then\n go to x: (0) y: (-184)\n set [brightness v] effect to (-40)\n show\n switch costume to (circle v)\n repeat (50)\n switch costume to (blank v)\n change size by ((size) / (1))\n switch costume to (circle v)\n end\n wait (6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle5]?> then\n go to x: (0) y: (-184)\n set [brightness v] effect to (-20)\n show\n switch costume to (circle v)\n repeat (50)\n switch costume to (blank v)\n change size by ((size) / (1))\n switch costume to (circle v)\n end\n wait (6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle6]?> then\n go to x: (0) y: (-184)\n set [brightness v] effect to (0)\n show\n switch costume to (circle v)\n repeat (50)\n switch costume to (blank v)\n change size by ((size) / (1))\n switch costume to (circle v)\n end\n wait (6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Namenow]?> then\n go to x: (0) y: (0)\n go to [front v] layer\n set [brightness v] effect to (0)\n show\n switch costume to (namenow v)\n repeat (6)\n [Shake]\n end\n point in direction (105)\n broadcast (transit v)\n delete this clone\nend\n\nwhen I receive [start project v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nthing\n\ndefine thing\nset [cloneid v] to []\ngo to x: (0) y: (0)\npoint in direction (90)\nset [color v] effect to (115)\nhide\nstart sound [Pierce Fulton - Losing You v]\nswitch costume to (skip v)\ncreate clone of (skip: intro v)\nswitch costume to (name v)\nset [cloneid v] to [Drop]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [cloneid v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle5]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle6]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nclear graphic effects\nset [cloneid v] to [Namenow]\ncreate clone of (_myself_ v)\nrepeat (6)\n wait (0) seconds\n set [cloneid v] to [Arrow1]\n create clone of (_myself_ v)\n wait (0) seconds\n set [cloneid v] to [Arrow2]\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I receive [skip intro v]\nstop all sounds\nstop [other scripts in sprite v]\nwait (.5) seconds\ndelete this clone\n\n@Player\n\ndefine physics <touch>\nset size to (70) %\nif <key (down arrow v) pressed?> then\n switch costume to (crouch v)\nelse\n switch costume to (costume2 v)\nend\nset [x v] to (x position)\nset [y v] to (y position)\ngo to [front v] layer\ngo [backward v] (1) layers\nif <not <(_invinciblity player) = [1]>> then\n set [color v] effect to (✏️SKIN Customize)\nelse\n change [color v] effect by (10)\nend\nif <touching (water/lava v)?> then\n change [yv v] by (-0.25)\nelse\n change [yv v] by (-1)\nend\nif <touching (trampoline v)?> then\n start sound [Boing sound effect v]\n change [yv v] by (20)\nend\nif <key (r v) pressed?> then\n broadcast (Reset v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xv v] by (1.2)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (90)\n change [xv v] by (-1.2)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif then\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.7)\n end\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<key (up arrow v) pressed?> or <mouse down?>> then\n if <(_Jump Boost?) = [0]> then\n set [yv v] to [14]\n if <(Xv) > [0]> then\n start sound [smb_jump-small v]\n set [xv v] to [-10]\n else\n start sound [smb_jump-small v]\n set [xv v] to [10]\n end\n else\n set [yv v] to [18]\n if <(Xv) > [0]> then\n start sound [smb_jump-small v]\n set [xv v] to [-10]\n else\n start sound [smb_jump-small v]\n set [xv v] to [10]\n end\n end\n end\nend\nchange y by (Yv)\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <mouse down?>> and <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>>> then\n if <touching (trampoline v)?> then\n set [yv v] to [20]\n else\n if <(_Jump Boost?) = [0]> then\n change [yv v] by (14)\n else\n change [yv v] by (18)\n end\n end\n start sound [smb_jump-small v]\nend\nchange y by (1)\nif <touching (portal v)?> then\n broadcast (Portal v)\n set [deaths v] to [0]\n change [level v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n broadcast (Next Level v)\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<touching (lava v)?> or <(y position) < [-175]>> then\n DEAD\nend\nchange y by (-3)\nif <<touching (danger v)?> or <<touching (cloud face v)?> and <<[6] = ([costume # v] of [cloud face v])> or <touching color (#fc2728)?>>>> then\n if <not <(_invinciblity player) = [1]>> then\n DEAD\n end\nend\nchange y by (3)\nif <<touching (enemies v)?> and <<(Enemies dead?) = [0]> and <not <touching color (#1c1c1c)?>>>> then\n if <not <(_invinciblity player) = [1]>> then\n DEAD\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (intro v)\nhide\n\nwhen I receive [start v]\nshow\nbroadcast (respawn v)\n\ndefine costume\nbroadcast (Go v)\nif <not <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (idle v)\nelse\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n if <not <(Yv) < [0]>> then\n switch costume to (rightup v)\n else\n switch costume to (downright v)\n end\n else\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n if <not <(Yv) < [0]>> then\n switch costume to (leftup v)\n else\n switch costume to (downleft v)\n end\n else\n if <key (up arrow v) pressed?> then\n if <not <(Yv) < [0]>> then\n switch costume to (up v)\n else\n switch costume to (down v)\n end\n else\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [respawn v]\nstop [other scripts in sprite v]\ngo to x: (-200) y: (-45)\npoint in direction (90)\nclear graphic effects\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n physics <>\n costume\nend\n\ndefine DEAD\nswitch costume to (dead v)\nbroadcast (Flash v)\nstop [other scripts in sprite v]\nset [yv v] to [0]\nrepeat (5)\n change [yv v] by (2)\n change y by (Yv)\n turn right (15) degrees\nend\nrepeat (10)\n change [yv v] by (-3)\n change y by (Yv)\n turn right (15) degrees\n change [ghost v] effect by (10)\nend\nwait (0) seconds\ngo to x: (-200) y: (-45)\nclear graphic effects\nstop [other scripts in sprite v]\nbroadcast (respawn v)\nchange [deaths v] by (1)\n\ndefine reset\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [skip level v]\nstop [other scripts in sprite v]\nbroadcast (Portal v)\nset [deaths v] to [0]\nchange [level v] by (1)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nreset\nbroadcast (Next Level v)\nbroadcast (respawn v)\n\nwhen I receive [re do level v]\ngo to x: (-200) y: (-45)\nstop [other scripts in sprite v]\nbroadcast (respawn v)\n\nwhen I receive [stomp v]\nset [yv v] to [17]\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\nset [✏️skin customize v] to [0]\n\nwhen I receive [shop open v]\nFREEZE Player\n\ndefine FREEZE Player\nstop [other scripts in sprite v]\ngo [backward v] (1) layers\n\nwhen I receive [shop close v]\nRESUME Player\n\ndefine RESUME Player\nforever\n physics <>\n costume\nend\n\nwhen I receive [update color v]\nset [color v] effect to (✏️SKIN Customize)\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Snow\n\ndefine Update\nchange [angle v] by (0.5)\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n replace item (i) of [y v] with ((item (i) of [y v]) - ((([cos v] of ((Angle) + (item (i) of [d v])) ) + (1)) + ((item (i) of [r v]) / (2))))\n replace item (i) of [x v] with ((item (i) of [x v]) + (([sin v] of (Angle) ) * (2)))\n if <<(item (i) of [x v]) > [245]> or <<(item (i) of [x v]) < [-245]> or <(item (i) of [y v]) < [-180]>>> then\n if <((i) mod (3)) > [0]> then\n replace item (i) of [x v] with (((pick random (0) to (0.99)) * (W)) - (240))\n replace item (i) of [y v] with [190]\n else\n if <([sin v] of (Angle) ) > [0]> then\n replace item (i) of [x v] with [-245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n else\n replace item (i) of [x v] with [245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n end\n end\n end\n change [i v] by (1)\nend\n\ndefine Draw\nerase all\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n set pen size to (item (i) of [r v])\n pen down\n pen up\n change [i v] by (1)\nend\nUpdate\n\nwhen I receive [start v]\nthingy\nforever\n Draw\nend\n\nwhen flag clicked\nerase all\n\ndefine thingy\ngo to [front v] layer\ngo [backward v] (1) layers\nset pen color to (#ffffff)\nset [h v] to [360]\nset [w v] to [480]\nset [angle v] to [0]\nset [maxparticles v] to [75]\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [r v]\ndelete (all) of [d v]\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n add (((W) * (pick random (0) to (0.99))) - (240)) to [x v]\n add (((H) * (pick random (0) to (0.99))) - (180)) to [y v]\n add (((pick random (0) to (0.99)) * (4)) + (1)) to [r v]\n add ((maxParticles) * (pick random (0) to (0.99))) to [d v]\n change [i v] by (1)\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (spike v)\ngo to x: (0) y: (0)\nhide\nset [clone v] to [0]\nwait (1) seconds\nforever\n wait until <(Level) = [4]>\n spike at [-61] [-84] [100] [1]\n spike at [-29] [-84] [100] [1]\n spike at [2] [-84] [100] [1]\n wait until <(Level) = [5]>\n turn at [8] [-128] [100] [5]\n turn at [-120] [-128] [100] [5]\n turn at [136] [-128] [100] [5]\n wait until <(Level) = [6]>\n spike at [-126] [-132] [100] [1]\n spike at [-36] [-107] [100] [1]\n turn at [72] [-80] [100] [5]\n wait until <(Level) = [7]>\n spike at [-153] [-137] [100] [1]\n spike at [-82] [-117] [100] [1]\n spike at [-58] [-111] [100] [1]\n turn at [32] [-91] [100] [5]\n turn at [126] [-55] [100] [5]\n wait until <(Level) = [8]>\n spike at [-102] [-125] [100] [1]\n spike at [-31] [-125] [100] [1]\n spike at [35] [-125] [100] [1]\n wait until <(Level) = [13]>\n turn at [-83] [-100] [100] [5]\n spike at [54] [-140] [100] [1]\n spike at [137] [-140] [100] [1]\n wait until <(Level) = [15]>\n turn at [-31] [-67] [100] [5]\n turn at [-187] [63] [100] [5]\n turn at [34] [1] [100] [5]\n turn at [-158] [136] [100] [5]\n turn at [121] [36] [100] [5]\n turn at [180] [-24] [100] [5]\n turn at [239] [159] [100] [5]\n wait until <(Level) = [20]>\n turn at [-18] [10] [100] [5]\n turn at [-151] [81] [100] [5]\n turn at [-137] [-42] [100] [5]\n wait until <(Level) = [21]>\n spike at [-97] [-59] [100] [2]\n spike at [-61] [-59] [100] [2]\n spike at [-25] [-59] [100] [2]\n spike at [11] [-59] [100] [2]\n spike at [47] [-59] [100] [2]\n spike at [83] [-59] [100] [2]\n spike at [119] [-59] [100] [2]\n spike at [155] [-59] [100] [2]\n spike at [-93] [3] [100] [1]\n spike at [-20] [3] [100] [1]\n turn at [131] [5] [100] [5]\n wait until <(Level) = [22]>\nend\n\nturn at [39] [-136] [100] [5]\n\ndefine spike at (x) (y) (size) (1/2)\nif <(1/2) = [1]> then\n switch costume to (spike v)\n set [clone v] to [0]\n go to x: (x) y: (y)\n set size to (size) %\n create clone of (_myself_ v)\nelse\n switch costume to (icicle v)\n set [clone v] to [0]\n go to x: (x) y: (y)\n set size to (size) %\n create clone of (_myself_ v)\nend\n\ndefine turn at (x) (y) (size) (amount per frame)\ngo to [front v] layer\nswitch costume to (turn v)\nset [clone v] to [0]\ngo to x: (x) y: (y)\nset size to (size) %\nset [amount. v] to (amount per frame)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [name v]) = [spike]> or <(costume [name v]) = [icicle]>> then\n set [.y v] to (y position)\n set [temp. v] to (Level)\n wait until <not <(Level) = (temp.)>>\n set [clone v] to [1]\nelse\n if <(costume [name v]) = [turn2]> then\n set [temp. v] to (Level)\n broadcast (thingy!! v)\n repeat until <not <(Level) = (temp.)>>\n go to [front v] layer\n turn right (amount.) degrees\n set size to (120) %\n end\n stop [other scripts in sprite v]\n set [clone v] to [1]\n else\n set [temp. v] to (Level)\n repeat until <not <(Level) = (temp.)>>\n turn right (amount.) degrees\n end\n set [clone v] to [1]\n end\nend\ndelete this clone\n\ndefine last level!!!\nswitch costume to (turn2 v)\ngo to x: (163) y: (59)\nset size to (120) %\nset size to (size) %\nset [amount. v] to [20]\ncreate clone of (_myself_ v)\n\nwhen I receive [thingy!! v]\nif <(costume [name v]) = [turn2]> then\n forever\n glide (.5) secs to x: (163) y: (-77)\n wait (.5) seconds\n glide (.5) secs to x: (163) y: (59)\n wait (.5) seconds\n end\nend\n\nturn at [-120] [-128] [100] [5]\nturn at [136] [-128] [100] [5]\n\nturn at [-137] [-42] [100] [5]\n\n@transition\n\ndefine smooth glide to x position: (x) y position: (y) Speed: (speed) Ghost: (ge)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change [ghost v] effect by (ge)\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\ngo to x: (-400) y: (0)\n\nwhen I receive [transit v]\ngo to [front v] layer\nshow\nsmooth glide to x position: [0] y position: [0] Speed: [4] Ghost: []\nwait (.5) seconds\nswitch backdrop to (backdrop4 v)\nbroadcast (Start v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@portal\n\nwhen flag clicked\ngo to x: (214) y: (-75)\npoint in direction (90)\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(Level) = [22]> then\n hide\n else\n turn right (5) degrees\n end\nend\n\n@Skip: Intro\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [skip]> then\n go to x: (207) y: (-147)\n set size to (100) %\n clear graphic effects\n switch costume to (skip v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n if <mouse down?> then\n broadcast (skip intro v)\n broadcast (transit v)\n end\n else\n change size by (((100) - (size)) / (5))\n end\n end\nend\n\nwhen I receive [transit v]\ndelete this clone\n\n@Thumb\n\nwhen flag clicked\nset [offset v] to ((timer) + (1))\nforever\n change [counter 2 v] by (1)\n if <(timer) > (offset)> then\n set [offset v] to ((timer) + (1))\n set [fps v] to (Counter 2)\n set [counter 2 v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nforever\n set [timer check v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (timer check)\nhide variable [level v]\nhide variable [coins v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (sizebypass v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nbroadcast (STOP v)\nhide variable [fps v]\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (.01) seconds\nend\nclear graphic effects\ngo to [front v] layer\n\nwhen flag clicked\nhide variable [level v]\nhide variable [coins v]\nhide variable [✏️skin customize v]\n\nwhen I receive [start v]\nshow variable [level v]\n\n@Skip Level\n\nwhen flag clicked\nwait (.1) seconds\nset [deaths v] to [0]\nforever\n set [ghost v] effect to (100)\n hide\n if <[7] < (Deaths)> then\n show\n go to x: (-122) y: (152)\n set [_temp. v] to (Level)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <<not <(_Temp.) = (Level)>> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n tick\n end\n set size to (100) %\n set [deaths v] to [0]\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (skip level v)\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\n wait (.5) seconds\n end\nend\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\nelse\n change size by (((100) - (size)) / (3))\nend\n\nwhen [s v] key pressed\nif <(username) = [dwseoh127]> then\n broadcast (skip level v)\nend\n\n@Lava\n\nwhen flag clicked\n\nwhen flag clicked\nwait (.1) seconds\ngo to [back v] layer\nhide\nwait until <(Level) = [9]>\nswitch costume to (lava v)\nshow\nrepeat until <not <(Level) = [9]>>\n set y to ((([sin v] of ((kinda timer) * (3)) ) * (5)) + (-74))\nend\nhide\nwait until <(Level) = [12]>\nswitch costume to (lava2 v)\nshow\nrepeat until <not <(Level) = [12]>>\n set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-74))\nend\nhide\nwait until <(Level) = [14]>\nrepeat until <not <(Level) = [14]>>\n show\n set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-74))\nend\nhide\nwait until <(Level) = [15]>\nshow\nrepeat until <not <(Level) = [15]>>\n set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-74))\nend\nhide\nwait until <(Level) = [17]>\nswitch costume to (lava3 v)\nshow\nrepeat until <not <(Level) = [17]>>\n set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-77))\nend\nhide\nwait until <(Level) = [18]>\nswitch costume to (lava4 v)\nshow\nrepeat until <not <(Level) = [18]>>\n set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-77))\nend\nhide\nwait until <(Level) = [19]>\n\nwhen flag clicked\nset [kinda timer v] to [1]\nforever\n change [kinda timer v] by (2)\nend\n\n@BARRIER\n\nwhen flag clicked\nwait (.1) seconds\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [8]>\nshow\nrepeat until <not <(Level) = [8]>>\n set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (0))\nend\nhide\nwait until <(Level) = [13]>\nswitch costume to (costume2 v)\nrepeat until <not <(Level) = [13]>>\n show\n set y to ((([cos v] of ((kinda timer) * (200)) ) * (10)) + (50))\nend\nhide\nwait until <(Level) = [17]>\nswitch costume to (costume3 v)\nrepeat until <not <(Level) = [17]>>\n show\n set y to ((([cos v] of ((kinda timer) * (200)) ) * (10)) + (50))\nend\nhide\nwait until <(Level) = [18]>\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\nforever\n set size to ((([sin v] of ((timer) * (100)) ) * (5)) + (100)) %\nend\n\n@trampoline\n\ndefine Animation\nstart sound [Big Boing v]\nswitch costume to (1 v)\nrepeat (6)\n next costume\nend\nswitch costume to (idle v)\n\nwhen flag clicked\nwait (.1) seconds\ngo to [back v] layer\nhide\ngo to x: (-4) y: (-125)\nwait until <(Level) = [10]>\nshow\nrepeat until <not <(Level) = [10]>>\n if <touching (player v)?> then\n Animation\n end\nend\nhide\nwait until <(Level) = [14]>\ngo to x: (-134) y: (-120)\nshow\nrepeat until <not <(Level) = [14]>>\n if <touching (player v)?> then\n Animation\n end\nend\nhide\nwait until <(Level) = [15]>\nshow\nrepeat until <not <(Level) = [15]>>\n if <touching (player v)?> then\n Animation\n end\nend\nhide\nwait until <(Level) = [16]>\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\n@enemies\n\nwhen flag clicked\nset [enemies dead? v] to [0]\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to [back v] layer\nhide\nwait until <(Level) = [10]>\nshow\ngo to x: (40) y: (-126)\nrepeat until <not <(Level) = [10]>>\n tick limit x: [-240] [240]\nend\nhide\nwait until <(Level) = [13]>\ngo to x: (100) y: (-137)\nshow\nrepeat until <not <(Level) = [13]>>\n tick limit x: [4] [240]\nend\nhide\nwait until <(Level) = [15]>\n\ndefine tick limit x: (x1) (x2)\nif <(Enemies dead?) = [0]> then\n go to [front v] layer\n switch costume to (costume2 v)\n show\n if <not <([x position v] of [player v]) = (x position)>> then\n if <([x position v] of [player v]) > (x position)> then\n change x by (2)\n if <(x2) < (x position)> then\n change x by (-2)\n end\n else\n change x by (-2)\n if <(x position) < (x1)> then\n change x by (2)\n end\n end\n set [enemies_x v] to (x position)\n set [enemies_y v] to (y position)\n else\n set [enemies_x v] to (x position)\n set [enemies_y v] to (y position)\n end\nelse\n hide\nend\n\nwhen I receive [respawn v]\nset [enemies dead? v] to [0]\nif <(Level) = [10]> then\n go to x: (40) y: (-126)\nelse\n if <(Level) = [13]> then\n go to x: (100) y: (-137)\n end\nend\n\nwhen I start as a clone\nswitch costume to (head hitbox v)\nhide\nwait (.2) seconds\nwait until <(Level) = [10]>\nshow\ngo to x: (40) y: (-126)\nrepeat until <not <(Level) = [10]>>\n pos\nend\nhide\nwait until <(Level) = [13]>\nrepeat until <not <(Level) = [13]>>\n pos\nend\nhide\nwait until <(Level) = [15]>\n\ndefine pos\nif <(Enemies dead?) = [0]> then\n go to [front v] layer\n show\n switch costume to (head hitbox v)\n go to x: (Enemies_X) y: (Enemies_Y)\n if <touching (player v)?> then\n if <not <([costume name v] of [player v]) = [dead]>> then\n set [enemies dead? v] to [1]\n switch costume to (animation 1 v)\n broadcast (Stomp v)\n start sound [sm64_goomba_dead v]\n repeat (6)\n next costume\n end\n end\n end\nelse\n hide\nend\n\nwhen I receive [next level v]\nset [enemies dead? v] to [0]\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\n@Follow, Heart, StarSprite2\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (i))\n change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\ngo to x: (-121) y: (-177)\nhide\n\nwhen I receive [start v]\nforever\n hide\n clear graphic effects\n go to x: (-18) y: (50)\n wait (pick random (1) to (30)) seconds\n show\n glide in\n wait (pick random (5) to (15)) seconds\n glide out\nend\n\ndefine glide in\nSmooth Glide x: (-18) y: (-4) speed: (3)\n\nglide (0.5) secs to x: (-121) y: (-177)\nwait (pick random (1) to (20)) seconds\nglide (0.5) secs to x: (-121) y: (-200)\nhide\n\ndefine glide out\nbroadcast (gh v)\nSmooth Glide x: (-18) y: (30) speed: (3)\n\nwhen I receive [gh v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@Sound\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\nelse\n change size by (((100) - (size)) / (3))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-209) y: (147)\n\nwhen I receive [start v]\nshow\nforever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n next costume\n if <(costume [number v]) = [1]> then\n broadcast (Volume: 100 v)\n else\n broadcast (Volume: 0 v)\n end\n end\nend\n\n@Redo\n\nwhen I receive [start v]\nshow\nforever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (re do level v)\n end\nend\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\nelse\n change size by (((100) - (size)) / (3))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-163) y: (147)\n\n@Fire\n\nwhen flag clicked\nhide\nforever\n next costume\nend\n\nwhen I receive [music change v]\ngo to [back v] layer\nshow\n\nwhen I receive [delete fire v]\nstart sound [Minecraft - Water Interacting With Lava - Sound Effect _ Best Quality #Shorts v]\nhide\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\n@Coin EDITOR\n\nwhen flag clicked\nset [coin editor mode? v] to [0]\nset [coins v] to [0]\nset [coin editor: delete mode? v] to [0]\nhide\n\nwhen I receive [start v]\nset [coin id# v] to [0]\nif <(COIN Editor Mode?) = [1]> then\n repeat (length of [coin editor_ level # v])\n change [coin id# v] by (1)\n create clone of (_myself_ v)\n end\n forever\n repeat until <<mouse down?> or <key (d v) pressed?>>\n go to (mouse-pointer v)\n set [ghost v] effect to (40)\n next costume\n show\n wait (.02) seconds\n end\n if <mouse down?> then\n wait until <not <mouse down?>>\n add (Level) to [coin editor_ level # v]\n add (x position) to [coin editor_ x pos v]\n add (y position) to [coin editor_ y pos v]\n change [coin id# v] by (1)\n create clone of (_myself_ v)\n else\n if <key (d v) pressed?> then\n set [coin editor: delete mode? v] to [1]\n wait until <key (d v) pressed?>\n set [coin editor: delete mode? v] to [0]\n end\n end\n end\nelse\n repeat (length of [coin editor_ level # v])\n change [coin id# v] by (1)\n create clone of (_myself_ v)\n end\nend\n\ndefine DELETE ALL DATA\nask [Delete all data? \(y/n\)] and wait\nif <(answer) = [y]> then\n delete all of [coin editor_ level # v]\n delete all of [coin editor_ x pos v]\n delete all of [coin editor_ y pos v]\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (item (COIN ID#) of [coin editor_ x pos v]) y: (item (COIN ID#) of [coin editor_ y pos v])\nforever\n if <(Level) = (item (COIN ID#) of [coin editor_ level # v])> then\n show\n if <touching (player v)?> then\n start sound [Minecraft Item Pickup Sound Effect! v]\n change [coins v] by (1)\n hide\n delete this clone\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(COIN EDITOR: Delete Mode?) = [1]> then\n delete (COIN ID#) of [coin editor_ level # v]\n delete (COIN ID#) of [coin editor_ x pos v]\n delete (COIN ID#) of [coin editor_ y pos v]\n delete this clone\n end\n end\n else\n hide\n end\n wait (.02) seconds\n next costume\nend\n\n@Text Engine\n\nwhen I receive [delete number v]\nif <(CLONE ID) = [2]> then\n delete this clone\nend\n\ndefine FONT [Quicksand] Write: (letter) At X (x) Y (y) Size (size) Color Effects (col) (bri)\ngo to x: (x) y: (y)\nset size to (size) %\nset [color v] effect to (col)\nset [brightness v] effect to (bri)\nset [_counter v] to [1]\nrepeat (length of (letter))\n switch costume to (join [N_] (letter (_Counter) of (letter)))\n create clone of (_myself_ v)\n move (18) steps\n change [_counter v] by (1)\nend\n\nwhen flag clicked\nset [clone id v] to [2]\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\nforever\n broadcast (delete number v)\n FONT [Quicksand] Write: [c] At X [180] Y [150] Size [120] Color Effects [0] [0]\n FONT [Quicksand] Write: (Coins) At X [200] Y [150] Size [120] Color Effects [0] [-100]\n FONT [Quicksand] Write: (Coins) At X [200] Y [150] Size [120] Color Effects [0] [-100]\n FONT [Quicksand] Write: (Coins) At X [200] Y [150] Size [120] Color Effects [0] [-100]\n FONT [Quicksand] Write: (Coins) At X [200] Y [150] Size [120] Color Effects [0] [-100]\nend\n\n@Shop\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\nelse\n change size by (((100) - (size)) / (3))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (116) y: (147)\n\nwhen I receive [start v]\nshow\nforever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (Shop OPEN v)\n end\nend\n\n@Shop Components\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (i))\n change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [shop open v]\nMAKE CLONES\nbroadcast (OPEN! v)\n\nwhen flag clicked\nhide\n\ndefine MAKE CLONES\nswitch costume to (back layer v)\ncreate clone of (_myself_ v)\nswitch costume to (x v)\ncreate clone of (_myself_ v)\nif <(item (1) of [shop items bought? v]) = [1]> then\n switch costume to (skin 1 bought v)\n create clone of (_myself_ v)\nelse\n switch costume to (skin 1 v)\n create clone of (_myself_ v)\nend\nif <(item (2) of [shop items bought? v]) = [1]> then\n switch costume to (skin 2 bought v)\n create clone of (_myself_ v)\nelse\n switch costume to (skin 2 v)\n create clone of (_myself_ v)\nend\nif <(item (3) of [shop items bought? v]) = [1]> then\n switch costume to (skin 3 bought v)\n create clone of (_myself_ v)\nelse\n switch costume to (skin 3 v)\n create clone of (_myself_ v)\nend\ncheck costume [4] text [Ability 1]\ncheck costume [5] text [Ability 2]\ncheck costume [6] text [Ability 3]\nswitch costume to (blank v)\n\nwhen I receive [open! v]\nif <not <(costume [name v]) = [BLANK]>> then\n show\n Smooth Glide x: (-6) y: (-96) speed: (3)\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [back layer]> then\n go to x: (-6) y: (-300)\n hide\n forever\n go to [front v] layer\n end\nelse\n if <(costume [name v]) = [X]> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (Shop CLOSE v)\n end\n end\n else\n if < (costume [name v]) contains [Skin 1]?> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <not < (costume [name v]) contains [bought]?>> then\n if <<(Coins) = [20]> or <(Coins) > [20]>> then\n next costume\n set [✏️skin customize v] to [100]\n broadcast (Update Color v)\n replace item (1) of [shop items bought? v] with [1]\n buy an item with [20] coins\n end\n else\n set [✏️skin customize v] to [100]\n broadcast (Update Color v)\n end\n end\n end\n else\n if < (costume [name v]) contains [Skin 2]?> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <not < (costume [name v]) contains [bought]?>> then\n if <<(Coins) = [30]> or <(Coins) > [30]>> then\n next costume\n set [✏️skin customize v] to [130]\n broadcast (Update Color v)\n replace item (2) of [shop items bought? v] with [1]\n buy an item with [30] coins\n end\n else\n set [✏️skin customize v] to [130]\n broadcast (Update Color v)\n end\n end\n end\n else\n if < (costume [name v]) contains [Skin 3]?> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <not < (costume [name v]) contains [bought]?>> then\n if <<(Coins) = [40]> or <(Coins) > [40]>> then\n next costume\n set [✏️skin customize v] to [355]\n broadcast (Update Color v)\n replace item (3) of [shop items bought? v] with [1]\n buy an item with [40] coins\n end\n else\n set [✏️skin customize v] to [355]\n broadcast (Update Color v)\n end\n end\n end\n else\n if < (costume [name v]) contains [Ability 1]?> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <not < (costume [name v]) contains [bought]?>> then\n if <<(Coins) = [50]> or <(Coins) > [50]>> then\n next costume\n set [_jump boost? v] to [1]\n buy an item with [50] coins\n replace item (4) of [shop items bought? v] with [1]\n end\n end\n end\n end\n else\n if < (costume [name v]) contains [Ability 2]?> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <not < (costume [name v]) contains [bought]?>> then\n if <<(Coins) = [60]> or <(Coins) > [60]>> then\n next costume\n broadcast (Invincibility for 20 sec v)\n replace item (5) of [shop items bought? v] with [1]\n buy an item with [60] coins\n end\n end\n end\n end\n else\n if < (costume [name v]) contains [Ability 3]?> then\n go to x: (-6) y: (-300)\n hide\n forever\n tick\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <<(Coins) = [80]> or <(Coins) > [80]>> then\n if <not < (costume [name v]) contains [bought]?>> then\n next costume\n replace item (6) of [shop items bought? v] with [1]\n broadcast (customize slider v)\n buy an item with [80] coins\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 tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n change [gh eff v] by (((40) - (GH EFF)) / (3))\nelse\n change [gh eff v] by (((0) - (GH EFF)) / (3))\nend\nset [ghost v] effect to (GH EFF)\n\nwhen I receive [shop close v]\nif <not <(costume [name v]) = [BLANK]>> then\n stop [other scripts in sprite v]\n show\n Smooth Glide x: (-6) y: (-200) speed: (3)\nelse\n broadcast (Hide shop now v)\nend\n\nwhen I receive [hide shop now v]\nif <not <(costume [name v]) = [BLANK]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [other scripts in sprite v]\n delete this clone\nend\n\ndefine buy an item with (#_coins) coins\nchange [coins v] by ((-1) * (#_coins))\n\nwhen flag clicked\nset [_jump boost? v] to [0]\n\nwhen [h v] key pressed\nif <(username) = [dwseoh127]> then\n set [_jump boost? v] to [1]\n set [coins v] to [1000]\nend\n\nwhen flag clicked\ndelete all of [shop items bought? v]\nrepeat (6)\n add [0] to [shop items bought? v]\nend\n\ndefine check costume (#) text (txt)\nif <(item (#) of [shop items bought? v]) = [1]> then\n switch costume to (join (txt) [ bought])\n create clone of (_myself_ v)\nelse\n switch costume to (txt)\n create clone of (_myself_ v)\nend\n\n@Cloud face\n\nwhen flag clicked\ngo to x: (-120) y: (-39)\nwait (.1) seconds\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nwait until <(Level) = [11]>\nshow\nwait until <(Level) = [12]>\nhide\nshow\nwait until <(Level) = [13]>\nhide\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n repeat (4)\n next costume\n wait (.1) seconds\n end\n wait (1) seconds\n if <<(Level) = [12]> or <(Level) = [11]>> then\n start sound [Sword_Armor_Tool Break \(Minecraft Sound\) - Sound Effect for editing v]\n end\n switch costume to (costume6 v)\n wait (2) seconds\nend\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\n@Donut\n\nwhen flag clicked\ngo to x: (43) y: (-72)\nwait (.1) seconds\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nwait until <(Level) = [12]>\nshow\nbroadcast (tk v)\nwait until <not <(Level) = [12]>>\nstop [other scripts in sprite v]\nhide\nwait until <(Level) = [13]>\nshow\ngo to x: (188) y: (-39)\nbroadcast (tk v)\nwait until <not <(Level) = [13]>>\nstop [other scripts in sprite v]\nhide\nwait until <(Level) = [21]>\nshow\ngo to x: (221) y: (-27)\nbroadcast (tk v)\nwait until <not <(Level) = [21]>>\nstop [other scripts in sprite v]\nhide\nwait until <(Level) = [22]>\n\ndefine tk: Spawn at (x) (y)\nforever\n go to [back v] layer\n change y by (3)\n if <touching (player v)?> then\n change y by (-3)\n switch costume to (costume2 v)\n set [_touching donut? v] to [1]\n reset timer\n repeat until <<(timer) > [2]> or <(_Touching Donut?) = [0]>>\n change x by (2)\n wait (.02) seconds\n change x by (-2)\n wait (.02) seconds\n Sensing\n end\n if <(timer) > [2]> then\n repeat until <(y position) < [-183]>\n change y by (-5)\n end\n hide\n wait (2) seconds\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n show\n go to x: (x) y: (y)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(_Touching Donut?) = [0]> then\n end\n else\n set [_touching donut? v] to [0]\n change y by (-3)\n switch costume to (costume1 v)\n end\nend\n\ndefine Sensing\nchange y by (3)\nif <touching (player v)?> then\n set [_touching donut? v] to [1]\nelse\n set [_touching donut? v] to [0]\nend\nchange y by (-3)\n\nwhen I receive [tk v]\nif <(Level) = [12]> then\n tk: Spawn at [43] [-72]\nelse\n if <(Level) = [13]> then\n tk: Spawn at [188] [-39]\n else\n if <(Level) = [21]> then\n tk: Spawn at [221] [-27]\n end\n end\nend\n\n@Hidden Platform\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (204) y: (-167)\nwait (.1) seconds\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nwait until <(Level) = [19]>\nshow\nwait until <not <(Level) = [19]>>\nhide\nwait until <(Level) = [20]>\n\n@Sign\n\ndefine Smooth Glide x: (x) y: (y) speed: (i) ghost: (gh)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (i))\n change y by (((round (y)) - (round (y position))) / (i))\n change [ghost v] effect by (gh)\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nset [_ # created of sign v] to [0]\nset [_ brodcasted v] to [0]\nhide\n\ndefine Create a message at level (lvl ) & x y s : (x) (y) (sz) And message costume: (costume)\nwait until <(Level) = (lvl )>\nchange [_ # created of sign v] by (1)\nset [_lvl for message v] to (lvl )\nset [_x of message \(1\) v] to (x)\nset [_y of message \(1\) v] to (y)\nswitch costume to (sign v)\ncreate clone of (_myself_ v)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\nswitch costume to (blank v)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n hide\n go to x: (_X of message \(1\)) y: (_Y of message \(1\))\n forever\n if <(_lvl for message) = (Level)> then\n show\n if <touching (player v)?> then\n set [_ brodcasted v] to (_ # Created of sign)\n broadcast (OPEN SIGN v)\n wait until <<not <touching (player v)?>> or <not <(_lvl for message) = (Level)>>>\n if <not <touching (player v)?>> then\n broadcast (CLOSE SIGN v)\n else\n broadcast (DELETE NOW! v)\n end\n end\n else\n hide\n end\n end\nelse\n hide\n if < (costume [name v]) contains [#]?> then\n go to x: (_X of message \(1\)) y: (_Y of message \(1\))\n hide\n end\nend\n\nwhen I receive [open sign v]\nif <(_ BRODCASTED) = (_ # Created of sign)> then\n if < (costume [name v]) contains [#]?> then\n set [ghost v] effect to (100)\n show\n go to x: (_X of message \(1\)) y: (_Y of message \(1\))\n Smooth Glide x: (_X of message \(1\)) y: ((_Y of message \(1\)) + (85)) speed: (3) ghost: [-30]\n clear graphic effects\n show\n end\nend\n\nwhen I receive [start v]\nCreate a message at level [1] & x y s : [-161] [-110] [40] And message costume: [#1]\nCreate a message at level [2] & x y s : [-193] [-109] [40] And message costume: [#2]\nCreate a message at level [3] & x y s : [-140] [-109] [40] And message costume: [#13]\nCreate a message at level [6] & x y s : [-209] [-137] [40] And message costume: [#3]\nCreate a message at level [7] & x y s : [-209] [-137] [40] And message costume: [#4]\nCreate a message at level [9] & x y s : [-200] [-113] [40] And message costume: [#5]\nCreate a message at level [10] & x y s : [-200] [-113] [40] And message costume: [#6]\nCreate a message at level [11] & x y s : [-200] [-113] [40] And message costume: [#7]\nCreate a message at level [12] & x y s : [-198] [-121] [40] And message costume: [#8]\nCreate a message at level [14] & x y s : [-199] [-110] [40] And message costume: [#9]\nCreate a message at level [19] & x y s : [-199] [-110] [40] And message costume: [#10]\nCreate a message at level [20] & x y s : [-209] [-109] [40] And message costume: [#11]\nCreate a message at level [22] & x y s : [-167] [-110] [40] And message costume: [#12]\n\nwhen I receive [close sign v]\nif <(_ BRODCASTED) = (_ # Created of sign)> then\n if < (costume [name v]) contains [#]?> then\n stop [other scripts in sprite v]\n set [ghost v] effect to (0)\n Smooth Glide x: (_X of message \(1\)) y: ((_Y of message \(1\)) + (85)) speed: (3) ghost: [30]\n clear graphic effects\n hide\n end\nend\n\nwhen I receive [delete now! v]\nif <(_lvl for message) = ((Level) - (1))> then\n delete this clone\nend\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen I receive [start v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (2) to (3)) seconds\nend\n\nwhen flag clicked\nforever\n if then\n hide\n delete this clone\n else\n hide\n end\nend\n\n@Designs\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (-90) y: (-64)\nshow\nforever\n if <not <(Level) = [22]>> then\n go to [back v] layer\n switch costume to (Level)\n else\n switch costume to (costume22 v)\n wait (1) seconds\n broadcast (Water v) and wait\n next costume\n wait (.1) seconds\n next costume\n stop [this script v]\n end\nend\n\n@Clickables\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (.1) seconds\nswitch costume to (follow v)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n go to x: (-78) y: (-32)\n wait until <(Level) = [22]>\n show\n broadcast (Music change v)\n forever\n tk\n end\nelse\n if <(costume [number v]) = [2]> then\n go to x: (-9) y: (-28)\n wait until <(Level) = [22]>\n show\n forever\n tk\n end\n else\n go to x: (86) y: (-31)\n wait until <(Level) = [22]>\n show\n forever\n tk\n end\n end\nend\n\ndefine tk\nif <touching (player v)?> then\n if <[15] = (_Gh EFFECT)> then\n repeat (5)\n change [brightness v] effect by (1)\n end\n wait (.1) seconds\n repeat (5)\n change [brightness v] effect by (-1)\n end\n else\n change [_gh effect v] by (((15) - (_Gh EFFECT)) / (3))\n set [brightness v] effect to (_Gh EFFECT)\n end\nelse\n change [_gh effect v] by (((0) - (_Gh EFFECT)) / (3))\n set [brightness v] effect to (_Gh EFFECT)\nend\n\n@Fireworks\n\nwhen I receive [music change v]\nforever\n create clone of (_myself_ v)\n wait (.8) seconds\nend\n\nwhen I start as a clone\nswitch costume to (fire hit 1 v)\ngo to x: (pick random (-240) to (240)) y: (pick random (107) to (-162))\nset size to (200) %\nshow\nif <([costume name v] of [sound v]) = [costume1]> then\n start sound [smb_fireworks v]\nend\nrepeat (2)\n wait (.05) seconds\n next costume\nend\ndelete this clone\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\n@Sprite1\n\nwhen flag clicked\nerase all\n\ndefine Edit\nif <not <<[type v] contains [1]?> or <[10] < (length of [pyv v])>>> then\n if <mouse down?> then\n add (pick random (3) to (4)) to [particles v]\n add (mouse x) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [7] to [pyv v]\n add [1] to [type v]\n Random colour\n else\n add (pick random (3) to (4)) to [particles v]\n add (pick random (-200) to (200)) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [11] to [pyv v]\n add [1] to [type v]\n Random colour\n end\nend\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n replace item (iterate) of [px v] with ((item (iterate) of [px v]) + (item (iterate) of [pxv v]))\n replace item (iterate) of [py v] with ((item (iterate) of [py v]) + (item (iterate) of [pyv v]))\n replace item (iterate) of [pxv v] with ((0) + ((item (iterate) of [pxv v]) * (0.99)))\n replace item (iterate) of [pyv v] with ((-0.05) + ((item (iterate) of [pyv v]) * (0.99)))\n replace item (iterate) of [particles v] with ((item (iterate) of [particles v]) + (0.2))\n if <[10] < (item (iterate) of [particles v])> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n else\n if <[7] < (item (iterate) of [particles v])> then\n if <[1] = (item (iterate) of [type v])> then\n replace item (iterate) of [type v] with [0]\n repeat (50)\n add (pick random (2) to (-2)) to [particles v]\n add (item (iterate) of [px v]) to [px v]\n add (item (iterate) of [py v]) to [py v]\n add (([sin v] of (pick random (1) to (360)) ) * (pick random (-5) to (5))) to [pxv v]\n add ((3) + (([cos v] of (pick random (1) to (360)) ) * (pick random (-5) to (5)))) to [pyv v]\n add [0] to [type v]\n add (item (iterate) of [colour v]) to [colour v]\n end\n end\n end\n end\n if <(item (iterate) of [py v]) < [-200]> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n end\nend\n\ndefine Render\ngo to x: (0) y: (0)\nset [ghost v] effect to (88)\nstamp\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n set pen color to (join [0x] (item (iterate) of [colour v]))\n if <(item (iterate) of [particles v]) < [9]> then\n if <[5] < (item (iterate) of [particles v])> then\n if <(item (iterate) of [type v]) = [1]> then\n set pen color to (join [0x] (item (iterate) of [colour v]))\n else\n set pen color to (join (join [0x] (join (round ((14) - ((item (iterate) of [particles v]) * (1.6)))) [1])) (item (iterate) of [colour v]))\n end\n end\n set pen size to (1)\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n pen down\n if <(item (iterate) of [type v]) = [1]> then\n set pen size to (((12) + (item (iterate) of [particles v])) / (4))\n else\n set pen size to (item (iterate) of [particles v])\n end\n go to x: ((item (iterate) of [pxv v]) + (item (iterate) of [px v])) y: ((item (iterate) of [pyv v]) + (item (iterate) of [py v]))\n pen up\n end\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n if <<[7] < (item (iterate) of [particles v])> or <<(item (iterate) of [particles v]) < [3]> or <[1] = (item (iterate) of [type v])>>> then\n repeat (pick random (1) to (pick random (1) to (2)))\n set pen size to (pick random (pick random (1) to (20)) to (pick random (120) to (90)))\n set pen color to (join [0x] (join [03] (item (iterate) of [colour v])))\n if <(item (iterate) of [particles v]) < [3]> then\n set pen color to (join [0x] (join [02] (item (iterate) of [colour v])))\n end\n pen down\n pen up\n end\n if <[1] = (item (iterate) of [type v])> then\n repeat (3)\n set pen size to (pick random (item (iterate) of [particles v]) to (((item (iterate) of [particles v]) - (3)) * (30)))\n set pen color to (join (join [0x0] (letter (round ((5) + (item (iterate) of [particles v]))) of [0123456789ABCDEF])) (item (iterate) of [colour v]))\n pen down\n pen up\n end\n end\n end\nend\n\ndefine Random colour\nif <(pick random (1) to (3)) = [1]> then\n add (join [FF] (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n add (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join [FF] (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\n else\n add (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) [FF])) to [colour v]\n end\nend\n\nadd [FF99FF] to [colour v]\n\nerase all\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nrepeat (3)\n add (pick random (7) to (7)) to [particles v]\n add (pick random (-2) to (2)) to [pxv v]\n add (pick random (-50) to (50)) to [py v]\n add [11] to [pyv v]\n add [1] to [type v]\n add (pick random (-240) to (240)) to [px v]\n if <[1] = (pick random (1) to (3))> then\n add [FFFF00] to [colour v]\n else\n if <[1] = (pick random (1) to (2))> then\n add [00FFFF] to [colour v]\n else\n add [FF00FF] to [colour v]\n end\n end\nend\n\nwhen I receive [music change v]\nset rotation style [don't rotate v]\nhide\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nforever\n Render\n Edit\nend\n\n@Show Customize?\n\nwhen I receive [customize slider v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n next costume\n if <(costume [number v]) = [1]> then\n show variable [✏️skin customize v]\n else\n hide variable [✏️skin customize v]\n end\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@Flash\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [flash v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@water\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (i))\n change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [water v]\nshow\nSmooth Glide x: (-12) y: (336) speed: (3)\nset [water vel v] to [.1]\nrepeat until <(y position) < [50]>\n change y by ((Water Vel) * (-1))\n change [water vel v] by (.1)\nend\nbroadcast (Delete fire v)\nrepeat (2)\n create clone of (particle v)\n create clone of (particle v)\n create clone of (particle v)\n create clone of (particle v)\n create clone of (particle v)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-12) y: (355)\n\n@Particle\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (6))\nshow\ngo to [front v] layer\ngo to (fire v)\nset [xvel v] to (pick random (-25) to (35))\nset [yvel v] to (pick random (10) to (75))\nrepeat until <((y position) + ((Yvel) / (10))) < [-138]>\n change x by ((Xvel) / (10))\n change y by ((Yvel) / (10))\n change [yvel v] by (-10)\nend\nset y to (-138)\nrepeat until <<(Xvel) = [0]> or <(Xvel) = [1]>>\n if <(Xvel) < [0]> then\n change [xvel v] by (2)\n else\n if <(Xvel) > [0]> then\n change [xvel v] by (-2)\n end\n end\n change x by ((Xvel) / (10))\nend\nwait (pick random (0.5) to (1.5)) seconds\ndelete this clone\n\nsay (Xvel)\nwait (0.5) seconds\n\nsay (Xvel)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\ngo to (player v)\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\n\n@Witch\n\nwhen flag clicked\ngo to x: (-289) y: (121)\nforever\n next costume\n wait (.03) seconds\nend\n\nwhen flag clicked\nforever\n hide\n go to x: (-289) y: (121)\n wait (pick random (5) to (20)) seconds\n show\n repeat until <(x position) > [288]>\n go to [back v] layer\n change x by (6)\n end\nend\n\n
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nʜᴀʟʟᴏᴡᴇᴇɴ ᴅᴀʏꜱ || ᴀ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ :: [Halloween Special]\n➠ ʙʏ ᴅᴡꜱᴇᴏʜ127\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n⭐ ωєℓ¢σмє! ⭐\n ›› ʜᴇʟʟᴏ! ʜᴇʟʟᴏ! ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴍʏ ᴛɪᴍᴇ ᴅᴇᴅɪᴄᴀᴛᴇᴅ ɢᴀᴍᴇ!ᴛʜɪꜱ ᴛᴏᴏᴋ ᴍᴇ ᴍᴏɴᴛʜꜱ, ᴡᴇᴇᴋꜱ, ᴅᴀʏꜱ ᴀɴᴅ ꜱᴏ ᴍᴜᴄʜ ʜᴀʀᴅ ᴡᴏʀᴋ! ᴘʟᴇᴀꜱᴇ ᴇɴᴊᴏʏ!\n\n›› ʏᴏᴜ ᴀʀᴇ ɢᴏɪɴɢ ᴏɴ ᴀ qᴜᴇꜱᴛ ᴛᴏ ꜰɪɴᴅ ꜰɪʀᴇ!!\n\n⭐ ιηѕтяυ¢тισηѕ! ⭐\n ›› ʙᴇᴀᴛ ʟᴇᴠᴇʟꜱ! ʙᴜʏ ᴛʜɪɴɢꜱ ꜰʀᴏᴍ ᴛʜᴇ ꜱʜᴏᴘ! ʟɪꜱᴛᴇɴ ᴛᴏ ᴍᴜꜱɪᴄ! ᴍᴀᴋᴇ ꜱᴜʀᴇ ᴛᴏ ᴄʟɪᴄᴋ ᴛʜᴀᴛ ♥︎(❤️) ᴀɴᴅ ★(⭐) ᴀɴᴅ ᴀ ꜰᴏʟʟᴏᴡ! ᴇɴᴊᴏʏ! ☃️\n\n› ᴅᴏɴᴜᴛ ʙʟᴏᴄᴋ: ꜰᴀʟʟꜱ ᴀꜰᴛᴇʀ 5 ꜱᴇᴄᴏɴᴅꜱ ɪꜰ ᴘʟᴀʏᴇʀ ɪꜱ ᴏɴ ɪᴛ.\n› ᴄʟᴏᴜᴅ ꜰᴀᴄᴇ: ɪᴛ ɪꜱ ᴅᴀɴɢᴇʀᴏᴜꜱ ɪꜰ ᴛʜᴇ ꜰᴀᴄᴇ ʟᴏᴏᴋꜱ ᴀɴɢʀʏ ᴀɴᴅ ʀᴇᴅ.\n› ɪᴄɪᴄʟᴇ & ꜱᴘɪᴋᴇꜱ & ꜱᴀᴡꜱ & ʟᴀᴠᴀ : ᴛʜᴇʏ ᴀʀᴇ ᴅᴀɴɢᴇʀᴏᴜꜱ. ᴅᴏ ɴᴏᴛ ᴛᴏᴜᴄʜ\n› ᴛʀᴀᴍᴘᴏʟɪɴᴇ: ʏᴏᴜ ᴄᴀɴ ᴊᴜᴍᴘ ʜɪɢʜ ᴡɪᴛʜ ɪᴛ.\n› ᴇɴᴇᴍɪᴇꜱ: ʏᴏᴜ ᴄᴀɴ ᴋɪʟʟ ᴛʜᴇᴍ ʙʏ ꜱᴛᴏᴍᴘɪɴɢ ᴛʜᴇᴍ ɪɴ ᴛʜᴇ ʜᴀᴛ\n\nʟᴀɢ? ᴛʀʏ ɪᴛ ɪɴ ᴛᴜʀʙᴏᴡᴀʀᴘ:\nhttps://turbowarp.org/591297314?interpolate&hqpen&clone=infinity\n\n⭐ ¢σммєηт яυℓєѕ ⭐\n✅ › ꜰᴇᴇᴅʙᴀᴄᴋ, ʙᴜɢ ʀᴇᴘᴏʀᴛꜱ, ᴋɪɴᴅ ᴡᴏʀᴅꜱ!\n❌ › ꜰ4ꜰ, ꜱᴘᴀᴍ, ʜᴀᴛᴇ, ᴀᴅꜱ\n\n⭐ ¢яє∂ιтѕ! ⭐\n›› ᴀʟʟ ᴀʀᴛ ʙʏ ᴍᴇ ᴇxᴄᴇᴘᴛ ᴛʜᴇ ᴄʟᴏᴜᴅ (ʙʏ @ᴢɪʏᴜ3), Pumpkin by @-PickleAnimator-\n›› ᴘᴀʀᴛɪᴄʟᴇꜱ ꜰʀᴏᴍ @77ᴛɪɢᴇʀꜱ , @ꜱɪᴇʀʀᴀ11\n›› ᴍᴏꜱᴛ ᴄᴏᴅɪɴɢ ʙʏ ᴍᴇ (ᴇxᴄᴇᴘᴛ ꜰɪʀᴇᴡᴏʀᴋꜱ)\n›› ꜱꜰx ꜰʀᴏᴍ ᴍᴀʀɪᴏ & ᴍɪɴᴇᴄʀᴀꜰᴛ\n›› ᴀʀꜱᴇɴɪᴄ1987 ᴏɴ ʏᴏᴜᴛᴜʙᴇ ꜰᴏʀ ᴄʜᴀʀᴀᴄᴛᴇʀ ꜱᴇʟᴇᴄᴛ ʀᴇᴍɪx\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nᴜᴘᴅᴀᴛᴇꜱ\n:: 2021.10.29 ›› Finally Shared!!\n:: 2021.11.22 ›› Curated by @ScratchBoy179 !! Thanks :))\n:: 2021.11.23 ›› 300 loves!! Thank you!\n:: 2021.11.23 ›› 500 loves!! wow :))\n:: 2021.11.23 ›› What the community is loving!! TYSM\n:: 2021.11.24 ›› What the community is remixing!! :))\n:: 2021.11.25 ›› What the community is loving!! :D\n:: 2021.11.25 ›› What the community is remixing! :DD\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Teamwork! A 2 Player Platformer Neon editon!
@Stage\n\nwhen flag clicked\nforever\n play sound [Prelude v] until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (backdrop1 v)\n wait (pick random (6) to (10)) seconds\n switch backdrop to (backdrop2 v)\n wait (0.05) seconds\nend\n\n@Love and Fav!\n\nwhen flag clicked\nhide\nwait (20) seconds\nforever\n set [ghost v] effect to (100)\n show\n switch costume to (nooooo v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n create clone of (_myself_ v)\n go to [front v] layer\n wait (2) seconds\n switch costume to (love v)\n wait (2) seconds\n switch costume to (fav v)\n wait (2) seconds\n switch costume to (follow v)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (60) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (cursor v)\ngo to x: (0) y: (140)\nglide (2) secs to x: (60) y: (140)\nstart sound [Click v]\nwait (1) seconds\nglide (1) secs to x: (105) y: (140)\nstart sound [Click v]\nwait (1) seconds\nglide (1) secs to x: (190) y: (140)\nstart sound [Click v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Little Blue \n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (little red 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)?> or <touching (little red v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nset size to (75) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <key (a v) pressed?> then\n Walk (-90) (-4)\n end\n if <key (d v) pressed?> then\n Walk (90) (4)\n end\n if <<key (w v) pressed?> and <(falling?) < [3]>> then\n set [speed y v] to [10]\n switch costume to (up v)\n end\n if <touching (trampoline v)?> then\n wait (0) seconds\n start sound [Boing v]\n set [speed y v] to [18]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (blue's shadow v)\n if <(speed y) < [0]> then\n switch costume to (down v)\n end\n if <(speed y) = [0]> then\n switch costume to (forwards v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <<(y position) < [-175]> or <touching (thorns v)?>> then\n go to x: (-200) y: (0)\n start sound [Crunch v]\n end\nend\n\nwhen flag clicked\nforever\n\n@Little Red\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (little blue 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)?> or <touching (little blue v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nset size to (75) %\nset rotation style [left-right v]\ngo to x: (-170) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <key (left arrow v) pressed?> then\n Walk (-90) (-4)\n end\n if <key (right arrow v) pressed?> then\n Walk (90) (4)\n end\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [speed y v] to [10]\n switch costume to (up v)\n end\n if <touching (trampoline v)?> then\n wait (0) seconds\n start sound [Boing v]\n set [speed y v] to [18]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (red's shadow v)\n if <(speed y) < [0]> then\n switch costume to (down v)\n end\n if <(speed y) = [0]> then\n switch costume to (forwards v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-170) y: (0)\n\nwhen flag clicked\nforever\n if <<(y position) < [-175]> or <touching (thorns v)?>> then\n go to x: (-170) y: (0)\n start sound [Crunch v]\n end\nend\n\n@Blue's Shadow\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (9) layers\nshow\ngo to (little blue v)\nrepeat (8)\n change [ghost v] effect by (12.5)\n change [color v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\n@Red's Shadow\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (7) layers\nshow\ngo to (little red v)\nrepeat (8)\n change [ghost v] effect by (12.5)\n change [color v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\n@Red's glow\n\nwhen flag clicked\nforever\n go to (little red v)\n go to [back v] layer\n go [forward v] (24) layers\nend\n\n@Blue's glow\n\nwhen flag clicked\nforever\n go to (little blue v)\n go to [back v] layer\n go [forward v] (23) layers\nend\n\n@Green Flag\n\nwhen flag clicked\nforever\n switch costume to (not quite v)\n if <touching (little blue v)?> then\n switch costume to (halfway there v)\n end\n if <touching (little red v)?> then\n switch costume to (halfway there v)\n end\n if <<touching (little blue v)?> and <touching (little red v)?>> then\n switch costume to (level complete v)\n wait (1) seconds\n broadcast (next level v)\n end\nend\n\nwhen I receive [next level v]\nstart sound [Magic Spell v]\nchange [level v] by (1)\n\nwhen flag clicked\nwait (0.1) seconds\ngo to x: (200) y: (-90)\nset [key collected? v] to [0]\nwait until <(Level) = [2]>\ngo to x: (-25) y: (-90)\nset [key collected? v] to [1]\nwait until <(Level) = [3]>\ngo to x: (200) y: (-60)\nwait until <(Level) = [4]>\ngo to x: (200) y: (-20)\nwait until <(Level) = [5]>\ngo to x: (-20) y: (130)\nset [key collected? v] to [1]\nwait until <(Level) = [6]>\ngo to x: (200) y: (-90)\nset [key collected? v] to [3]\nwait until <(Level) = [7]>\ngo to x: (200) y: (-90)\nset [key collected? v] to [1]\nwait until <(Level) = [8]>\ngo to x: (165) y: (50)\nset [key collected? v] to [1]\nwait until <(Level) = [9]>\ngo to x: (175) y: (60)\nwait until <(Level) = [10]>\ngo to x: (210) y: (20)\nwait until <(Level) = [11]>\nset [key collected? v] to [77777777]\n\nwhen flag clicked\nstart sound [Magic Spell v]\nforever\n if <(Key collected?) = [0]> then\n show\n else\n hide\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (level 1 v)\nwait until <(Level) = [2]>\nswitch costume to (level 2 v)\nwait until <(Level) = [3]>\nswitch costume to (level 3 v)\nwait until <(log knocked?) = [1]>\nswitch costume to (level 3 knocked v)\nwait until <(Level) = [4]>\nswitch costume to (level 4 v)\nwait until <(Level) = [5]>\nswitch costume to (level 5 v)\nwait until <(Level) = [6]>\nswitch costume to (level 6 v)\nwait until <(Level) = [7]>\nswitch costume to (level 7 v)\nwait until <(Level) = [8]>\nswitch costume to (level 8 v)\nwait until <(Level) = [9]>\nswitch costume to (level 9 v)\nwait until <(Level) = [10]>\nswitch costume to (level 10 v)\nwait until <(Level) = [11]>\nswitch costume to (level 11 v)\n\n@Fake Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Key 1\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-12.5)\nforever\n repeat (50)\n change y by (0.5)\n end\n repeat (50)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (little blue v)?> or <touching (little red v)?>> then\n start sound [Coin v]\n hide\n change [key collected? v] by (-1)\n end\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <not <(Level) = [7]>> then\n show\nend\n\nwhen I receive [level 7 key v]\nshow\n\n@Key 2\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-12.5)\nforever\n repeat (50)\n change y by (0.5)\n end\n repeat (50)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (little blue v)?> or <touching (little red v)?>> then\n start sound [Coin v]\n hide\n change [key collected? v] by (-1)\n end\nend\n\nwhen I receive [next level v]\nshow\n\n@Key 3\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-12.5)\nforever\n repeat (50)\n change y by (0.5)\n end\n repeat (50)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (little blue v)?> or <touching (little red v)?>> then\n start sound [Coin v]\n hide\n change [key collected? v] by (-1)\n end\nend\n\nwhen I receive [next level v]\nshow\n\n@Prison Key\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-12.5)\nforever\n repeat (50)\n change y by (0.5)\n end\n repeat (50)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (little blue v)?> or <touching (little red v)?>> then\n start sound [Coin v]\n hide\n change [prison key? v] by (-1)\n end\nend\n\nwhen I receive [next level v]\nshow\n\n@Lvl 3 Log\n\nwhen flag clicked\nwait (0) seconds\nhide\nset [log knocked? v] to [0]\nwait until <(Level) = [3]>\npoint in direction (90)\ngo to x: (70) y: (-95)\nshow\ngo to [back v] layer\ngo [forward v] (6) layers\nwait until <<touching (little blue v)?> or <touching (little red v)?>>\nstart sound [Door Creak v]\nrepeat (20)\n turn left (1) degrees\nend\nrepeat (9)\n turn left (2) degrees\nend\nrepeat (8)\n turn left (3) degrees\nend\nrepeat (7)\n turn left (4) degrees\nend\nstart sound [Door Closing v]\nset [log knocked? v] to [1]\nwait until <(Level) = [4]>\nhide\n\n@Thorns\n\nwhen flag clicked\nhide\nwait until <(Level) = [4]>\nshow\nswitch costume to (level 4 v)\nwait until <(Level) = [5]>\nshow\nswitch costume to (level 5 v)\nwait until <(Level) = [6]>\nshow\nswitch costume to (level 6 v)\nwait until <(Level) = [7]>\nshow\nswitch costume to (level 7 v)\nwait until <(Level) = [8]>\nshow\nswitch costume to (level 8 v)\nwait until <(Level) = [9]>\nshow\nswitch costume to (level 9 v)\nwait until <(Level) = [10]>\nswitch costume to (level 10 v)\nhide\n\n@Green Cube\n\nwhen flag clicked\nwait (0) seconds\nhide\nwait until <(Level) = [7]>\ngo to x: (15) y: (30)\nswitch costume to (imprisoned v)\nset [prison key? v] to [1]\nshow\nwait until <(Prison Key?) = [0]>\nrepeat (10)\n change y by (-14.5)\nend\ngo to x: (15) y: (-117)\nwait (1) seconds\nswitch costume to (hooray! v)\nwait (3) seconds\nswitch costume to (happy v)\nwait (2) seconds\nswitch costume to (thanks v)\nwait (4) seconds\nbroadcast (level 7 key v)\nswitch costume to (follow me v)\nwait until <(Level) = [8]>\ngo to x: (0) y: (0)\nswitch costume to (gotta find! v)\nwait until <(Level) = [9]>\ngo to x: (0) y: (0)\nswitch costume to (nearly there! v)\nwait until <(Level) = [10]>\ngo to x: (0) y: (0)\nswitch costume to (last level! v)\nwait until <(Level) = [11]>\nswitch costume to (victory v)\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@trampoline\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <(Level) = [11]>\nshow\nforever\n if <<touching (little red v)?> or <touching (little blue v)?>> then\n switch costume to (costume2 v)\n wait (0.5) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\n
~~~~~~~~~~I N S T R U C T I O N S+++\n➜ Arrow Keys to move Red, WASD to move Blue\n\n➜ Both players have hitboxes, so if you're ever stuck, try standing on top of each other!\n\n➜ Reach the dragon egg at the end to win the game!\n\nCheckpoints:\n28/10/21: #15 on Trending all!\n28/10/21: 1000 views! \n\n\n~~~~~~~~~~~L I K E A N D F A V+++\nMake sure to DESTROY those ❤️ and ⭐ buttons if you enjoyed my project! Can we get to... 100 likes?\n\nFollow me for more AWESOME projects!\n(I'm a hermit who lives off internet popularity lol)\n\n\n~~~~~~~~~~~~~~~~~C R E D I T S+++\nI would like to thank Oslo Albet, the creator of Fireboy and Watergirl for inspiration :D\nAlso, the music is Prelude by TheFatRat, he's a super cool music artist so check him out if you haven't already!\nThis project uses Griffpatch's platforming engine!\n\n\n\nThe art is 100% by me and owned by me, and is not to be used without permission. (not that you would anyway because its rather lackluster I will try to get better in the future...)\n\n#Games #All #Fun #Art #Puzzle #Griffpatch #War #2p #2player #Two #Player #Red #Music #Blue #Chill #Platformer #Platformers #Epic #Challenging #PMFC #PlasmaMonkeyFanClub\n\n
FNF - A Platformer PART 2 #games #FNF
@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [Roses - Friday Night Funkin' OST v] until done\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n 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 [.1]\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 (player2 v)\n end\n end\n change y by (-1)\n if <<(Y Velocity) = [.1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nswitch costume to (player2 v)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nclear graphic effects\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (5) seconds\n switch costume to (costume1 v)\n go to x: (-130) y: (-220)\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
play the game and love and favorite for part 3
Multiplayer Platformer #platformer #scrolling #games
@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@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\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\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]\n Clone at x: [600] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] 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)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\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: [550] y: [50]\n Clone at x: [900] y: [50]\n Clone at x: [2500] y: [50]\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@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-50]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-15] y: [63]\n Clone at x: [100] y: [63]\n Clone at x: [140] y: [130]\n Clone at x: [170] y: [63]\n Clone at x: [230] y: [63]\n Clone at x: [280] y: [63]\n Clone at x: [400] y: [63]\n Clone at x: [630] y: [130]\n Clone at x: [825] y: [270]\n Clone at x: [825] y: [320]\n Clone at x: [960] y: [40]\n Clone at x: [1075] y: [40]\n Clone at x: [1200] y: [40]\n Clone at x: [1200] y: [80]\n Clone at x: [1200] y: [130]\n Clone at x: [1480] y: [80]\n Clone at x: [1565] y: [110]\n Clone at x: [1655] y: [130]\n Clone at x: [1750] y: [160]\n Clone at x: [1840] y: [180]\n Clone at x: [1920] y: [200]\n Clone at x: [2010] y: [200]\n Clone at x: [2010] y: [150]\n Clone at x: [2010] y: [100]\n Clone at x: [2010] y: [50]\n Clone at x: [2200] y: [70]\n Clone at x: [2315] y: [330]\n Clone at x: [2315] y: [280]\n Clone at x: [2315] y: [230]\n Clone at x: [2315] y: [180]\n Clone at x: [2315] y: [140]\n Clone at x: [2315] y: [100]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n go to [front v] layer\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
Welcome to my first scrolling and multiplayer platformer!\nYou should have 32 coins at the end :D\n\nNote: The server only can hold 10 people but it will never reach ten :D\n\nTags: #platformer #scrolling #games
Grass Land [ A Mobile Friendly Platformer ]
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\n\n@Picture\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n play sound [Music v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nhide variable [x v]\nhide variable [y v]\nhide variable [jump v]\nswitch costume to (normal v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nset size to (90) %\ngo to x: (-196) y: (0)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1.5)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-1.5)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up right v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up left v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (normal v)\n end\n change x by (X)\n if <touching (ground v)?> then\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 if <(X) > [0]> then\n set [x v] to [-15]\n set [y v] to [10]\n else\n set [x v] to [15]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\n else\n set [x v] to ((X) * (0.8))\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 if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up v)\n if <(Jump) = [yes]> then\n set [y v] to [12]\n set [jump v] to [no]\n end\n end\n else\n change [y v] by (-1)\n set [jump v] to [yes]\n end\n if <(x position) > [235]> then\n set size to (100) %\n go to x: (-196) y: (0)\n broadcast (Next Level v)\n end\n if <<<touching (spikes v)?> or <touching (saw v)?>> or <touching (lava v)?>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set size to (100) %\n go to x: (-196) y: (0)\n set [ghost v] effect to (0)\n end\n if <touching color (#fff700)?> then\n set [y v] to [19]\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 level v]\nnext costume\n\n@Sun\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nshow\ngo to x: (36) y: (28)\nset size to (100) %\nset [sun size v] to [100]\nforever\n change size by ([cos v] of (Sun Size) )\n change [sun size v] by (5)\nend\n\nwhen flag clicked\nhide variable [sun size v]\nhide\n\n@Cloud\n\nwhen flag clicked\nhide variable [side v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (55) to (77)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (15)\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-200]>\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) < [200]>\n change x by (1)\n end\n delete this clone\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 level v]\nnext costume\n\n@Saw\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nhide variable [line v]\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n change [line v] by (0.9)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n point in direction ((90) + (([sin v] of ((line) * (2)) ) * (300)))\n if <(costume [number v]) = [3]> then\n go to x: (191) y: (-81)\n end\n if <(costume [number v]) = [5]> then\n go to x: (74) y: (-84)\n end\n if <(costume [number v]) = [8]> then\n go to x: (34) y: (-82)\n end\n if <(costume [number v]) = [10]> then\n go to x: (33) y: (-82)\n end\nend\n\n@Lava\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n glide (1) secs to x: (-37) y: (-25)\n glide (1) secs to x: (-37) y: (-31)\nend\n\n@Boing\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\n
★★★★★★★★★ Grass Land ★★★★★★★★★★★\n\n ★How to play★\n- Wasd or Arrow keys to move !\n- Mobile Friendly\n- Don't touch Spikes, Saw, Lava and ...\n\n ★Features★\n 300+ code blocks\n 8+ sprites\n\n ★Goals★\n- Up to #10 Trending\n- 15 000+ views\n- 3000 + Loves And Favs\n\n ★★★★★★★★★★Credits★★★★★★★★★★★★\n★@luku8 for the sun\n★The other codes by me !\n \n ❤️ + ⭐ = Thanks
Soda Valley||A Platformer||Mobile||Part 2
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nrepeat until <(Level) = [11]>\n switch backdrop to (backdrop1 v)\nend\nforever\n if <(Level) = [11]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [13]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Level) = [14]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n\n switch backdrop to (backdrop1 v)\nend\n\nwhen flag clicked\nplay sound [Amidst the Mists v] until done\nplay sound [Frozen Droplets v] until done\n\nwhen I receive [start outro v]\nstop all sounds\n\nwhen I receive [start outro v]\nstop all sounds\n\n@Star\n\nwhen flag clicked\n\nwhen I receive [start games v]\nhide\nforever\n if <(Level) = [10]> then\n show\n go to (enemy v)\n point towards (player2 v)\n move (10) steps\n glide (1) secs to (player2 v)\n glide (.5) secs to (enemy v)\n wait (1) seconds\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [10]> then\n turn right (10) degrees\n end\n if <(Level) = [25]> then\n show\n end\n if <(Level) = [26]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start outro v]\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [25]>\nswitch costume to (costume2 v)\nhide\nwait (8) seconds\nwait (3) seconds\nshow\nrepeat (4)\n go to (final boss v)\n glide (1) secs to (player2 v)\n glide (1) secs to (final boss v)\nend\nforever\n hide\n switch costume to (costume1 v)\nend\n\n@Enemy \n\nwhen flag clicked\nhide\n\nglide (1) secs to x: (0) y: (45)\n\nhide\n\nwhen I receive [start games v]\nhide\nforever\n if <(Level) = [10]> then\n switch costume to (costume1 v)\n show\n go to x: (187) y: (134)\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [13]> then\n switch costume to (costume2 v)\n show\n go to x: (187) y: (134)\n glide (1.5) secs to (player2 v)\n glide (1.5) secs to x: (187) y: (134)\n end\n if <(Level) = [14]> then\n hide\n end\nend\n\nwhen I receive [start outro v]\nhide\n\n@Wall 2\n\nwhen flag clicked\nhide\n\nwhen I receive [found key 2 v]\nforever\n if <(Level) = [9]> then\n forever\n hide\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen I receive [start games v]\nswitch costume to (costume1 v)\nhide\ngo to x: (30) y: (53)\nforever\n if <(Level) = [9]> then\n show\n end\nend\n\nwhen I receive [start outro v]\nhide\n\n@Speed boost\n\nwhen flag clicked\n\nwhen I receive [start games v]\nhide\nforever\n if <(Level) = [3]> then\n show\n go to x: (94) y: (50)\n end\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen I receive [start outro v]\nhide\n\n@Moving Platformer \n\nwhen flag clicked\nhide\n\nwhen I receive [found key 1 v]\nif <(Level) = [7]> then\n show\nend\n\nwhen flag clicked\n\nwhen I receive [found key 1 v]\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen I receive [start outro v]\nhide\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen I receive [found key 1 v]\nhide\n\nforever\n\nwhen I receive [start games v]\nhide\nforever\n if <(Level) = [7]> then\n go to x: (-35) y: (-29)\n show\n if <touching (player2 v)?> then\n broadcast (Found key 1 v)\n hide\n end\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n show\n go to x: (-180) y: (150)\n if <touching (player2 v)?> then\n broadcast (Found key 2 v)\n hide\n end\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen I receive [start outro v]\nhide\n\n@Wall 1\n\nwhen flag clicked\n\nif <(Level) = [6]> then\n\nglide (1) secs to x: (75) y: (-146)\n\nglide (1) secs to x: (-62) y: (-145)\nglide (1) secs to x: (225) y: (-156)\n\nshow\n\nhide\nswitch costume to (blank v)\nshow\n\nwhen flag clicked\n\nforever\n if <(costume [number v]) = [2]> then\n switch costume to (blank v)\n go to x: (18) y: (-95)\n end\nend\n\nif <(costume [number v]) = [2]> then\n forever\n if <touching (player v)?> then\n repeat (10)\n change [ghost v] effect by (-25)\n end\n wait (5) seconds\n set [ghost v] effect to (0)\n end\n end\nend\n\ngo to x: (18) y: (-95)\n\nwhen flag clicked\n\nwhen I receive [start games v]\nforever\n if <(Level) = [5]> then\n hide\n switch costume to (blank v)\n end\nend\n\nwhen I receive [start games v]\nhide\nforever\n if <(Level) = [4]> then\n show\n switch costume to (costume1 v)\n glide (1.5) secs to x: (-62) y: (-145)\n glide (1.5) secs to x: (225) y: (-145)\n end\nend\n\nwhen I receive [start outro v]\nhide\n\n@Spring\n\nwhen flag clicked\nhide\n\nwhen I receive [start games v]\nhide\ngo to x: (-38) y: (-2)\nforever\n if <(Level) = [5]> then\n show\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen I receive [start outro v]\nhide\n\n@level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\n\nwhen I receive [start games v]\nbroadcast (start v)\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [start outro v]\nhide\n\n@Lava/Spick\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nwait until <(Level) = [11]>\ngo to x: (0) y: (0)\nshow\n\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n hide\n end\n if <(Level) = [11]> then\n show\n switch costume to (costume3 v)\n end\n if <(Level) = [14]> then\n show\n switch costume to (costume5 v)\n end\n if <(Level) = [15]> then\n hide\n end\n if <(Level) = [6]> then\n go to x: (-34) y: (-56)\n show\n switch costume to (costume2 v)\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n switch costume to (costume1 v)\n show\n end\n if <(Level) = [9]> then\n show\n go to [back v] layer\n switch costume to (costume6 v)\n end\nend\n\nwhen I receive [start games v]\ngo to x: (0) y: (0)\nset [level v] to [1]\ngo to [back v] layer\nforever\n if <(Level) = [2]> then\n show\n switch costume to (costume9 v)\n go to [back v] layer\n end\n if <(Level) = [3]> then\n hide\n end\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n end\n if <<<(costume [number v]) = [2]> or <(costume [number v]) = [1]>> or <(costume [number v]) = [6]>> then\n change y by (([cos v] of ((timer) * (560)) ) * (2))\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [10]> then\n switch costume to (costume6 v)\n show\n change y by (([cos v] of ((timer) * (560)) ) * (2))\n end\n if <(Level) = [11]> then\n switch costume to (costume3 v)\n show\n end\n if <(costume [number v]) = [4]> then\n change x by (([cos v] of ((timer) * (560)) ) * (2))\n end\n if <(costume [number v]) = [3]> then\n change y by (([cos v] of ((timer) * (560)) ) * (2))\n end\nend\n\nwhen flag clicked\n\nwhen I receive [start games v]\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (costume11 v)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch costume to (blank v)\n hide\n end\nend\n\nwhen flag clicked\n\nwait until <(Level) = [12]>\n\nrepeat until <(Level) = [13]>\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nwait until <(Level) = [9]>\nrepeat until <(Level) = [10]>\n switch costume to (blank v)\n hide\nend\n\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n switch costume to (costume10 v)\n go to x: (0) y: (0)\n show\n end\n if <(Level) = [23]> then\n show\n switch costume to (costume9 v)\n end\n if <(Level) = [24]> then\n hide\n end\nend\n\nwhen I receive [start outro v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (blank v)\n hide\n end\nend\n\n@Cloud\n\nwhen flag clicked\nforever\n change x by (10)\n if <touching (_edge_ v)?> then\n set x to (-163)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n wait (2) seconds\n switch costume to (pick random (1) to (4))\n set size to (pick random (25) to (50)) %\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n change x by (10)\n if <touching (_edge_ v)?> then\n set x to (-163)\n end\nend\n\nwhen I start as a clone\nwait (4) seconds\ndelete this clone\n\nwhen I receive [start outro v]\nhide\n\n@Thumbnail \n\nwhen flag clicked\nhide\n\nwhen I receive [green flag hit v]\nhide\n\nwhen I receive [start outro v]\nhide\n\n@Torch 1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [start games v]\nhide\nforever\n switch costume to (costume1 v)\n wait (.09) seconds\n switch costume to (costume2 v)\n wait (.09) seconds\nend\n\nwhen I receive [start games v]\nforever\n if <(Level) = [11]> then\n show\n end\n if <(Level) = [13]> then\n hide\n end\nend\n\nwhen I receive [start outro v]\nhide\n\n@Torch 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [start games v]\nhide\nforever\n switch costume to (costume1 v)\n wait (.09) seconds\n switch costume to (costume2 v)\n wait (.09) seconds\nend\n\nwhen I receive [start games v]\nforever\n if <(Level) = [11]> then\n show\n end\n if <(Level) = [13]> then\n hide\n end\nend\n\nwhen I receive [start outro v]\nhide\n\n@Play button \n\nwhen flag clicked\ngo to x: (-55) y: (-65)\nswitch costume to (start v)\nshow\n\nwhen this sprite clicked\nbroadcast (Start games v)\nhide\n\nwhen I receive [start games v]\nhide\n\nwhen I receive [start outro v]\nhide\n\n@Settings button \n\nwhen flag clicked\nshow\ngo to x: (90) y: (-65)\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n end\n if <(costume [number v]) = [1]> then\n go to x: (90) y: (-65)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Music page v)\nbroadcast (Open page v)\nswitch costume to (costume2 v)\ngo to [front v] layer\n\nwhen I receive [start games v]\nhide\n\nwhen I receive [close page v]\nswitch costume to (costume1 v)\nshow\n\ngo to [front v] layer\n\nwhen I receive [start outro v]\nhide\n\n@Instructions button \n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (90) y: (-130)\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\n\nwhen this sprite clicked\nbroadcast (Open page v)\nswitch costume to (costume2 v)\ngo to [front v] layer\nforever\n if <(costume [number v]) = [1]> then\n go to x: (90) y: (-130)\n end\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [start games v]\nhide\n\nwhen I receive [close page v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [start outro v]\nhide\n\n@Credits button \n\nwhen flag clicked\nshow\ngo to x: (-55) y: (-130)\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nbroadcast (Open page v)\nswitch costume to (costume2 v)\ngo to [front v] layer\nforever\n if <(costume [number v]) = [1]> then\n go to x: (-55) y: (-130)\n end\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [start games v]\nhide\n\nwhen I receive [close page v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [start outro v]\nhide\n\n@X button \n\nwhen flag clicked\nhide\n\nwhen I receive [open page v]\ngo to x: (150) y: (-130)\nshow\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Close page v)\n\nwhen I receive [start outro v]\nhide\n\n@Title\n\nwhen flag clicked\n\nwhen I start as a clone\n\nwhen I receive [start games v]\nhide\n\nwhen flag clicked\nshow\nforever\n point in direction (((0) + ((0) + (([tan v] of (((timer) - (5)) * (120)) ) * (16)))) - ())\nend\n\nwhen I receive [start outro v]\nhide\n\n@Music button \n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [music page v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nnext costume\nforever\n if <(costume [number v]) = [2]> then\n stop all sounds\n end\n if <(costume [number v]) = [1]> then\n play sound [Amidst the Mists v] until done\n play sound [Frozen Droplets v] until done\n end\nend\n\nwhen flag clicked\n\nwhen I receive [close page v]\nhide\n\nwhen I receive [start outro v]\nhide\n\n@Boss 1\n\nwhen flag clicked\nset y to (-40)\nhide\nwait until <(Level) = [14]>\nshow\nswitch costume to (costume1 v)\nset size to (80) %\nwait (8) seconds\nrepeat until <(y position) = [80]>\n switch costume to (costume2 v)\n change y by (10)\n wait (0.05) seconds\nend\nforever\n switch costume to (costume2 v)\n repeat (4)\n glide (1) secs to (random position v)\n end\n go to x: (50) y: (-40)\n switch costume to (costume1 v)\n repeat (4)\n glide (1) secs to (player2 v)\n end\n forever\n go to x: (50) y: (-40)\n say [You win ]\n wait (1) seconds\n hide\n end\nend\n\nwhen I receive [start outro v]\nhide\n\nwhen I receive [start outro v]\nhide\n\n@Boss words\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nswitch costume to (costume1 v)\nshow\nwait (8) seconds\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [25]>\nswitch costume to (costume2 v)\nshow\nwait (8) seconds\nhide\n\nwhen I receive [start outro v]\nhide\n\n@wall\n\nif <(Level) = [25]> then\n show\nend\nif <(Level) = [26]> then\n hide\nend\nif <(Level) = [15]> then\n hide\nend\n\nwhen flag clicked\nhide\nforever\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nshow\nwait (20) seconds\nhide\n\nwhen I receive [start outro v]\nhide\n\n@final boss\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [25]> then\n show\n end\n if <(Level) = [26]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [25]>\ngo to x: (120) y: (-40)\nshow\nwait (8) seconds\nglide (1) secs to x: (120) y: (120)\nrepeat (4)\n set x to (pick random (x position) to (pick random (-220) to (220)))\nend\nrepeat (12)\n change y by (-10)\nend\nglide (1) secs to (player v)\nwait (8) seconds\nforever\n switch costume to (costume2 v)\n say [You win ] for (2) seconds\n hide\nend\n\nwhen flag clicked\nforever\n if <(Level) = [26]> then\n hide\n end\nend\n\nwhen I receive [start outro v]\nhide\n\n@outro 1\n\nwhen flag clicked\nhide\n\nwhen I receive [start outro v]\nstop all sounds\nshow\nforever\n go to x: (([cos v] of ((timer) * (600)) ) * (8)) y: (([cos v] of ((timer) * (580)) ) * (8))\n forever\n play sound [Outro v] until done\n end\nend\n\n@outro 2 \n\nwhen flag clicked\nhide\n\nwhen I receive [start outro v]\nshow\nforever\n wait (0.08) seconds\n next costume\nend\n\n@player2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [start outro v]\nhide\n\nwhen I receive [start games v]\ngo to [back v] layer\nshow\ngo to x: (-220) y: (40)\nset [level v] to [1]\nforever\n if <<key (d v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>>> then\n change [x v] by (1)\n switch costume to (left v)\n else\n if <<key (a v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>>> then\n change [x v] by (-1)\n switch costume to (right v)\n end\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#e8e8e8)?> then\n change y by (1)\n if <touching color (#e8e8e8)?> then\n change y by (1)\n if <touching color (#e8e8e8)?> then\n change y by (1)\n if <touching color (#e8e8e8)?> then\n change y by (1)\n end\n if <touching color (#e8e8e8)?> then\n change y by (1)\n end\n end\n end\n end\n if <touching color (#e8e8e8)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#e8e8e8)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <not <touching color (#000000)?>> then\n if <touching color (#e8e8e8)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to [17]\n end\n end\n end\n change y by (1)\n if <<touching (boss 1 v)?> or <<<<touching (lava/spick v)?> or <<(y position) < [-170]> or <touching (star v)?>>> or <touching (enemy v)?>> or <touching (final boss v)?>>> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0) seconds\n end\n go to x: (-220) y: (40)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0) seconds\n end\n end\n if <(x position) > [236]> then\n go to x: (-220) y: (40)\n change [level v] by (1)\n broadcast (next level v)\n change [again useless v] by (1)\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen I receive [start games v]\nforever\n change [color v] effect by (5)\nend\n\nwhen I receive [start games v]\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (up v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (down v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (down v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (center v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (right2 v)\n end\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (right3 v)\n end\nend\n\nwhen I receive [start games v]\nforever\n if <touching (spring v)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [start games v]\nforever\n if <touching (speed boost v)?> then\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [x v] by (2)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-2)\n end\n end\nend\n\nwhen I receive [start games v]\nforever\n if <not <key (any v) pressed?>> then\n wait (4) seconds\n switch costume to (center v)\n wait (0.07) seconds\n switch costume to (center2 v)\n wait (0.07) seconds\n switch costume to (center3 v)\n wait (0.07) seconds\n switch costume to (center4 v)\n wait (0.07) seconds\n end\nend\n\nwhen I receive [start games v]\nforever\n if <<touching color (#f35e88)?> or <touching color (#004eb9)?>> then\n broadcast (Start outro v)\n end\nend\n\n
___________———<Soda Valley>———___________\n\n ——Instructions——\nMove — Move with arrow keys, WASD or Touch if on Mobile.\nGoal — To move through the levels and beat evil and Go back to your Family!!\n\n —Storyline—\nAfter Beating Candy Valley you are sent 2000 Years intro the future. Now in the valley there is a evil monster wanting to rule the world, and Destroy YOU!! Do you have what it takes to bring peace back to all the land, and escape to your family?\n \n\n — Have a Great Day—
Warm and Cold | A platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Minecraft - Piano 3 v] until done\nend\n\n@cube\n\ndefine reset\nclear graphic effects\nset size to (100) %\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\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 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)>>> and <(dead?) = [0]>> 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 (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change x by ((X v) * (-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) + (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 [13]\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 (-0.8)\n change y by (Y v)\n if <touching (level v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> 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 (killer wheel v)?> or <touching (death v)?>> or <touching (moving killer wheels v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nreset\n\nwhen flag clicked\nforever\n if <(character) = [1]> then\n switch costume to (cold v)\n end\n if <(character) = [2]> then\n switch costume to (warm v)\n end\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (level 1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\n@death\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen I receive [alright bros let's go v]\nhide\n\nwhen flag clicked\nshow\n\n@Cold character\n\nwhen flag clicked\nset [character v] to [0]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [alright bros let's go v]\nhide\n\nwhen this sprite clicked\nset [character v] to [1]\nbroadcast (alright bros let's go v)\n\n@Warm character\n\nwhen flag clicked\nset [character v] to [0]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [alright bros let's go v]\nhide\n\nwhen this sprite clicked\nset [character v] to [2]\nbroadcast (alright bros let's go v)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\n
✎ Warm and Cold - A platformer\nThank you so much to @alyaelwan2009 for curating. Go and check them out (and follow) ˎˊ-\n\n⤹ Instructions •\n • Arrow keys or click and hold to move\n • Avoid the spikes\n • Avoid the sadness\n • Get to the end\n\n⤹ Notes •\n I made this project a while back but didn't finish it, so today I did.\nAlso it is possible >:)\n\n⤹ Credits •\n• @pompom1010 (me) - For creating the character\n• @BearTV - For the code for most of it (I edited some stuff)\n• @alyaelwan2009 - For curating\n• @FishyCat2022 - For proposing\n• @dumdeeda - For uh... Check them out!\n\n\nTags=\n#warm #cold #cool #hot #cute #characters #warmandcold #platformer\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nheh nothing here *cough cough
Challenge ‖ a platformer
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop3 v]\nbroadcast (endd v) and wait\nclear graphic effects\n\nclear graphic effects\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen flag clicked\nforever\n play sound [Vexento - Norway v] until done\nend\n\n@Player\n\ndefine handle ground <moving up>\nrepeat until <not >\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <<touching (ground v)?> or <touching (draw ground v)?>>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen I receive [start v]\nset volume to (50) %\nbroadcast (set up v)\nwait (0.5) seconds\nshow\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-205) y: (-90)\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-2)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n walk [-6]\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n walk [6]\n end\n if <<key (up arrow v) pressed?> and <(in air) < [8]>> then\n set [y velocity v] to [12]\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n if <[239] < (x position)> then\n go to x: (-205) y: (-90)\n broadcast (next level v)\n end\n if <key (s v) pressed?> then\n go to x: (-205) y: (-90)\n broadcast (next level v)\n wait (0.4) seconds\n end\n if <(y position) < [-170]> then\n go to x: (-205) y: (-90)\n end\n if <touching (danger v)?> then\n die\n end\n if <<touching (danger v)?> or <<touching (lava v)?> or <touching (saws v)?>>> then\n die\n end\n if <touching (jump v)?> then\n broadcast (trampoline v)\n set [y velocity v] to [25]\n start sound [Boing v]\n end\n if <key (r v) pressed?> then\n go to x: (-205) y: (-90)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <touching (ladders v)?> then\n set [y velocity v] to [0]\n if <key (up arrow v) pressed?> then\n set [y velocity v] to [5]\n end\n if <key (down arrow v) pressed?> then\n set [y velocity v] to [-1]\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-205) y: (-90)\n\nwhen I receive [endd v]\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [color v] effect by (10)\n change [ghost v] effect by (15)\n change size by (-6)\nend\ndelete this clone\n\ndefine die\nbroadcast (dead v)\nstart sound [Rip v]\nswitch costume to (costume3 v)\nwait (0.5) seconds\ngo to x: (-205) y: (-90)\nswitch costume to (chosen costume)\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\nforever\n if <(costume [number v]) = [10]> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume9 v)\nhide\n\nwhen I receive [start 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 [set up v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (costume9 v)\nend\n\nwhen I receive [endd v]\nhide\n\n@danger\n\nwhen flag clicked\nswitch costume to (costume9 v)\nset [ghost v] effect to (10)\n\nwhen I receive [next level v]\nshow\nnext costume\n\nwhen I receive [endd v]\nhide\n\n@Text\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\nnext costume\nforever\n change [ghost v] effect by (-10)\n wait (0.1) seconds\nend\n\nwhen I receive [set up v]\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [endd v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nclear graphic effects\n\nshow\n\nwait (0.5) seconds\n\n@jump\n\nwhen flag clicked\nset [costume v] to [1]\nshow\nswitch costume to (costume7 v)\ngo to [front v] layer\nforever\n set size to (70) %\n set [x position v] to (x position)\n set [y position v] to (y position)\n if <(costume [number v]) = [3]> then\n go to x: (-12) y: (-102)\n end\n if <(costume [number v]) = [6]> then\n go to x: (197) y: (-106)\n end\n if <(costume [number v]) = [6]> then\n go to x: (-178) y: (-102)\n end\n if <(costume [number v]) = [6]> then\n go to x: (201) y: (-102)\n end\nend\n\nwhen I receive [next level v]\nnext costume\nchange [costume v] by (1)\n\nwhen I receive [trampoline v]\ngo to x: (x position) y: (y position)\nswitch costume to (costume20 v)\nwait (0.1) seconds\nswitch costume to (costume12 v)\nwait (0.2) seconds\nswitch costume to (costume13 v)\nwait (0.1) seconds\nswitch costume to (costume)\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (costume8 v)\ngo to x: (0) y: (0)\nforever\n set size to (100) %\n forever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@clouds\n\nwhen I start as a clone\nswitch costume to (pick random <(costume [number v]) = [1]> to <(costume [number v]) = [2]>)\ngo to [back v] layer\nshow\nchange [ghost v] effect by (pick random (25) to (85))\nchange size by (pick random (-8) to (25))\ngo to x: (360) y: (pick random (180) to (-140))\nglide (pick random (3) to (9)) secs to x: (-370) y: (y position)\ndelete this clone\n\nwhen I receive [set up v]\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.2) to (2)) seconds\nend\n\n@saws\n\nwhen flag clicked\ngo to [back v] layer\nset [costume v] to [1]\nshow\nswitch costume to (saw8 v)\nforever\n set size to (70) %\n set [x position v] to (x position)\n set [y position v] to (y position)\n forever\n set size to (70) %\n repeat (50)\n turn right (5) degrees\n end\n repeat (50)\n turn left (5) degrees\n end\n if <(costume [number v]) = [2]> then\n go to x: (157) y: (-121)\n end\n if <(costume [number v]) = [7]> then\n go to x: (-126) y: (53)\n end\n if <(costume [number v]) = [11]> then\n go to x: (140) y: (70)\n end\n end\nend\n\nwhen I receive [next level v]\nnext costume\nchange [costume v] by (1)\n\n@lava2\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (costume8 v)\ngo to x: (0) y: (0)\nforever\n set size to (100) %\n forever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@ladders\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n set size to (100) %\n if <(costume [number v]) = [5]> then\n go to x: (-171) y: (49)\n end\n if <(costume [number v]) = [7]> then\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@death\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [dead v]\nswitch costume to (costume2 v)\nwait (0.5) seconds\nswitch costume to (costume1 v)\n\n@sprite\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n
\n☀︎ Hey! so here is my second project, also my first platformer ;) ☀︎\n\n\n ⋯INSTRUCTIONS⋯\n■arrow keys to move \n■don't touch lava, spikes or saws\n■s to skip and r to restart a level\n■enjoy (that's an order lol)\nand that's about it.. \n\n-more levels to come at 15 likes-\n\n⇨don't forget to leave a ♥︎ and ★ and check out my other project: https://scratch.mit.edu/projects/591967714/\n⇨leave some feedback in the comments\n\n\n\n\n\n<3\n#platformer #fun #challenge
Moon-Night Platformer
@Stage\n\nwhen I receive [おっと v]\nforever\n play sound [魔王魂 フィールド08 v] until done\nend\n\n@イントロ()\n\nchange x by (10)\n\nwhen flag clicked\nset [タイマー v] to [0]\nset [イントロ!!! v] to [No]\nset [u v] to [1]\nrepeat until <(U) = [0]>\n wait (1) seconds\n change [u v] by (-1)\nend\nbroadcast (はじ v)\nset [タイマー v] to [Yes]\n\ndefine clone ID: (id!!!!!!!!)\nset [クローンのid v] to (id!!!!!!!!)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (-300)\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nif <(クローンのID) = [右]> then\n set [color v] effect to (70)\n go to x: (241) y: (1)\n repeat until <[1] > (x position)>\n change x by ((x position) / (-7))\n end\n set [色☆ v] to [ピンク]\n delete this clone\nelse\n if <(クローンのID) = [上]> then\n set [color v] effect to (-30)\n go to x: (0) y: (180)\n repeat until <[1] > (y position)>\n change y by ((y position) / (-7))\n end\n set [色☆ v] to [緑]\n delete this clone\n else\n if <(クローンのID) = [左]> then\n set [color v] effect to (-80)\n go to x: (-240) y: (1)\n repeat until <(x position) > [-1]>\n change x by ((x position) / (-7))\n end\n set [色☆ v] to [オレンジ]\n delete this clone\n else\n if <(クローンのID) = [下]> then\n set [color v] effect to (30)\n go to x: (0) y: (-180)\n repeat until <(y position) > [0]>\n change y by ((y position) / (-7))\n if <touching color (#66e5ff)?> then\n delete this clone\n end\n end\n set [色☆ v] to [青]\n delete this clone\n else\n if <(クローンのID) = [文字ぃ]> then\n switch costume to (コスチューム2 v)\n set size to (50) %\n repeat until <(size) > [199.9]>\n change size by (((200) - (size)) / (5))\n turn right (((85) - (direction)) / (7)) degrees\n go to [front v] layer\n end\n wait (1) seconds\n set [spin v] to [10]\n repeat until <[33] > (size)>\n change size by (Spin)\n change [spin v] by (-1)\n end\n delete this clone\n else\n if <(クローンのID) = [かっべ]> then\n switch costume to (やじるしぃ v)\n set size to (100) %\n go to x: (0) y: (-400)\n go to [front v] layer\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\n wait (0.1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(クローンのID) = [クリック]> then\n show\n switch costume to (コスチューム3 v)\n go to x: (0) y: (193)\n glide (0.3) secs to x: (0) y: (160)\n repeat until <not <(イントロ!!!) = [No]>>\n if <mouse down?> then\n glide (0.3) secs to x: (0) y: (193)\n hide\n broadcast (プロジェクト v)\n broadcast (おっと v)\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nchange y by (10)\n\ndelete this clone\n\n\n\nwhen flag clicked\nforever\n if <(おりゃ) = [あ]> then\n if <(色☆) = [ピンク]> then\n set [color v] effect to (70)\n else\n if <(色☆) = [緑]> then\n set [color v] effect to (-30)\n end\n end\n end\nend\n\nif <(色☆) = [オレンジ]> then\n\nset [color v] effect to (50)\n\n\n\nchange y by (10)\n\nwhen flag clicked\nforever\n if <(おりゃ) = [あ]> then\n if <touching color (#ffdc66)?> then\n set [color v] effect to (-80)\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(おりゃ) = [あ]> then\n if <touching color (#7066ff)?> then\n set [color v] effect to (30)\n end\n end\nend\n\nrepeat until <(timer) > [5]>\n change size by (0.2)\n turn right (0.1) degrees\nend\n\nset size to (200) %\nset [spin v] to [10]\nrepeat until <[10] > (size)>\n change size by (Spin)\n change [spin v] by (-1)\nend\n\nforever\n\nswitch costume to (やじるしぃ v)\n\nset [色☆ v] to [青]\n\nset [color v] effect to (0)\n\nchange [brightness v] effect by (5)\n\nclone ID: [矢印]\n\nerase all\n\nrepeat until <(timer) > [5]>\n change size by (0.2)\n turn right (0.1) degrees\nend\n\nrepeat until <(size) > [199.9]>\n change size by (((200) - (size)) / (5))\n turn right (((85) - (direction)) / (7)) degrees\n go to [front v] layer\nend\n\nrepeat (5)\n wait (20) seconds\nend\n\nif <(costume [number v]) = [12]> then\n\ndelete this clone\n\nwhen I receive [はじ v]\nset [イントロ!!! v] to [Yes]\nshow\npen up\nerase all\nset [おりゃ v] to [あ]\nswitch costume to (コスチューム1 v)\nset size to (200) %\nset [色☆ v] to []\nset [color v] effect to (0)\ngo to x: (0) y: (180)\nrepeat until <[1] > (y position)>\n change y by ((y position) / (-7))\nend\nclone ID: [右]\nwait (0.7) seconds\nclone ID: [上]\nwait (0.7) seconds\nclone ID: [左]\nwait (0.7) seconds\nclone ID: [下]\nwait (1.5) seconds\nset [おりゃ v] to [時代は終わった]\nset [color v] effect to (0)\nset [color v] effect to (0)\nset [明るさ v] to [0]\nclone ID: [文字ぃ]\nwait (3) seconds\nrepeat (5)\n set [クローンのid v] to [かっべ]\n create clone of (_myself_ v)\n wait (0.05) seconds\n change [brightness v] effect by (15)\nend\nhide\nbroadcast (プロジェクト v)\nwait (1.3) seconds\nbroadcast (おっと v)\n\nwhen flag clicked\nhide\nrepeat until <not <(イントロ!!!) = [No]>>\n if <mouse down?> then\n hide\n stop all sounds\n forever\n set [u v] to [3]\n end\n end\nend\nforever\n set [u v] to [3]\nend\n\nwhen flag clicked\nclone ID: [クリック]\n\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\nend\n\nwhen flag clicked\n\nwhen flag clicked\nplay sound [Blooom - Be Around \[NCS Release\] v] until done\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset size to (100) %\n\nwhen I receive [プロジェクト v]\nshow\nforever\n change [タイヨー v] by (5)\nend\n\nwhen I receive [プロジェクト v]\nforever\n change size by ([cos v] of (タイヨー) )\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\nwhen I start as a clone\ngo to [front v] layer\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) (大きさ)\nset size to (大きさ) %\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\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen I receive [プロジェクト v]\nforever\n ブロック名\nend\n\nwhen I receive [プロジェクト v]\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 [1130] [360] [1] [100]\n配置 [1850] [395] [1] [100]\n配置 [2100] [395] [1] [100]\nhide\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)\nhide\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 flag clicked\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 [プロジェクト v]\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)\nhide\n配置 [1470] [180] [1]\n配置 [3100] [250] [1]\n\nwhen I receive [プロジェクト 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 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)\nhide\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\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 [プロジェクト v]\nforever\n ブロック名\nend\n\nwhen I receive [プロジェクト v]\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 [490] [0] [1]\n配置 [970] [0] [2]\n配置 [1480] [0] [3]\n配置 [1900] [300] [4]\n配置 [2500] [240] [5]\n配置 [3000] [240] [6]\n配置 [3300] [400] [7]\n配置 [3800] [400] [8]\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)\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 flag clicked\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen I receive [プロジェクト v]\nforever\n ブロック名\nend\n\nwhen I receive [プロジェクト 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)\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1400] [0] [4]\n配置 [480] [500] [5]\n配置 [1900] [300] [6]\n配置 [2350] [300] [7]\n配置 [2820] [300] [8]\n配置 [3300] [300] [9]\n配置 [3780] [300] [10]\n配置 [4240] [300] [11]\nhide\n\n@プレイヤー\n\nwhen flag clicked\ngo to [back v] layer\nset size to (120) %\ngo [forward v] (1) layers\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]\nhide\n\ndefine 動き\nif <(動き) = [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 [25]\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (コスチューム3 v)\n else\n switch costume to (コスチューム2 v)\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\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 I receive [プロジェクト v]\nshow\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n 動き\nend\n\nwhen I receive [プロジェクト 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\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [プロジェクト v]\nforever\n go to [back v] layer\n show\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [プロジェクト v]\nshow\nforever\n go to [back v] layer\n go to (プレイヤー v)\nend\n\n@スプライト4\n\n@0\n\nwhen flag clicked\nset [スコア                。 v] to [0]\n\nwhen I start as a clone\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\nclear graphic effects\nhide\n\ndefine 数字追加 (数字) X (x) Y (y)\nset [スコア                。 v] to (数字)\nset [桁 v] to [0]\ngo to x: (x) y: (y)\nrepeat (9)\n change [桁 v] by (1)\n create clone of (_myself_ v)\n change x by (-28)\nend\n\nwhen flag clicked\n\nwhen I receive [たあいむ v]\n数字追加 (タイム!) X [101] Y [-75]\n\nwhen I receive [プロジェクト v]\nset [タイム! v] to [0]\nset [タイム用変数 v] to [Yes]\nforever\n if <(タイム用変数) = [Yes]> then\n wait (1) seconds\n change [タイム! v] by (1)\n end\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 start as a clone\nforever\n if <touching (プレイヤー v)?> then\n set [たらら v] to [Yes]\n set [動き v] to [1]\n next costume\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 [4240] [295] [1]\nhide\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen flag clicked\nset [動き v] to [0]\nset [たらら v] to [No]\nforever\n if <(たらら) = [Yes]> then\n broadcast (クリア v)\n stop [this script v]\n end\nend\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\nshow\nset [ghost v] effect to (300)\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (たあいむ v)\n\n@スプライト6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nset [ghost v] effect to (300)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
重いのは旗を数回押せば直ると思います。\n※Press the flag several times.\nそれでも直らなかったら\n@TH0625様が軽量版を作ってくれたのでみてみてください!\nhttps://scratch.mit.edu/projects/593862966/\nあとタボワ\nhttps://turbowarp.org/592186918/
[☁︎100%pen ONLINE]*・AUTUMN PLATFORMER・* [☁︎オンライン]秋のプラットフォーマー
@Stage\n\n@all\n\ndefine 草はやす\nset [回数 v] to [0]\ndelete all of [草 v]\nrepeat (length of [配置x v])\n change [回数 v] by (1)\n add [0] to [草 v]\n if <(item (回数) of [配置タイプ v]) = [6]> then\n replace item (回数) of [配置タイプ v] with [5]\n end\nend\n\ndefine 地面 (x) (y) (タイプ) (草)\nif <<(タイプ) = [1]> or <<(タイプ) = [7]> or <(タイプ) = [8]>>> then\n set pen color to (#b58046)\n set pen size to (15)\n go to x: ((20) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n pen down\n go to x: ((-20) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n go to x: ((-20) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n go to x: ((20) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n go to x: ((20) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n pen up\n go to x: ((x) - (スクロールx)) y: ((y) - (スクロールy))\n set pen size to (40)\n pen down\n pen up\n if <<(タイプ) = [7]> or <(タイプ) = [8]>> then\n set pen size to (7)\n set [草のなんか v] to [-18]\n set pen color to (#d49b00)\n repeat ((3) * <(タイプ) = [8]>)\n go to x: ((草のなんか) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n pen down\n if <([abs v] of ((((x座標) / (3)) - ((x) - (スクロールx))) / (20)) ) < [1]> then\n go to x: (((草のなんか) - (草)) + ((x) - (スクロールx))) y: (((30) + ([abs v] of (草のなんか) )) + ((y) - (スクロールy)))\n else\n go to x: (((草のなんか) - (草)) + ((x) - (スクロールx))) y: (((30) + ([abs v] of (草のなんか) )) + ((y) - (スクロールy)))\n end\n change [草のなんか v] by (15)\n change pen (brightness v) by ((0) - (草のなんか))\n pen up\n end\n set pen size to (12)\n set pen color to (#a05d00)\n go to x: ((25) + ((x) - (スクロールx))) y: ((12) + ((y) - (スクロールy)))\n pen down\n go to x: ((-25) + ((x) - (スクロールx))) y: ((12) + ((y) - (スクロールy)))\n pen up\n change pen (brightness v) by (25)\n go to x: ((27) + ((x) - (スクロールx))) y: ((22) + ((y) - (スクロールy)))\n pen down\n go to x: ((-27) + ((x) - (スクロールx))) y: ((22) + ((y) - (スクロールy)))\n pen up\n end\nend\nif <(タイプ) = [3]> then\n set pen color to (#717171)\n set [針x v] to [-1]\n repeat (2)\n set pen size to (5)\n go to x: (((針x) * (20)) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n pen down\n go to x: ((0) + ((x) - (スクロールx))) y: ((22) + ((y) - (スクロールy)))\n go to x: ((0) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n go to x: (((針x) * (20)) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n set [針y v] to [18]\n repeat (7)\n go to x: (((針x) * (20)) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n pen down\n go to x: ((0) + ((x) - (スクロールx))) y: ((針y) + ((y) - (スクロールy)))\n pen up\n change [針y v] by (-6)\n end\n change pen (brightness v) by (-10)\n set [針x v] to [1]\n end\n set pen color to (#ffffff)\n go to x: ((2) + ((x) - (スクロールx))) y: ((12) + ((y) - (スクロールy)))\n pen down\n go to x: ((8) + ((x) - (スクロールx))) y: ((-3) + ((y) - (スクロールy)))\n pen up\nend\nif <(タイプ) = [5]> then\n set pen color to (#efa846)\n set pen size to (7)\n go to x: ((-12) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n pen down\n go to x: ((2) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n go to x: ((-5) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n go to x: ((-5) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n set pen color to (#fd0000)\n go to x: ((15) + ((x) - (スクロールx))) y: ((5) + ((y) - (スクロールy)))\n go to x: ((-5) + ((x) - (スクロールx))) y: ((-5) + ((y) - (スクロールy)))\n go to x: ((-5) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n set pen size to (19)\n pen up\n go to x: ((2.5) + ((x) - (スクロールx))) y: ((7) + ((y) - (スクロールy)))\n pen down\n pen up\nend\nif <(タイプ) = [6]> then\n set pen color to (#efa846)\n set pen size to (7)\n go to x: ((-12) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n pen down\n go to x: ((2) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n go to x: ((-5) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n go to x: ((-5) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n set pen color to (#23d600)\n go to x: ((15) + ((x) - (スクロールx))) y: ((5) + ((y) - (スクロールy)))\n go to x: ((-5) + ((x) - (スクロールx))) y: ((-5) + ((y) - (スクロールy)))\n go to x: ((-5) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n set pen size to (19)\n pen up\n go to x: ((2.5) + ((x) - (スクロールx))) y: ((7) + ((y) - (スクロールy)))\n pen down\n pen up\nend\n\nwhen flag clicked\nset [復活x v] to [0]\nset [復活y v] to [0]\n初期化\n草はやす\nset size to ((1) / ()) %\nforever\n erase all\n go to x: (0) y: (0)\n set pen color to (#cbffff)\n set pen size to (1000)\n pen down\n pen up\n if <not <(雑用:置くか) = [0]>> then\n プレイヤー\n end\n delete all of [x v]\n delete all of [y v]\n delete all of [効果 v]\n delete all of [草の効果 v]\n delete all of [確認? v]\n 背景たち\n 他のプレイヤー [1]\n if <not <(雑用:置くか) = [0]>> then\n キャラクター (x座標) (y座標) ((x座標) + ((x座標) / (8))) ((y座標) / (7)) ((x座標) + ((x座標) / (5))) ((y座標) / (7))\n end\n 配置\n 文字数値化 (username)\n 文字加工 (文字数値化) (x座標) ((y座標) + (35)) [50] [70] [2] [0] []\n 他のプレイヤー [2]\n if <[7800] < (スクロールx)> then\n stop [all v]\n end\nend\n\ndefine プレイヤー\nset [回数 v] to [0]\nrepeat (length of [配置x v])\n change [回数 v] by (1)\n replace item (回数) of [草 v] with ((item (回数) of [草 v]) * (0.9))\n if <<<([abs v] of ((x座標) - ((item (回数) of [配置x v]) - (スクロールx))) ) < [50]> and <<([abs v] of ((y座標) - ((item (回数) of [配置y v]) - (スクロールy))) ) < [80]> and <[49] < ([abs v] of ((y座標) - ((item (回数) of [配置y v]) - (スクロールy))) )>>> and <(item (回数) of [配置タイプ v]) = [8]>> then\n replace item (回数) of [草 v] with ((item (回数) of [草 v]) + (((0) - (x座標)) / (15)))\n end\nend\nif <<<[50] < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\nend\nif <<<(mouse x) < [-50]> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\nend\nset [x v] to ((x) * (0.9))\nchange [x座標 v] by (x)\n判定\nif <[判定 v] contains [1]?> then\n change [y座標 v] by (1)\n 判定\n if <[判定 v] contains [1]?> then\n 壁\n end\nend\nif <[判定 v] contains [4]?> then\n change [y v] by (-0.1)\nelse\n change [y v] by (-1)\nend\nchange [y座標 v] by (y)\n判定\nif <[判定 v] contains [1]?> then\n 床\nend\nchange [y座標 v] by (-1)\n判定\nif <<[判定 v] contains [1]?> and <not <[判定 v] contains [4]?>>> then\n if <<<[0] < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [17]\n end\nend\nif <[判定 v] contains [4]?> then\n if <<<[0] < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [y v] by (0.3)\n end\nend\nchange [y座標 v] by (1)\nif <<[判定 v] contains [2]?> or <(スクロールy) < [-200]>> then\n 初期化\nend\nchange [x座標 v] by (((0) - (x座標)) / (5))\nchange [y座標 v] by (((0) - (y座標)) / (7))\nchange [スクロールx v] by ((x座標) / (5))\nchange [スクロールy v] by ((y座標) / (7))\n\ndefine 判定\ndelete all of [判定 v]\nset [回数 v] to [0]\nrepeat (length of [x v])\n change [回数 v] by (1)\n if <<([abs v] of ((x座標) - ((item (回数) of [x v]) - (スクロールx))) ) < [49]> and <([abs v] of ((y座標) - ((item (回数) of [y v]) - (スクロールy))) ) < [49]>> then\n if <<<(item (回数) of [効果 v]) = [2]> and <([abs v] of ((y座標) - ((item (回数) of [y v]) - (スクロールy))) ) < [45]>> or <<(item (回数) of [効果 v]) = [3]> and <([abs v] of ((x座標) - ((item (回数) of [x v]) - (スクロールx))) ) < ([abs v] of ((50) - ((y座標) - ((item (回数) of [y v]) - (スクロールy)))) )>>> then\n delete all of [判定 v]\n add [2] to [判定 v]\n else\n if <<(item (回数) of [効果 v]) = [4]> and <([abs v] of ((y座標) - ((item (回数) of [y v]) - (スクロールy))) ) < [45]>> then\n add [4] to [判定 v]\n else\n if <(item (回数) of [効果 v]) = [5]> then\n add [5] to [判定 v]\n set [復活x v] to (item (回数) of [x v])\n set [復活y v] to (item (回数) of [y v])\n replace item (item # of (join (item (回数) of [x v]) (join [、] (item (回数) of [y v]))) in [xy v]) of [配置タイプ v] with [6]\n else\n if <<(item (回数) of [効果 v]) = [1]> or <<(item (回数) of [効果 v]) = [7]> or <(item (回数) of [効果 v]) = [8]>>> then\n add [1] to [判定 v]\n end\n end\n end\n end\n end\nend\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\nset [x座標 v] to [0]\nset [y座標 v] to [0]\nset [スクロールx v] to (復活x)\nset [スクロールy v] to (復活y)\n\ndefine 配置\nset [配置 v] to [0]\nrepeat (length of [x v])\n change [配置 v] by (1)\n 地面 (item (配置) of [x v]) (item (配置) of [y v]) (item (配置) of [効果 v]) (item (配置) of [草の効果 v])\nend\n\ndelete all of [配置x v]\ndelete all of [配置y v]\ndelete all of [配置タイプ v]\ndelete all of [xy v]\nadd [0] to [配置x v]\nadd [-50] to [配置y v]\nadd [1] to [配置タイプ v]\nadd [0、-50] to [xy v]\n\nwhen flag clicked\nforever\n if <mouse down?> then\n if <(雑用:置くか) = [0]> then\n if <<([abs v] of (mouse x) ) < [50]> and <([abs v] of (mouse y) ) < [50]>> then\n if <[xy v] contains (join ((((mouse x) + (25)) + (スクロールx)) - ((((mouse x) + (25)) + (スクロールx)) mod (50))) (join [、] ((((mouse y) + (25)) + (スクロールy)) - ((((mouse y) + (25)) + (スクロールy)) mod (50)))))?> then\n delete (item # of (join ((((mouse x) + (25)) + (スクロールx)) - ((((mouse x) + (25)) + (スクロールx)) mod (50))) (join [、] ((((mouse y) + (25)) + (スクロールy)) - ((((mouse y) + (25)) + (スクロールy)) mod (50))))) in [xy v]) of [配置x v]\n delete (item # of (join ((((mouse x) + (25)) + (スクロールx)) - ((((mouse x) + (25)) + (スクロールx)) mod (50))) (join [、] ((((mouse y) + (25)) + (スクロールy)) - ((((mouse y) + (25)) + (スクロールy)) mod (50))))) in [xy v]) of [配置y v]\n delete (item # of (join ((((mouse x) + (25)) + (スクロールx)) - ((((mouse x) + (25)) + (スクロールx)) mod (50))) (join [、] ((((mouse y) + (25)) + (スクロールy)) - ((((mouse y) + (25)) + (スクロールy)) mod (50))))) in [xy v]) of [配置タイプ v]\n delete (item # of (join ((((mouse x) + (25)) + (スクロールx)) - ((((mouse x) + (25)) + (スクロールx)) mod (50))) (join [、] ((((mouse y) + (25)) + (スクロールy)) - ((((mouse y) + (25)) + (スクロールy)) mod (50))))) in [xy v]) of [草 v]\n delete (item # of (join ((((mouse x) + (25)) + (スクロールx)) - ((((mouse x) + (25)) + (スクロールx)) mod (50))) (join [、] ((((mouse y) + (25)) + (スクロールy)) - ((((mouse y) + (25)) + (スクロールy)) mod (50))))) in [xy v]) of [xy v]\n else\n add ((((mouse x) + (25)) + (スクロールx)) - ((((mouse x) + (25)) + (スクロールx)) mod (50))) to [配置x v]\n add ((((mouse y) + (25)) + (スクロールy)) - ((((mouse y) + (25)) + (スクロールy)) mod (50))) to [配置y v]\n add (join ((((mouse x) + (25)) + (スクロールx)) - ((((mouse x) + (25)) + (スクロールx)) mod (50))) (join [、] ((((mouse y) + (25)) + (スクロールy)) - ((((mouse y) + (25)) + (スクロールy)) mod (50))))) to [xy v]\n add (雑用:効果) to [配置タイプ v]\n add [0] to [草 v]\n end\n wait until <not <mouse down?>>\n else\n repeat until <not <mouse down?>>\n change [スクロールx v] by ((5) * (<<[50] < (mouse x)> and <mouse down?>> - <<(mouse x) < [-50]> and <mouse down?>>))\n change [スクロールy v] by ((5) * (<<[50] < (mouse y)> and <mouse down?>> - <<(mouse y) < [-50]> and <mouse down?>>))\n end\n end\n end\n end\nend\n\ndefine 壁\nchange [y座標 v] by (-1)\nrepeat until <not <[判定 v] contains [1]?>>\n change [x座標 v] by ((-0.9) * ((x) / ([abs v] of (x) )))\n 判定\nend\nset [x v] to [0]\n\ndefine 床\nrepeat until <not <[判定 v] contains [1]?>>\n if <[判定 v] contains [4]?> then\n change [y座標 v] by ((-0.1) * ((y) / ([abs v] of (y) )))\n else\n change [y座標 v] by ((-1) * ((y) / ([abs v] of (y) )))\n end\n 判定\nend\nset [y v] to [0]\n\ndefine キャラクター (x) (y) (目x) (目y) (目x2) (目y2)\nset pen size to (20)\nset pen color to (#000000)\ngo to x: ((x) + (15)) y: ((y) + (15))\npen down\ngo to x: ((x) + (-15)) y: ((y) + (15))\ngo to x: ((x) + (-15)) y: ((y) + (-15))\ngo to x: ((x) + (15)) y: ((y) + (-15))\ngo to x: ((x) + (15)) y: ((y) + (15))\npen up\nset pen size to (35)\nset pen color to (#ffffff)\ngo to x: (x) y: (y)\npen down\npen up\nset pen size to (20)\nset pen color to (#000000)\nset x to (目x)\nif <[5] < ([abs v] of (目y) )> then\n set y to ((y) + ((5) * ((目y) / ([abs v] of (目y) ))))\nelse\n set y to ((y) + (目y))\nend\npen down\npen up\nset pen size to (7)\nset pen color to (#ffffff)\nset x to (目x2)\nif <[7.5] < ([abs v] of (目y2) )> then\n set y to ((y) + ((7.5) * ((目y2) / ([abs v] of (目y2) ))))\nelse\n set y to ((y) + (目y2))\nend\npen down\npen up\n\ndefine 背景たち\nset [配置 v] to [0]\nrepeat (length of [配置x v])\n change [配置 v] by (1)\n if <<([abs v] of ((item (配置) of [配置x v]) - (スクロールx)) ) < [300]> and <([abs v] of ((item (配置) of [配置y v]) - (スクロールy)) ) < [250]>> then\n 背景 (item (配置) of [配置x v]) (item (配置) of [配置y v]) (item (配置) of [配置タイプ v]) (item (配置) of [草 v])\n end\nend\n\ndefine 背景 (x) (y) (効果) (草)\nadd (x) to [x v]\nadd (y) to [y v]\nadd (効果) to [効果 v]\nadd (草) to [草の効果 v]\nif <(効果) = [2]> then\n set pen color to (#ff0000)\n set pen size to (15)\n if <not <[xy v] contains (join (x) (join [、] ((y) + (50))))?>> then\n go to x: ((22) + ((x) - (スクロールx))) y: ((20) + ((((1.5) * ([sin v] of ((200) * ((timer) + ((x) / (50)))) )) + ((y) - (5))) - (スクロールy)))\n else\n go to x: ((22) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n end\n pen down\n if <not <[xy v] contains (join (x) (join [、] ((y) + (50))))?>> then\n set [波 v] to [0]\n repeat (44)\n change [波 v] by (-1)\n go to x: (((22) + (波)) + ((x) - (スクロールx))) y: ((20) + ((((1.5) * ([sin v] of ((200) * ((timer) + (((x) / (50)) + ([abs v] of ((波) / (40)) )))) )) + ((y) - (5))) - (スクロールy)))\n end\n else\n go to x: ((-22) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n end\n go to x: ((-22) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n go to x: ((22) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n if <not <[xy v] contains (join (x) (join [、] ((y) + (50))))?>> then\n go to x: ((22) + ((x) - (スクロールx))) y: ((20) + ((((1.5) * ([sin v] of ((200) * ((timer) + ((x) / (50)))) )) + ((y) - (5))) - (スクロールy)))\n else\n go to x: ((22) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n end\n pen up\n go to x: ((x) - (スクロールx)) y: ((y) - (スクロールy))\n set pen size to (40)\n pen down\n pen up\nend\nif <(効果) = [4]> then\n set pen color to (#00f2ff)\n set pen size to (15)\n if <not <[xy v] contains (join (x) (join [、] ((y) + (50))))?>> then\n go to x: ((22) + ((x) - (スクロールx))) y: ((20) + ((((1.5) * ([sin v] of ((200) * ((timer) + ((x) / (50)))) )) + ((y) - (5))) - (スクロールy)))\n else\n go to x: ((22) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n end\n pen down\n if <not <[xy v] contains (join (x) (join [、] ((y) + (50))))?>> then\n set [波 v] to [0]\n repeat (44)\n change [波 v] by (-1)\n go to x: (((22) + (波)) + ((x) - (スクロールx))) y: ((20) + ((((1.5) * ([sin v] of ((200) * ((timer) + (((x) / (50)) + ([abs v] of ((波) / (40)) )))) )) + ((y) - (5))) - (スクロールy)))\n end\n else\n go to x: ((-22) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n end\n go to x: ((-22) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n go to x: ((22) + ((x) - (スクロールx))) y: ((-20) + ((y) - (スクロールy)))\n if <not <[xy v] contains (join (x) (join [、] ((y) + (50))))?>> then\n go to x: ((22) + ((x) - (スクロールx))) y: ((20) + ((((1.5) * ([sin v] of ((200) * ((timer) + ((x) / (50)))) )) + ((y) - (5))) - (スクロールy)))\n else\n go to x: ((22) + ((x) - (スクロールx))) y: ((20) + ((y) - (スクロールy)))\n end\n pen up\n go to x: ((x) - (スクロールx)) y: ((y) - (スクロールy))\n set pen size to (40)\n pen down\n pen up\nend\nif <(効果) = [9]> then\n set pen color to (#8e5400)\n set pen size to (25)\n go to x: ((x) - (スクロールx)) y: (((y) - (スクロールy)) + (-20))\n pen down\n go to x: ((x) - (スクロールx)) y: (((y) - (スクロールy)) + (75))\n pen up\n set pen color to (#c16f00)\n set [木のやつ v] to [45]\n repeat (3)\n go to x: (((x) - (スクロールx)) + (() - (木のやつ))) y: (((y) - (スクロールy)) + ((30) + (((45) - (木のやつ)) * (1.4))))\n pen down\n go to x: (((x) - (スクロールx)) + (木のやつ)) y: (((y) - (スクロールy)) + ((30) + (((45) - (木のやつ)) * (1.4))))\n pen up\n change pen (brightness v) by (10)\n change [木のやつ v] by (-17)\n end\nend\n\nwhen flag clicked\n\nforever\n set [fps v] to ((1) / (timer))\n reset timer\nend\n\nwhen flag clicked\nset [☁ 1p v] to [0]\nset [☁ 2p v] to [0]\nset [☁ 3p v] to [0]\nset [☁ 4p v] to [0]\nset [☁ 5p v] to [0]\nset [☁ 6p v] to [0]\nset [☁ 7p v] to [0]\nset [☁ 8p v] to [0]\nset [☁ 9p v] to [0]\nset [自分p v] to [0]\nset [☁ 10p v] to [0]\nwait (3) seconds\nif <(☁ 1p) = [0]> then\n set [自分p v] to [1]\n forever\n 文字数値化 (username)\n set [☁ 1p v] to (join (round (((スクロールx) + (x座標)) + (1200))) (join (round (((スクロールy) + (y座標)) + (1200))) (join ((round (x座標)) + (500)) (join ((round (y座標)) + (500)) (join (letter (length of (round (timer))) of (round (timer))) (文字数値化))))))\n end\nelse\n if <(☁ 2p) = [0]> then\n set [自分p v] to [2]\n forever\n 文字数値化 (username)\n set [☁ 2p v] to (join (round (((スクロールx) + (x座標)) + (1200))) (join (round (((スクロールy) + (y座標)) + (1200))) (join ((round (x座標)) + (500)) (join ((round (y座標)) + (500)) (join (letter (length of (round (timer))) of (round (timer))) (文字数値化))))))\n end\n else\n if <(☁ 3p) = [0]> then\n set [自分p v] to [3]\n forever\n 文字数値化 (username)\n set [☁ 3p v] to (join (round (((スクロールx) + (x座標)) + (1200))) (join (round (((スクロールy) + (y座標)) + (1200))) (join ((round (x座標)) + (500)) (join ((round (y座標)) + (500)) (join (letter (length of (round (timer))) of (round (timer))) (文字数値化))))))\n end\n else\n if <(☁ 4p) = [0]> then\n set [自分p v] to [4]\n forever\n 文字数値化 (username)\n set [☁ 4p v] to (join (round (((スクロールx) + (x座標)) + (1200))) (join (round (((スクロールy) + (y座標)) + (1200))) (join ((round (x座標)) + (500)) (join ((round (y座標)) + (500)) (join (letter (length of (round (timer))) of (round (timer))) (文字数値化))))))\n end\n else\n if <(☁ 5p) = [0]> then\n set [自分p v] to [5]\n forever\n 文字数値化 (username)\n set [☁ 5p v] to (join (round (((スクロールx) + (x座標)) + (1200))) (join (round (((スクロールy) + (y座標)) + (1200))) (join ((round (x座標)) + (500)) (join ((round (y座標)) + (500)) (join (letter (length of (round (timer))) of (round (timer))) (文字数値化))))))\n end\n else\n if <(☁ 5p) = [0]> then\n set [自分p v] to [5]\n forever\n 文字数値化 (username)\n set [☁ 5p v] to (join (round (((スクロールx) + (x座標)) + (1200))) (join (round (((スクロールy) + (y座標)) + (1200))) (join ((round (x座標)) + (500)) (join ((round (y座標)) + (500)) (join (letter (length of (round (timer))) of (round (timer))) (文字数値化))))))\n end\n else\n if <(☁ 6p) = [0]> then\n set [自分p v] to [6]\n forever\n 文字数値化 (username)\n set [☁ 6p v] to (join (round (((スクロールx) + (x座標)) + (1200))) (join (round (((スクロールy) + (y座標)) + (1200))) (join ((round (x座標)) + (500)) (join ((round (y座標)) + (500)) (join (letter (length of (round (timer))) of (round (timer))) (文字数値化))))))\n end\n else\n if <(☁ 7p) = [0]> then\n set [自分p v] to [7]\n forever\n 文字数値化 (username)\n set [☁ 7p v] to (join (round (((スクロールx) + (x座標)) + (1200))) (join (round (((スクロールy) + (y座標)) + (1200))) (join ((round (x座標)) + (500)) (join ((round (y座標)) + (500)) (join (letter (length of (round (timer))) of (round (timer))) (文字数値化))))))\n end\n else\n if <(☁ 8p) = [0]> then\n set [自分p v] to [8]\n forever\n 文字数値化 (username)\n set [☁ 8p v] to (join (round (((スクロールx) + (x座標)) + (1200))) (join (round (((スクロールy) + (y座標)) + (1200))) (join ((round (x座標)) + (500)) (join ((round (y座標)) + (500)) (join (letter (length of (round (timer))) of (round (timer))) (文字数値化))))))\n end\n else\n if <(☁ 9p) = [0]> then\n set [自分p v] to [9]\n forever\n 文字数値化 (username)\n set [☁ 9p v] to (join (round (((スクロールx) + (x座標)) + (1200))) (join (round (((スクロールy) + (y座標)) + (1200))) (join ((round (x座標)) + (500)) (join ((round (y座標)) + (500)) (join (letter (length of (round (timer))) of (round (timer))) (文字数値化))))))\n end\n else\n if <(☁ 10p) = [0]> then\n set [自分p v] to [10]\n forever\n 文字数値化 (username)\n set [☁ 10p v] to (join (round (((スクロールx) + (x座標)) + (1200))) (join (round (((スクロールy) + (y座標)) + (1200))) (join ((round (x座標)) + (500)) (join ((round (y座標)) + (500)) (join (letter (length of (round (timer))) of (round (timer))) (文字数値化))))))\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\ndelete all of [他の人確認 v]\ndelete all of [他の人の情報 v]\nwait (3) seconds\nforever\n delete all of [他の人の情報 v]\n if <<not <(自分p) = [1]>> and <not <(☁ 1p) = [0]>>> then\n add (☁ 1p) to [他の人の情報 v]\n end\n if <<not <(自分p) = [2]>> and <not <(☁ 2p) = [0]>>> then\n add (☁ 2p) to [他の人の情報 v]\n end\n if <<not <(自分p) = [3]>> and <not <(☁ 3p) = [0]>>> then\n add (☁ 3p) to [他の人の情報 v]\n end\n if <<not <(自分p) = [4]>> and <not <(☁ 4p) = [0]>>> then\n add (☁ 4p) to [他の人の情報 v]\n end\n if <<not <(自分p) = [5]>> and <not <(☁ 5p) = [0]>>> then\n add (☁ 5p) to [他の人の情報 v]\n end\n if <<not <(自分p) = [6]>> and <not <(☁ 6p) = [0]>>> then\n add (☁ 6p) to [他の人の情報 v]\n end\n if <<not <(自分p) = [7]>> and <not <(☁ 7p) = [0]>>> then\n add (☁ 7p) to [他の人の情報 v]\n end\n if <<not <(自分p) = [8]>> and <not <(☁ 8p) = [0]>>> then\n add (☁ 8p) to [他の人の情報 v]\n end\n if <<not <(自分p) = [9]>> and <not <(☁ 9p) = [0]>>> then\n add (☁ 9p) to [他の人の情報 v]\n end\n if <<not <(自分p) = [10]>> and <not <(☁ 10p) = [0]>>> then\n add (☁ 10p) to [他の人の情報 v]\n end\nend\n\ndefine 他のプレイヤー (?)\nset [回数数えて v] to [0]\nrepeat (length of [他の人の情報 v])\n change [回数数えて v] by (1)\n if <(?) = [1]> then\n set [他のキャラのx v] to ((join (letter (1) of (item (回数数えて) of [他の人の情報 v])) (join (letter (2) of (item (回数数えて) of [他の人の情報 v])) (join (letter (3) of (item (回数数えて) of [他の人の情報 v])) (letter (4) of (item (回数数えて) of [他の人の情報 v]))))) - (1200))\n set [他のキャラのy v] to ((join (letter (5) of (item (回数数えて) of [他の人の情報 v])) (join (letter (6) of (item (回数数えて) of [他の人の情報 v])) (join (letter (7) of (item (回数数えて) of [他の人の情報 v])) (letter (8) of (item (回数数えて) of [他の人の情報 v]))))) - (1200))\n set [他のキャラのx2 v] to ((join (letter (9) of (item (回数数えて) of [他の人の情報 v])) (join (letter (10) of (item (回数数えて) of [他の人の情報 v])) (letter (11) of (item (回数数えて) of [他の人の情報 v])))) - (500))\n set [他のキャラのy2 v] to ((join (letter (12) of (item (回数数えて) of [他の人の情報 v])) (join (letter (13) of (item (回数数えて) of [他の人の情報 v])) (letter (14) of (item (回数数えて) of [他の人の情報 v])))) - (500))\n キャラクター ((他のキャラのx) - (スクロールx)) ((他のキャラのy) - (スクロールy)) (((他のキャラのx) - (スクロールx)) + ((他のキャラのx2) / (8))) ((他のキャラのy2) / (7)) (((他のキャラのx) - (スクロールx)) + ((他のキャラのx2) / (5))) ((他のキャラのy2) / (7))\n end\n if <(?) = [2]> then\n set [他のキャラのx v] to ((join (letter (1) of (item (回数数えて) of [他の人の情報 v])) (join (letter (2) of (item (回数数えて) of [他の人の情報 v])) (join (letter (3) of (item (回数数えて) of [他の人の情報 v])) (letter (4) of (item (回数数えて) of [他の人の情報 v]))))) - (1200))\n set [他のキャラのy v] to ((join (letter (5) of (item (回数数えて) of [他の人の情報 v])) (join (letter (6) of (item (回数数えて) of [他の人の情報 v])) (join (letter (7) of (item (回数数えて) of [他の人の情報 v])) (letter (8) of (item (回数数えて) of [他の人の情報 v]))))) - (1200))\n 読み取りユーザー名 (回数数えて)\n 文字加工 (その人のユーザー名) ((他のキャラのx) - (スクロールx)) (((他のキャラのy) - (スクロールy)) + (35)) [50] [70] [2] [0] []\n end\nend\n\ndefine 文字数値化 (ユーザー名)\nset [文字数値化 v] to []\nset [変数 v] to [0]\nset [文字数値化 v] to []\nrepeat (length of (ユーザー名))\n change [変数 v] by (1)\n set [文字数値化 v] to (join (文字数値化) (item # of (letter (変数) of (ユーザー名)) in [文字一覧 v]))\nend\n\ndefine 文字加工 (文字) (x) (y) (大きさ) (色) (太さ) (明るさ) (透明度)\nset [雑用2 v] to [0]\nset [雑用 v] to ((((24) * ((大きさ) / (100))) / (2)) - (((length of (文字)) / (4)) * ((24) * ((大きさ) / (100)))))\nrepeat ((length of (文字)) / (2))\n change [雑用2 v] by (2)\n if <not <(join (letter ((雑用2) - (1)) of (文字)) (letter (雑用2) of (文字))) = [48]>> then\n 文字へ ((x) + (雑用)) (y) (大きさ) (色) (太さ) (明るさ) (透明度) ((join (letter ((雑用2) - (1)) of (文字)) (letter (雑用2) of (文字))) - (9))\n end\n change [雑用 v] by ((24) * ((大きさ) / (100)))\nend\nset pen size to (12)\n\ndefine 文字へ (x) (y) (大きさ) (色) (太さ) (明るさ) (透明度) (文字ⓜ️)\n文字 (文字ⓜ️)\nset pen color to (#f90000)\nset [文字x v] to (x)\nset [文字y v] to (y)\ngo to x: ((文字x) + ((item (1) of [文字x v]) * ((大きさ) / (100)))) y: ((文字y) + ((item (1) of [文字y v]) * ((大きさ) / (100))))\nset pen size to (太さ)\nset pen (color v) to (色)\nset pen (brightness v) to (明るさ)\nset pen (transparency v) to (透明度)\npen down\nset [文字 v] to [0]\nrepeat (length of [文字x v])\n change [文字 v] by (1)\n go to x: ((文字x) + ((item (文字) of [文字x v]) * ((大きさ) / (100)))) y: ((文字y) + ((item (文字) of [文字y v]) * ((大きさ) / (100))))\nend\npen up\n\ndefine 文字 (文字)\ndelete all of [文字y v]\ndelete all of [文字x v]\nchange [変数 v] by (1)\nset [変数 v] to [0]\nset [記憶 v] to []\nrepeat until <(length of (item (文字) of [pen文字x v])) = (変数)>\n change [変数 v] by (1)\n set [記憶 v] to (join (記憶) (letter (変数) of (item (文字) of [pen文字x v])))\n if <(letter ((変数) + (1)) of (item (文字) of [pen文字x v])) = [、]> then\n change [変数 v] by (1)\n add (記憶) to [文字x v]\n set [記憶 v] to []\n end\nend\nadd (記憶) to [文字x v]\nset [変数 v] to [0]\nset [記憶 v] to []\nrepeat until <(length of (item (文字) of [pen文字y v])) = (変数)>\n change [変数 v] by (1)\n set [記憶 v] to (join (記憶) (letter (変数) of (item (文字) of [pen文字y v])))\n if <(letter ((変数) + (1)) of (item (文字) of [pen文字y v])) = [、]> then\n change [変数 v] by (1)\n add (記憶) to [文字y v]\n set [記憶 v] to []\n end\nend\nadd (記憶) to [文字y v]\n\ndefine 読み取りユーザー名 (数)\nset [回数数えてね v] to [15]\nset [その人のユーザー名 v] to []\nrepeat ((length of (item (数) of [他の人の情報 v])) - (15))\n change [回数数えてね v] by (1)\n set [その人のユーザー名 v] to (join (その人のユーザー名) (letter (回数数えてね) of (item (数) of [他の人の情報 v])))\nend\n\ndefine いるか確認\nif <(item (1) of [他の人確認 v]) = (☁ 1p)> then\n set [☁ 1p v] to [0]\nend\nif <(item (2) of [他の人確認 v]) = (☁ 2p)> then\n set [☁ 2p v] to [0]\nend\nif <(item (3) of [他の人確認 v]) = (☁ 3p)> then\n set [☁ 3p v] to [0]\nend\nif <(item (4) of [他の人確認 v]) = (☁ 4p)> then\n set [☁ 4p v] to [0]\nend\nif <(item (5) of [他の人確認 v]) = (☁ 5p)> then\n set [☁ 5p v] to [0]\nend\nif <(item (6) of [他の人確認 v]) = (☁ 6p)> then\n set [☁ 6p v] to [0]\nend\nif <(item (7) of [他の人確認 v]) = (☁ 7p)> then\n set [☁ 7p v] to [0]\nend\nif <(item (8) of [他の人確認 v]) = (☁ 8p)> then\n set [☁ 8p v] to [0]\nend\nif <(item (9) of [他の人確認 v]) = (☁ 9p)> then\n set [☁ 9p v] to [0]\nend\nif <(item (10) of [他の人確認 v]) = (☁ 10p)> then\n set [☁ 10p v] to [0]\nend\n\nwhen flag clicked\nwait (3) seconds\nforever\n いるか確認\n wait (1) seconds\n delete all of [他の人確認 v]\n add (☁ 1p) to [他の人確認 v]\n add (☁ 2p) to [他の人確認 v]\n add (☁ 3p) to [他の人確認 v]\n add (☁ 4p) to [他の人確認 v]\n add (☁ 5p) to [他の人確認 v]\n add (☁ 6p) to [他の人確認 v]\n add (☁ 7p) to [他の人確認 v]\n add (☁ 8p) to [他の人確認 v]\n add (☁ 9p) to [他の人確認 v]\n add (☁ 10p) to [他の人確認 v]\n wait (1) seconds\nend\n\nwhen [timer v] > (time)\nif <[7800] < (スクロールx)> then\n set [time? v] to (round (timer))\n forever\n go to x: (0) y: (0)\n erase all\n set pen size to (1000)\n set pen color to (#cbffff)\n pen down\n pen up\n set pen size to ((540) + ((5) * ([cos v] of ((200) * (timer)) )))\n set pen color to (#d47b38)\n pen down\n pen up\n set pen size to ((500) + ((5) * ([cos v] of ((200) * (timer)) )))\n set pen color to (#ff9545)\n pen down\n pen up\n 文字数値化 [You won]\n 文字加工 (文字数値化) [0] [100] ((250) + ((3) * ([cos v] of ((200) * ((timer) + (1))) ))) [15] [10] [50] [0]\n 文字加工 (文字数値化) [0] [100] ((250) + ((3) * ([cos v] of ((200) * ((timer) + (1))) ))) [15] [5] [100] [0]\n 文字数値化 (join [time ] (time?))\n 文字加工 (文字数値化) [0] [0] ((150) + ((3) * ([cos v] of ((200) * ((timer) + (2))) ))) [60] [8] [50] [0]\n 文字加工 (文字数値化) [0] [0] ((150) + ((3) * ([cos v] of ((200) * ((timer) + (2))) ))) [60] [4] [100] [0]\n 文字数値化 [Thank you for playing.]\n 文字加工 (文字数値化) [0] [-80] ((80) + ((3) * ([cos v] of ((200) * ((timer) + (3))) ))) [90] [6] [50] [0]\n 文字加工 (文字数値化) [0] [-80] ((80) + ((3) * ([cos v] of ((200) * ((timer) + (3))) ))) [90] [3] [100] [0]\n 文字数値化 [Heart and star please.]\n 文字加工 (文字数値化) [0] [-110] ((80) + ((3) * ([cos v] of ((200) * ((timer) + (4))) ))) [30] [6] [50] [0]\n 文字加工 (文字数値化) [0] [-110] ((80) + ((3) * ([cos v] of ((200) * ((timer) + (4))) ))) [30] [3] [100] [0]\n end\nelse\n forever\n go to x: (0) y: (0)\n erase all\n set pen size to (1000)\n set pen color to (#cbffff)\n pen down\n pen up\n set pen size to ((540) + ((0) - ((5) * ([cos v] of ((200) * (timer)) ))))\n set pen color to (#d47b38)\n pen down\n pen up\n set pen size to ((500) + ((0) - ((5) * ([cos v] of ((200) * (timer)) ))))\n set pen color to (#ff9545)\n pen down\n pen up\n 文字数値化 [Thank you for playing.]\n 文字加工 (文字数値化) [0] [30] ((80) + ((0) - ((3) * ([cos v] of ((200) * (timer)) )))) [90] [6] [50] [0]\n 文字加工 (文字数値化) [0] [30] ((80) + ((0) - ((3) * ([cos v] of ((200) * (timer)) )))) [90] [3] [100] [0]\n 文字数値化 [Heart and star please.]\n 文字加工 (文字数値化) [0] [-30] ((80) + ((3) * ([cos v] of ((200) * (timer)) ))) [30] [6] [50] [0]\n 文字加工 (文字数値化) [0] [-30] ((80) + ((3) * ([cos v] of ((200) * (timer)) ))) [30] [3] [100] [0]\n end\nend\n\nwhen flag clicked\nforever\n set [time v] to (timer)\nend\n\nset pen color to (#bb6535)\nset pen size to (50)\ngo to x: (240) y: (180)\npen down\ngo to x: (-240) y: (180)\ngo to x: (240) y: (180)\ngo to x: (240) y: (-180)\ngo to x: (-240) y: (-180)\ngo to x: (-240) y: (180)\npen up\n\ndefine サムネ\nset [スクロールx v] to [250]\nset [スクロールy v] to [50]\nset [x座標 v] to [0]\nerase all\ngo to x: (0) y: (0)\nset pen color to (#cbffff)\nset pen size to (1000)\npen down\npen up\nif <not <(雑用:置くか) = [0]>> then\n プレイヤー\nend\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [効果 v]\ndelete all of [草の効果 v]\ndelete all of [確認? v]\n背景たち\nキャラクター [0] [0] [-5] [-1] [-8] [-3]\nキャラクター [-200] [-50] [-195] [2] [-192] [5]\n配置\n文字数値化 [Autumn]\n文字加工 (文字数値化) [-100] [100] [150] [5] [14] [50] []\n文字加工 (文字数値化) [-100] [100] [150] [5] [7] [100] []\n文字数値化 [platformer]\n文字加工 (文字数値化) [25] [50] [150] [5] [14] [50] []\n文字加工 (文字数値化) [25] [50] [150] [5] [7] [100] []\n文字数値化 [online]\n文字加工 (文字数値化) [100] [-140] [150] [30] [14] [40] []\n文字加工 (文字数値化) [100] [-140] [150] [30] [7] [90] []\n文字数値化 [100%pen]\n文字加工 (文字数値化) [-70] [-50] [120] [50] [12] [40] []\n文字加工 (文字数値化) [-70] [-50] [120] [50] [5] [90] []\n\nwhen flag clicked\nforever\n play sound [NCS v] until done\nend\n\nwhen [timer v] > (time)\nforever\n play sound [NCS v] until done\nend\n\n
Bouncy Shoes! A Scrolling Platformer! #games #all
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n play sound [NCS v] until done\nend\n\nwhen I receive [game start v]\nbroadcast (Update v)\n\n@BLANK\n\n@Tutorial \n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [9]>\n if <key (space v) pressed?> then\n wait (0.1) seconds\n next costume\n show\n end\nend\nbroadcast (End Tutorial v)\nhide\nstop [this script v]\n\n\n\ngo to x: (0) y: (0)\n\n@Menu Bg\n\nwhen flag clicked\nbroadcast (Start Tutorial v)\n\nwait (0.05) seconds\n\nwait (0.05) seconds\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [start tutorial v]\nhide\n\nwhen I receive [end tutorial v]\nshow\ngo to x: (0) y: (0)\n\n@Play Button\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n set [brightness v] effect to (15)\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\n set y to (([sin v] of ((timer) * (300)) ) * (7))\nend\n\nwhen this sprite clicked\nbroadcast (Game Start v)\nhide\n\n@Help Button\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n set [brightness v] effect to (15)\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\n set y to ((-5) + (([sin v] of ((timer) * (300)) ) * (3)))\nend\n\nwhen I receive [game start v]\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Help Section v)\n\nwhen [space v] key pressed\nshow\n\n@Updates Button\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n set [brightness v] effect to (15)\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\n set y to ((0) + (([sin v] of ((timer) * (300)) ) * (3)))\nend\n\nwhen I receive [game start v]\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Updates Section v)\n\nwhen [space v] key pressed\nshow\n\n@Game Bg\n\nwhen I receive [game start v]\nshow\ngo to x: (0) y: (0)\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nforever\n if <(Levels) = []> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Game Border\n\nwhen flag clicked\n\nwhen I receive [update v]\nforever\n go to [front v] layer\n go [forward v] (60) layers\nend\n\nwhen I receive [game start v]\nforever\n if <(Levels) = []> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [end tutorial v]\nforever\n show\n go to [front v] layer\nend\n\nwhen I receive [start tutorial v]\nhide\n\n@Levels\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nset [scroll x v] to [270]\nset [scroll y v] to [88]\nset [levels v] to [1]\nshow\nforever\n switch costume to (Levels)\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen I receive [update v]\nforever\n go to x: ((Scroll X) + (200)) y: ((Scroll Y) + (-100))\nend\n\nwhen I receive [next level v]\nset [shoe power v] to [6]\nset [scroll x v] to [70]\nset [scroll y v] to [80]\nchange [levels v] by (1)\nif <(Levels) = [10]> then\n stop [this script v]\nend\n\nwhen I receive [game start v]\nforever\n if <(Levels) = []> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nset [levels v] to [1]\n\n@Player\n\nwhen I receive [game start v]\nforever\n set [runcostumes v] to [3]\n wait (0.01) seconds\n set [runcostumes v] to [4]\n wait (0.01) seconds\n set [runcostumes v] to [5]\n wait (0.01) seconds\n set [runcostumes v] to [6]\n wait (0.01) seconds\n set [runcostumes v] to [7]\n wait (0.01) seconds\n set [runcostumes v] to [8]\n wait (0.01) seconds\n set [runcostumes v] to [9]\n wait (0.01) seconds\nend\n\nwhen I receive [game start v]\ngo [forward v] (9) layers\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nset [scroll x v] to [80]\nset [scroll y v] to [88]\nset [isshoepoweractivated? v] to [no]\nset [levels v] to [1]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (hitbox v)\n if <key (left arrow v) pressed?> then\n change [xvelocity v] by (-1.1)\n point in direction (-90)\n switch costume to (runCostumes)\n else\n switch costume to (idle 1 v)\n switch costume to (hitbox v)\n end\n if <key (right arrow v) pressed?> then\n change [xvelocity v] by (1.1)\n point in direction (90)\n switch costume to (runCostumes)\n else\n switch costume to (idle 2 v)\n switch costume to (hitbox v)\n end\n set [xvelocity v] to ((XVelocity) * (0.8))\n change x by (XVelocity)\n if <<touching (levels v)?> or <touching (levels - part 2 v)?>> then\n change y by (1)\n end\n if <<touching (levels v)?> or <touching (levels - part 2 v)?>> then\n change y by (1)\n end\n if <<touching (levels v)?> or <touching (levels - part 2 v)?>> then\n change y by (1)\n end\n if <<touching (levels v)?> or <touching (levels - part 2 v)?>> then\n change y by (1)\n end\n if <<touching (levels v)?> or <touching (levels - part 2 v)?>> then\n change y by (-4)\n change x by ((XVelocity) * (-1))\n if <<touching (levels v)?> or <touching (levels - part 2 v)?>> then\n if <(XVelocity) > [0]> then\n set [xvelocity v] to [1]\n else\n set [xvelocity v] to [-1]\n end\n set [yvelocity v] to [0]\n else\n set [xvelocity v] to [0]\n end\n end\n change [yvelocity v] by (-1)\n change y by (YVelocity)\n if <<touching (levels v)?> or <touching (levels - part 2 v)?>> then\n change y by ((YVelocity) - ((YVelocity) * (2)))\n set [yvelocity v] to [0]\n end\n change y by (-1)\n if <<<touching (levels v)?> or <touching (levels - part 2 v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yvelocity v] to [13]\n if <(isShoePowerActivated?) = [yes]> then\n set [yvelocity v] to [27]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [shoe power v] by (-1)\n if <(Shoe Power) = [1]> then\n set [isshoepoweractivated? v] to [no]\n end\n end\n else\n set [yvelocity v] to [13]\n end\n end\n change y by (1)\n change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\n if <(Scroll Y) > [800]> then\n set [scroll x v] to [80]\n set [scroll y v] to [88]\n end\n if <touching (portal v)?> then\n set [scroll x v] to [80]\n set [scroll y v] to [88]\n end\n if <<touching (spikes v)?> or <touching (spkes - part 2 v)?>> then\n set [scroll x v] to [80]\n set [scroll y v] to [88]\n set [shoe power v] to [6]\n end\n switch costume to (idle 1 v)\n switch costume to (idle 2 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nforever\n repeat until <not <key (right arrow v) pressed?>>\n if <key (right arrow v) pressed?> then\n switch costume to (runCostumes)\n else\n switch costume to (idle 2 v)\n end\n end\nend\n\nwhen I receive [game start v]\nforever\n repeat until <not <key (left arrow v) pressed?>>\n if <key (left arrow v) pressed?> then\n switch costume to (runCostumes)\n else\n switch costume to (idle 1 v)\n end\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(YVelocity) > [0]> then\n switch costume to (jump5 v)\n else\n wait until <(YVelocity) > [0]>\n end\nend\n\nwhen [z v] key pressed\nif <(Shoe Power) = [1]> then\n wait until <(Shoe Power) = [6]>\nend\nset [isshoepoweractivated? v] to [yes]\nset [brightness v] effect to (25)\n\nwhen [x v] key pressed\nset [isshoepoweractivated? v] to [no]\nset [brightness v] effect to (0)\n\nwhen I receive [game start v]\nforever\n if <(Levels) = []> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen [r v] key pressed\nset [scroll x v] to [80]\nset [scroll y v] to [88]\nset [shoe power v] to [6]\n\nset [levels v] to [8]\n\n@Game Bg - City\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen I receive [game start v]\nforever\n if <(Levels) = []> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Shoe Power\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo [forward v] (3) layers\nset [shoe power v] to [6]\nset [scroll x v] to [166]\nset [scroll y v] to [150]\nforever\n go [forward v] (2) layers\n switch costume to (Shoe Power)\nend\n\nwhen I receive [game start v]\nforever\n if <(Levels) = []> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nset [levels v] to [8]\n\n@Portal\n\nwhen I receive [game start v]\nshow\nset [scroll x v] to [160]\nset [scroll y v] to [14]\nforever\n go to x: ((Scroll X) + (1111)) y: ((Scroll Y) + (-180))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nforever\n go [forward v] (1) layers\n turn right (8) degrees\nend\n\nwhen I receive [game start v]\nforever\n if <touching (player v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(Levels) = []> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Levels - Part 2\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nset [scroll x v] to [591]\nset [scroll y v] to [88]\nshow\nswitch costume to (costume8 v)\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen I receive [update v]\nforever\n go to x: ((Scroll X) + (870)) y: ((Scroll Y) + (-100))\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [game start v]\nforever\n if <(Levels) = []> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nset [isshoepoweractivated? v] to [0]\n\nset [levels v] to [8]\n\n@Help Section\n\nwhen flag clicked\nhide\n\nwhen I receive [help section v]\nshow\ngo [forward v] (3) layers\n\nwhen [space v] key pressed\nhide\n\n@Updates Section\n\nwhen flag clicked\nhide\n\nwhen I receive [updates section v]\nshow\ngo to x: (8) y: (0)\ngo [forward v] (3) layers\n\nwhen [space v] key pressed\nhide\n\n@Spikes\n\nwhen I receive [update v]\nforever\n if <(costume [number v]) = [4]> then\n go to x: ((Scroll X) + (400)) y: ((Scroll Y) + (-78))\n end\n if <(costume [number v]) = [5]> then\n go to x: ((Scroll X) + (400)) y: ((Scroll Y) + (-78))\n end\n if <(costume [number v]) = [6]> then\n go to x: ((Scroll X) + (400)) y: ((Scroll Y) + (-78))\n end\n if <(costume [number v]) = [7]> then\n go to x: ((Scroll X) + (400)) y: ((Scroll Y) + (80))\n end\n if <(costume [number v]) = [8]> then\n go to x: ((Scroll X) + (400)) y: ((Scroll Y) + (80))\n end\nend\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\nshow\nset [scroll x v] to [-80]\nset [scroll y v] to [-100]\nforever\n go [forward v] (2) layers\n switch costume to (Levels)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0) seconds\nnext costume\n\nset [levels v] to [8]\n\n@Spkes - Part 2\n\nwhen I receive [update v]\nforever\n if <(costume [number v]) = [4]> then\n go to x: ((Scroll X) + (1068)) y: ((Scroll Y) + (-79))\n end\n if <(costume [number v]) = [5]> then\n go to x: ((Scroll X) + (1200)) y: ((Scroll Y) + (-79))\n end\n if <(costume [number v]) = [6]> then\n go to x: ((Scroll X) + (800)) y: ((Scroll Y) + (-79))\n end\n if <(costume [number v]) = [7]> then\n go to x: ((Scroll X) + (1000)) y: ((Scroll Y) + (-37))\n end\nend\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\nshow\nset [scroll x v] to [-80]\nset [scroll y v] to [-100]\nforever\n go [forward v] (3) layers\n switch costume to (Levels)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0) seconds\nnext costume\n\n@Game Thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
THANK YOU SO MUCH @ScratchBoy179 FOR CURATING MY PROJECT! THIS HAS BEEN MY DREAM FOR MONTHS NOW, THANK YOU AGAIN!\n-----------------------------------------------------------------------------\n➡️ After a month of development, I present to you all... Bouncy Shoes! This was also an entry for @chipm0nk game contest! I hope you all enjoy it!\n---------------------------------------------------------------------------------\n➡️ ARROW KEYS to move around\n➡️ Z to activate shoe power (Makes you jump higher). X to deactivate shoe power.\n➡️ R To reset\n➡️ Rest of the instructions are in-game! (? Button)\n---------------------------------------------------------------------------------\n➡️ You are the player who is travelling through the red-ish city of yours and completing a series of obstacles to win! Luckily, you have your super bouncy shoes in case you come across some really tall platforms.\n---------------------------------------------------------------------------------\n➡️ This was an entry for @chipm0nk game contest! I hope you all enjoy!\n--------------------------------------------------------------------------------\nNote: I don't know why people keep saying level 2 is impossible, just press z so you can jump higher lel\n---------------------------------------------------------------------------------\n➡️ Update Log:\n11/22/21- GAME GOT CURATED! Fixed bug where if you get stuck in wall and hold up, you lose all shoe power.\n11/23/21- HUGE UPDATE! Added a tutorial at the beginning of the game (if you know, you know ;), Changed platform outline designs, added another level \n\n\n\nTags: #games #all #platformer #scrolling #scrollingplatformer #BouncyShoes #KrazyKernel #fun #cute #easy #casual
何の変哲もない、ごく普通のplatformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (コスチューム5 v)\nforever\n play sound [帰り道 v] until done\nend\n\nwhen I receive [game start! v]\nswitch backdrop to (背景6 v)\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nbroadcast (game start! v)\n\nwhen [timer v] > (0)\nset [ghost v] effect to (100)\nclear graphic effects\nshow\n\nwhen I receive [終わり v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [クリア v]\nshow variable [time v]\nadd (time) to [ログ v]\n\nwhen I receive [ねくすとぉしゅーりょー v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [ねくすとぉ v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [game start! v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [game start! v]\nhide variable [time v]\nwait until <(costume [number v]) = [1]>\nrepeat until <(costume [number v]) = [11]>\n change [time v] by (1)\n wait (0.99) seconds\nend\n\n@ばね\n\nwhen I receive [game start! v]\nshow\nforever\n go to x: (0) y: (-125)\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nhide\nhide variable [time v]\n\nwhen I receive [ねくすとぉ v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [ねくすとぉしゅーりょー v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@マグマ\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [ねくすとぉ v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [ねくすとぉしゅーりょー v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [game start! v]\nset [time v] to [0]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\n@プレイヤー\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(ステージ) = [11]> and <(y position) > [181]>> then\n broadcast (へー v)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (0)\n\nwhen I receive [game start! v]\nclear graphic effects\nset size to (70) %\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 point in direction (-90)\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 point in direction (90)\n end\n set [x v] to ((x) * (0.92))\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 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 (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (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]\n end\n change y by (1)\n if <<(y position) < [-165]> or <touching (マグマ 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\n end\n if <[239] < (x position)> then\n if <not <<(ステージ) = [12]> or <(ステージ) = [11]>>> 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 broadcast (ねくすとぉ v) and wait\n show\n if <(ステージ) = [11]> then\n broadcast (クリア v)\n end\n else\n if <(ステージ) = [11]> then\n change [ステージ v] by (1)\n go to x: (-200) y: (0)\n end\n end\n end\nend\n\nwhen I receive [game start! v]\nforever\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < [-50]> and <mouse down?>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [game start! v]\nforever\n if <touching (ばね v)?> then\n start sound [jump-anime1 v]\n set [y v] to [22.5]\n end\nend\n\n@intro\n\ndefine ドーナツ‼\nset pen color to (#5fb6c0)\nset pen size to (80)\npen down\nset [変数 v] to [50]\nrepeat (15)\n set pen (transparency v) to (80)\n change pen size by (30)\n change [変数 v] by (30)\n go to x: (0) y: (0)\nend\nset [2 v] to [80]\nset pen size to (80)\nshow\nrepeat (20)\n set pen color to (#5fb6c0)\n set pen size to (変数)\n change [変数 v] by (30)\n set pen (transparency v) to (80)\n go to x: (0) y: (0)\n set pen color to (#e5f2f3)\n set pen size to (2)\n set pen (transparency v) to (0)\n go to x: (0) y: (0)\n change [2 v] by (30)\nend\n\ndefine なんだこれ\nset pen size to (10000)\npen down\nset pen color to (#e6f3f4)\nrepeat (10)\n change pen (saturation v) by ((45) / (10))\n change pen (brightness v) by (-2)\n go to x: (0) y: (0)\nend\nset pen color to (#5fb6c0)\ngo to x: (0) y: (0)\n\ndefine ポワン【逆】\nset pen color to (#5fb6c0)\npen down\nrepeat (5)\n erase all\n change pen (transparency v) by (10)\n go to x: (0) y: (0)\nend\nbroadcast (ねくすとぉしゅーりょー v)\nrepeat (5)\n erase all\n change pen (transparency v) by (10)\n go to x: (0) y: (0)\nend\n\nwhen I receive [ねくすとぉ v]\n\nset pen (transparency v) to (0)\ngo to x: (0) y: (0)\nerase all\nset size to (100) %\nswitch costume to (コスチューム2 v)\nhide\nstart sound [Water Drop v]\nドーナツ‼\nwait (0.5) seconds\nなんだこれ\nswitch costume to (コスチューム1 v)\nchange [ステージ v] by (1)\nhide\nポワン【逆】\n\nwhen flag clicked\nhide\nerase all\npen up\n\n@Outro\n\nwhen I start as a clone\npen up\nclear graphic effects\nif <(クローンID) > [10]> then\n switch costume to (join [シーン切り替え] (letter (2) of (クローンID)))\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (-380)\n if <(クローンID) = [11]> then\n go to x: (0) y: (-250)\n else\n if <(クローンID) = [12]> then\n go to x: (0) y: (-350)\n else\n go to x: (0) y: (-450)\n end\n end\n go to [front v] layer\n show\n repeat (20)\n change y by (((y position) * (-1)) / (7))\n end\n wait (0.75) seconds\n delete this clone\nend\nif <(クローンID) < [4]> then\n if <(クローンID) > [0]> then\n switch costume to (join [シーン切り替え] (クローンID))\n set size to (100) %\n go to x: (0) y: (380)\n go to [front v] layer\n show\n repeat (30)\n change y by (((y position) * (-1)) / (8))\n end\n go to [back v] layer\n delete this clone\n else\n show\n go to [front v] layer\n switch costume to (ありがとう! v)\n go to x: (0) y: (350)\n set size to (200) %\n set [brightness v] effect to (70)\n repeat (17)\n change y by (((y position) * (-1.3)) / (6))\n end\n glide (0.05) secs to x: (0) y: (-1)\n repeat (20)\n change y by ((y position) * (0.3))\n end\n delete this clone\n end\nelse\n set size to (100) %\n wait until <(timer) > [2]>\n show\n if <(クローンID) = [10]> then\n switch costume to (バック v)\n go to [back v] layer\n show\n wait until <(timer) > [91]>\n broadcast (終わり v)\n delete this clone\n else\n set [ghost v] effect to (100)\n if <(クローンID) = [4]> then\n switch costume to (マーク v)\n go to x: (105) y: (-120)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n point in direction (90)\n repeat until <(timer) > [91]>\n go to x: (105) y: (y position)\n turn right ([cos v] of ((timer) * (393)) ) degrees\n change y by ([cos v] of ((timer) * (200)) )\n end\n repeat (50)\n change [ghost v] effect by (2)\n turn right ([cos v] of ((timer) * (393)) ) degrees\n change y by ([cos v] of ((timer) * (200)) )\n end\n delete this clone\n end\n if <(クローンID) = [5]> then\n switch costume to (ありがとう! v)\n go to x: (105) y: (-70)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n point in direction (90)\n repeat until <(timer) > [91]>\n go to x: (105) y: (y position)\n turn right ([cos v] of ((timer) * (393)) ) degrees\n change y by ([cos v] of ((timer) * (200)) )\n end\n repeat (50)\n change [ghost v] effect by (2)\n turn right ([cos v] of ((timer) * (393)) ) degrees\n change y by ([cos v] of ((timer) * (200)) )\n end\n delete this clone\n end\n if <(クローンID) = [6]> then\n switch costume to (アイコン v)\n go to x: (105) y: (90)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n point in direction (90)\n repeat until <(timer) > [91]>\n turn right ([cos v] of ((timer) * (393)) ) degrees\n end\n repeat (50)\n change [ghost v] effect by (2)\n turn right ([cos v] of ((timer) * (393)) ) degrees\n end\n delete this clone\n end\n if <(クローンID) = [7]> then\n switch costume to (おすすめのプロジェクト v)\n go to x: (-125) y: (-90)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <(timer) > [91]>\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n end\n if <(クローンID) = [8]> then\n switch costume to (新しいプロジェクト v)\n go to x: (-125) y: (90)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <(timer) > [91]>\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n end\n if <(クローンID) = [9]> then\n switch costume to (ユーザー名 v)\n go to x: (105) y: (0)\n repeat (20)\n wait until <(timer) > [1.5]>\n show\n change [ghost v] effect by (-5)\n end\n wait until <(timer) > [91]>\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [outro! v]\nset [変数a v] to [0]\nset [変数b v] to [0]\nstart sound [Vexento - Tevo2 v]\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nhide\n\nwhen I receive [outro! v]\nwait (0.7) seconds\nクローン [1]\nwait (0.05) seconds\nクローン [2]\nwait (0.05) seconds\nクローン [3]\nクローン [0]\n\nwhen I receive [outro! v]\nrepeat until <(timer) > [0.8]>\n erase all\nend\npen down\nrepeat until <(timer) > [1.8]>\n set pen color to (#5db8e6)\n set pen size to (10000)\n go to x: (0) y: (0)\nend\nrepeat until <(timer) > [98]>\n set pen size to (50)\n set pen color to (#abe3f9)\n pen down\n set [変数a v] to [50]\n repeat (15)\n set pen (transparency v) to (0)\n set pen size to (変数a)\n change [変数a v] by (25)\n go to x: (0) y: (0)\n end\n set [変数b v] to [80]\n set pen size to (80)\n repeat (25)\n set pen color to (#abe5f9)\n set pen size to (変数a)\n change [変数a v] by (25)\n set pen (transparency v) to (0)\n go to x: (0) y: (0)\n set pen color to (#bce9fb)\n set pen size to (変数b)\n set pen (transparency v) to (0)\n go to x: (0) y: (0)\n change [変数b v] by (25)\n end\nend\n\ndefine クローン (クローンid)\nset [クローンid v] to (クローンid)\ncreate clone of (_myself_ v)\n\nwhen I receive [outro! v]\nクローン [4]\nクローン [5]\nクローン [6]\nクローン [7]\nクローン [8]\nクローン [9]\nクローン [10]\n\nwhen I receive [outro! v]\nクローン [11]\nクローン [12]\nクローン [13]\n\nwhen [timer v] > (0)\n\nchange [outro v] by (1)\nif <(outro) = [1]> then\n broadcast (outro! v)\nend\n\nwhen flag clicked\nset [outro v] to [0]\n\n@next\n\nwhen I start as a clone\npen up\nclear graphic effects\nif <(クローンID) > [10]> then\n switch costume to (join [シーン切り替え] (letter (2) of (クローンID)))\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-380)\n if <(クローンID) = [11]> then\n go to x: (0) y: (250)\n else\n if <(クローンID) = [12]> then\n go to x: (0) y: (350)\n else\n go to x: (0) y: (450)\n end\n end\n go to [front v] layer\n show\n repeat (20)\n change y by (((y position) * (-1)) / (7))\n end\n wait (0.3) seconds\n delete this clone\nend\nif <(クローンID) < [4]> then\n if <(クローンID) > [0]> then\n switch costume to (join [シーン切り替え] (クローンID))\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (-380)\n go to [front v] layer\n show\n repeat (30)\n change y by (((y position) * (-1)) / (8))\n end\n go to [back v] layer\n delete this clone\n else\n point in direction (90)\n show\n go to [front v] layer\n switch costume to (ありがとう! v)\n go to x: (0) y: (-350)\n set size to (200) %\n set [brightness v] effect to (70)\n repeat (17)\n change y by (((y position) * (-1.3)) / (6))\n end\n glide (0.05) secs to x: (0) y: (-1)\n repeat (20)\n change y by ((y position) * (0.3))\n end\n delete this clone\n end\nend\nif <(クローンID) = [5]> then\n go to [front v] layer\n switch costume to (コスチューム2 v)\n set size to (20) %\n broadcast (ねくすとぉしゅーりょー v)\n repeat (20)\n switch costume to (コスチューム3 v)\n change size by ((size) / (7))\n switch costume to (コスチューム2 v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [ねくすとぉ v]\nstart sound [Rip v]\n\nwhen I receive [ねくすとぉ v]\nwait (0.1) seconds\nクローン [1]\nwait (0.05) seconds\nクローン [2]\nwait (0.05) seconds\nクローン [3]\nクローン [0]\nchange [ステージ v] by (1)\n\nwhen I receive [ねくすとぉ v]\ngo to [front v] layer\nhide\nerase all\nwait (0.3) seconds\nshow\nswitch costume to (コスチューム1 v)\nwait (1) seconds\nクローン [5]\nwait (0.5) seconds\nhide\n\ndefine クローン (クローンid)\nset [クローンid v] to (クローンid)\ncreate clone of (_myself_ v)\n\nwhen I receive [ねくすとぉ v]\nクローン [11]\nクローン [12]\nクローン [13]\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n
何の変哲もない、ごく普通のplatformerです!\n\n・矢印キーorタッチでプレイヤーを動かして、右を目指しましょう!\n・マグマ(赤)に触れると戻されます!\n・オレンジ色に触れると大ジャンプ!\n・下向き矢印キーを押すと(画面の下側をタッチすると)しゃがめます!\n\n作者の最高記録...45秒\n\nちなみにエイプリルフール記念プロジェクト\n\nもう遅いでしょうが、一応。\n・再共有ではありません\nプロジェクト番号が小さいので勘違いされた方がいますが、最近「作る」ボタンを押したプロジェクトだと傾向に乗らない、と小耳にはさんだので、こうなりました。\n\n・宣伝スタジオについて\nはい、使いました。ちょっとアドオン使ってみたかったんですけどね(((\n後は野となれ山となれ!で使ったんですけど、こうなるとは思わなかった...\nちなみにアドオン使ったところバグったのでなんか中途半端な人数しか招待できませんでした(招待されて迷惑に思ったフォロワーの方すみません)\nてか誰が傾向乗って嬉しいって言った?\n今回はいろんな人に見てもらうための「手段」として傾向に乗せた(とは言っても乗る確証はなかった)からね...\n\n・なんか使い回しとか言ってる人いますが\nこれでも色使いとかタイトルとか色々考えたんですけどね…まあNEXT以外はほぼプログラム組んでないから何も言えないんですけどね...\nステージは自作なんですけどね...\nNEXT作るのもかなり頑張ったんですけどね…\nNEXTに関してはプログラムだって組んだし…\nこれでもこういうところ凝ったんだよ...ゴミだけど...\nオリジナリティが無いなんて言わないで…\nあとクオリティ低いっていう人いるけど、それただのアンチと同レベルだよね?\n\n・プログラム盗んでステージ変えただけじゃん\nそのステージ変えるのが大変なんですよ...\nあとデザイン考えるのも大変なんです。\n私にとっては。\n\n・ちょっと言いたい。\n宣伝スタジオ使うのがダメな可能性があるのは認めるけどさぁ…\nなんで報告しないのかね…\nしても効果なかったなら宣伝スタジオは良いってことになると思うのだが\nあと傾向は「面白い作品が乗る場所」じゃなくて「人気がある作品が乗る場所」なんだからさ、乗ったからすごいとは思えないんだよ。\nだからさぁ、宣伝スタジオ使ってまで傾向乗って楽しいの?っていうのは的外れなんだよなぁ...\nそもそも誰が楽しいって言った?\n\n\n\n…予想はしてたけどさ、まだコレ覚えてる人いたんだ\n主に悪い意味で。
simple || 100%pen platformer
@Stage\n\n@スプライト1\n\ndefine ステージ生成 x (x) y (y) x長さ (x長さ) y長さ (y長さ) 種類 (種類)\nadd (x) to [地面 v]\nadd (y) to [地面 v]\nadd (x長さ) to [地面 v]\nadd (y長さ) to [地面 v]\nadd (種類) to [地面 v]\n\ndefine プレイヤー初期化\nset [プレイヤーx座標 v] to [0]\nset [プレイヤーy座標 v] to [0]\nset [プレイヤーx速度 v] to [0]\nset [プレイヤーy速度 v] to [0]\nset [カメラx座標 v] to [0]\nset [カメラy座標 v] to [0]\n\ndefine 当たり判定 (x1) (y1) (x2) (y2) (x) (y)\nif <([abs v] of ((((x1) + (x2)) / (2)) - (x)) ) < (([abs v] of ((x1) - (((x1) + (x2)) / (2))) ) + (22))> then\n if <([abs v] of ((((y1) + (y2)) / (2)) - (y)) ) < (([abs v] of ((y1) - (((y1) + (y2)) / (2))) ) + (22))> then\n add (item (i) of [地面 v]) to [当たり判定 v]\n end\nend\n\ndefine 判定\ndelete all of [当たり判定 v]\nset [i v] to [0]\nrepeat ((length of [地面 v]) / (5))\n change [i v] by (5)\n 当たり判定 ((item ((i) - (4)) of [地面 v]) + ((item ((i) - (2)) of [地面 v]) / (2))) ((item ((i) - (3)) of [地面 v]) + ((item ((i) - (1)) of [地面 v]) / (2))) ((item ((i) - (4)) of [地面 v]) - ((item ((i) - (2)) of [地面 v]) / (2))) ((item ((i) - (3)) of [地面 v]) - ((item ((i) - (1)) of [地面 v]) / (2))) ((カメラx座標) + (プレイヤーx座標)) ((カメラy座標) + (プレイヤーy座標))\nend\n\ndefine 描画用 x (x)\nset x to ((x) - (カメラx座標))\n\ndefine 描画用 y (y)\nset y to ((y) - (カメラy座標))\n\ndefine 全体の処理\nerase all\nchange [プレイヤーx座標 v] by (() - (round (((プレイヤーx座標) + (プレイヤーx速度)) / (13))))\nchange [プレイヤーy座標 v] by (() - (round ((((プレイヤーy座標) + (プレイヤーy速度)) + (22)) / (13))))\nchange [カメラx座標 v] by (round (((プレイヤーx座標) + (プレイヤーx速度)) / (13)))\nchange [カメラy座標 v] by (round ((((プレイヤーy座標) + (プレイヤーy速度)) + (22)) / (13)))\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [プレイヤーx速度 v] by (1)\n set [向き v] to [R]\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n change [プレイヤーx速度 v] by (-1)\n set [向き v] to [L]\nend\nset [プレイヤーx速度 v] to ((プレイヤーx速度) * (0.9))\nchange [プレイヤーx座標 v] by (プレイヤーx速度)\nrepeat (6)\n 判定\n if <[当たり判定 v] contains [1]?> then\n change [プレイヤーy座標 v] by (1)\n end\nend\n判定\nif <[当たり判定 v] contains [1]?> then\n change [プレイヤーx座標 v] by (() - (プレイヤーx速度))\n change [プレイヤーy座標 v] by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>>> then\n change [プレイヤーx速度 v] by ((12) - ((24) * <(プレイヤーx速度) = ([abs v] of (プレイヤーx速度) )>))\n set [プレイヤーy速度 v] to [12]\n else\n set [プレイヤーx速度 v] to [0]\n end\nend\nchange [プレイヤーy座標 v] by (-1)\n判定\nif <[当たり判定 v] contains [1]?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>>> then\n set [プレイヤーy速度 v] to [15]\n end\nend\nchange [プレイヤーy座標 v] by (1)\nchange [プレイヤーy速度 v] by (-1)\nchange [プレイヤーy座標 v] by (プレイヤーy速度)\n判定\nif <[当たり判定 v] contains [1]?> then\n change [プレイヤーy座標 v] by (() - (プレイヤーy速度))\n set [プレイヤーy速度 v] to [0]\nend\n判定\nif <<(プレイヤーy速度) < [-35]> or <[当たり判定 v] contains [2]?>> then\n プレイヤー初期化\nend\nif <[当たり判定 v] contains [3]?> then\n set [プレイヤーy速度 v] to [25]\nend\n判定\nif <[当たり判定 v] contains [4]?> then\n set [ゴール v] to [1]\nend\ngo to x: (0) y: (0)\nset pen color to (#000000)\nset pen size to (600)\npen down\npen up\nset [i v] to [0]\nrepeat ((length of [地面 v]) / (5))\n change [i v] by (5)\n if <(item (i) of [地面 v]) = [1]> then\n set pen color to (#10ff00)\n else\n if <(item (i) of [地面 v]) = [2]> then\n set pen color to (#ff0000)\n else\n if <(item (i) of [地面 v]) = [3]> then\n set pen color to (#0021ff)\n else\n set pen color to (#eeff00)\n end\n end\n end\n set pen size to (10)\n 描画用 x ((item ((i) - (4)) of [地面 v]) - ((item ((i) - (2)) of [地面 v]) / (2)))\n 描画用 y ((item ((i) - (3)) of [地面 v]) + ((item ((i) - (1)) of [地面 v]) / (2)))\n pen down\n 描画用 y ((item ((i) - (3)) of [地面 v]) - ((item ((i) - (1)) of [地面 v]) / (2)))\n 描画用 x ((item ((i) - (4)) of [地面 v]) + ((item ((i) - (2)) of [地面 v]) / (2)))\n 描画用 y ((item ((i) - (3)) of [地面 v]) + ((item ((i) - (1)) of [地面 v]) / (2)))\n 描画用 x ((item ((i) - (4)) of [地面 v]) - ((item ((i) - (2)) of [地面 v]) / (2)))\n pen up\nend\nset pen color to (#ffb600)\nset pen size to (8)\ngo to x: ((プレイヤーx座標) - (13)) y: ((プレイヤーy座標) + (13))\npen down\nset y to ((プレイヤーy座標) - (13))\nset x to ((プレイヤーx座標) + (13))\nset y to ((プレイヤーy座標) + (13))\nset x to ((プレイヤーx座標) - (13))\npen up\nset pen color to (#ffffff)\nset pen size to (26)\ngo to x: (プレイヤーx座標) y: (プレイヤーy座標)\npen down\npen up\nset pen color to (#000000)\nset pen size to (16)\npen down\npen up\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: ((プレイヤーx座標) + ((2) * (<(向き) = [R]> - <(向き) = [L]>))) y: (プレイヤーy座標)\npen down\npen up\nif <(ゴール) = [1]> then\n set [textsize_x v] to [25]\n set [textsize_y v] to [30]\n set pen color to (#ff8800)\n set pen size to (4)\n 文字全体 [thank you] [140] [30]\n 文字全体 [for playing] [180] [-30]\n stop [all v]\nend\n\nwhen flag clicked\nset size to ((1) / (0)) %\nset [向き v] to [R]\nset [ゴール v] to [0]\ndelete all of [地面 v]\nステージ生成 x [200] y [-100] x長さ [500] y長さ [50] 種類 [1]\nステージ生成 x [100] y [-20] x長さ [40] y長さ [100] 種類 [1]\nステージ生成 x [300] y [-40] x長さ [40] y長さ [50] 種類 [2]\nステージ生成 x [480] y [-100] x長さ [50] y長さ [50] 種類 [3]\nステージ生成 x [900] y [-100] x長さ [100] y長さ [50] 種類 [1]\nステージ生成 x [1000] y [-100] x長さ [100] y長さ [50] 種類 [3]\nステージ生成 x [1100] y [-100] x長さ [100] y長さ [50] 種類 [1]\nステージ生成 x [1200] y [-100] x長さ [100] y長さ [50] 種類 [3]\nステージ生成 x [1400] y [-100] x長さ [300] y長さ [50] 種類 [1]\nステージ生成 x [1180] y [120] x長さ [455] y長さ [30] 種類 [2]\nステージ生成 x [1580] y [25] x長さ [50] y長さ [300] 種類 [1]\nステージ生成 x [1200] y [160] x長さ [400] y長さ [30] 種類 [1]\nステージ生成 x [1300] y [205] x長さ [40] y長さ [40] 種類 [2]\nステージ生成 x [1100] y [205] x長さ [40] y長さ [40] 種類 [2]\nステージ生成 x [970] y [160] x長さ [40] y長さ [30] 種類 [3]\nステージ生成 x [1200] y [420] x長さ [400] y長さ [30] 種類 [1]\nステージ生成 x [1200] y [500] x長さ [250] y長さ [40] 種類 [2]\nステージ生成 x [1080] y [550] x長さ [520] y長さ [40] 種類 [1]\nステージ生成 x [840] y [395] x長さ [40] y長さ [250] 種類 [2]\nステージ生成 x [690] y [300] x長さ [240] y長さ [60] 種類 [1]\nステージ生成 x [505] y [300] x長さ [110] y長さ [60] 種類 [3]\nステージ生成 x [490] y [550] x長さ [80] y長さ [40] 種類 [4]\nプレイヤー初期化\nforever\n 全体の処理\nend\n\nwhen flag clicked\nset volume to (70) %\nforever\n play sound [Unlimited v] until done\nend\n\ndefine 文字の線を引く (始点の段) (始点の列) (終点の段) (終点の列)\ngo to x: (((text_x) - ((textsize_x) / (2))) + (((textsize_x) / (4)) * ((始点の列) - (1)))) y: (((text_y) + ((textsize_y) / (2))) - (((textsize_y) / (4)) * ((始点の段) - (1))))\npen down\ngo to x: (((text_x) - ((textsize_x) / (2))) + (((textsize_x) / (4)) * ((終点の列) - (1)))) y: (((text_y) + ((textsize_y) / (2))) - (((textsize_y) / (4)) * ((終点の段) - (1))))\npen up\n\ndefine 1文字 (text)\nif <[text v] contains (text)?> then\n set [i2 v] to [4]\n set [j v] to (item # of (text) in [text v])\n repeat until <(letter (i2) of (item (j) of [data v])) = []>\n 文字の線を引く (letter ((i2) - (3)) of (item (j) of [data v])) (letter ((i2) - (2)) of (item (j) of [data v])) (letter ((i2) - (1)) of (item (j) of [data v])) (letter (i2) of (item (j) of [data v]))\n change [i2 v] by (4)\n end\nend\n\ndefine 文字全体 (text) (x) (y)\ngo to x: ((x) - (((textsize_x) + (10)) * ((length of (text)) - (1)))) y: (y)\nset [text_x v] to (x position)\nset [text_y v] to (y position)\nset [i v] to [0]\nrepeat (length of (text))\n change [i v] by (1)\n 1文字 (letter (i) of (text))\n change [text_x v] by ((textsize_x) + (10))\nend\n\n@さむね\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
↓ 重い、または画質を良くしたい方はコチラ ↓\nhttps://turbowarp.org/592243624?hqpen&interpolate\n\n矢印・WASDキーまたはタップで操作。\n緑:地面\n赤:触れたら最初から\n青:ジャンプ台\n黄:ゴール\n\n今回は短めです。\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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nめんどくなったとは言えない...。
|| JUMP || a scroll platformer
@Stage\n\nwhen flag clicked\nreset timer\nforever\n set [your time v] to (timer)\nend\n\n@プレイヤー\n\nwhen flag clicked\n初期化\nhide variable [☁ world record v]\nforever\n 物理\n broadcast (レベル v) and wait\nend\n\ndefine 物理\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change [x v] by (1)\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (-1)\nend\nset [x v] to ((x) * (.9))\nchange x by (x)\nif <touching (レベル v)?> then\n change y by (1)\nend\nif <touching (レベル v)?> then\n change x by ((x) * (-1))\n change y by (-1)\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [壁キック v]\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\nend\nchange y by (-1)\nif <touching (レベル v)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [ジャンプ v]\n set [y v] to [15]\n end\nend\nif <touching (バネ v)?> then\n start sound [大ジャンプ v]\n set [y v] to [15]\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [20]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (y)\nif <touching (レベル v)?> then\n change y by ((-1) * (y))\n set [y v] to [0]\nend\nif <(ステージY) > [360]> then\n 初期化\nend\nif <touching (障害物 v)?> then\n 初期化\nend\nif <touching (ゴール v)?> then\n broadcast (ゴール v)\nend\nset [ステージx v] to ((ステージX) - ([ceiling v] of (((x position) + (x)) / (9)) ))\nset [ステージy v] to ((ステージY) - ([ceiling v] of (((y position) + (y)) / (12)) ))\nset x to ((x position) - ([ceiling v] of (((x position) + (x)) / (9)) ))\nset y to ((y position) - ([ceiling v] of (((y position) + (y)) / (12)) ))\n\ndefine 初期化\ngo to x: (0) y: (-50)\nswitch costume to (コスチューム1 v)\nset [x v] to [0]\nset [y v] to [0]\nset [ステージx v] to [100]\nset [ステージy v] to [0]\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\nif <(Your time) < (☁ World record)> then\n set [☁ world record v] to (Your time)\nelse\nend\nshow variable [☁ world record v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [隠す v]\nhide\n\nwhen flag clicked\nshow\n\n@障害物\n\nwhen I receive [レベル v]\nif <(costume [number v]) = [1]> then\n stop [this script v]\nelse\n レベル ((ステージX) + (x)) ((ステージY) + (y))\nend\n\ndefine レベル (x) (y)\nswitch costume to (削除しないで v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (レベル数)\n\nwhen flag clicked\nクローン\n\ndefine クローン\nswitch costume to (削除しないで v)\nrepeat (8)\n set [x v] to ((480) * ((costume [number v]) - (1)))\n set [y v] to [0]\n switch costume to ((costume [number v]) + (1))\n set [レベル数 v] to (costume [number v])\n create clone of (_myself_ v)\nend\n\nwhen I receive [隠す v]\nhide\n\nwhen flag clicked\nshow\n\n@レベル\n\nwhen I receive [レベル v]\nif <(costume [number v]) = [1]> then\n stop [this script v]\nelse\n レベル ((ステージX) + (x)) ((ステージY) + (y))\nend\n\ndefine レベル (x) (y)\nswitch costume to (削除しないで v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (レベル数)\n\nwhen flag clicked\nクローン\n\ndefine クローン\nswitch costume to (削除しないで v)\nrepeat (8)\n set [x v] to ((480) * ((costume [number v]) - (1)))\n set [y v] to [0]\n switch costume to ((costume [number v]) + (1))\n set [レベル数 v] to (costume [number v])\n create clone of (_myself_ v)\nend\n\nwhen I receive [隠す v]\nhide\n\nwhen flag clicked\nshow\n\n@バネ\n\nwhen I receive [レベル v]\nif <(costume [number v]) = [1]> then\n stop [this script v]\nelse\n レベル ((ステージX) + (x)) ((ステージY) + (y))\nend\n\ndefine レベル (x) (y)\nswitch costume to (削除しないで v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (レベル数)\n\nwhen flag clicked\nクローン\n\ndefine クローン\nswitch costume to (削除しないで v)\nrepeat (8)\n set [x v] to ((480) * ((costume [number v]) - (1)))\n set [y v] to [0]\n switch costume to ((costume [number v]) + (1))\n set [レベル数 v] to (costume [number v])\n create clone of (_myself_ v)\nend\n\nwhen I receive [隠す v]\nhide\n\nwhen flag clicked\nshow\n\n@飾り\n\nwhen I receive [レベル v]\nif <(costume [number v]) = [1]> then\n stop [this script v]\nelse\n レベル ((ステージX) + (x)) ((ステージY) + (y))\nend\n\ndefine レベル (x) (y)\nswitch costume to (削除しないで v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (レベル数)\n\nwhen flag clicked\nクローン\n\ndefine クローン\nswitch costume to (削除しないで v)\nrepeat (8)\n set [x v] to ((480) * ((costume [number v]) - (1)))\n set [y v] to [0]\n switch costume to ((costume [number v]) + (1))\n set [レベル数 v] to (costume [number v])\n create clone of (_myself_ v)\nend\n\nwhen I receive [隠す v]\nhide\n\nwhen flag clicked\nshow\n\n@ゴール\n\nwhen I receive [レベル v]\nif <(costume [number v]) = [1]> then\n stop [this script v]\nelse\n レベル ((ステージX) + (x)) ((ステージY) + (y))\nend\n\ndefine レベル (x) (y)\nswitch costume to (削除しないで v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (レベル数)\n\nwhen flag clicked\nhide variable [☁ world record v]\nクローン\n\ndefine クローン\nswitch costume to (削除しないで v)\nrepeat (8)\n set [x v] to ((480) * ((costume [number v]) - (1)))\n set [y v] to [0]\n switch costume to ((costume [number v]) + (1))\n set [レベル数 v] to (costume [number v])\n create clone of (_myself_ v)\nend\n\nwhen I receive [隠す v]\nhide\n\nwhen flag clicked\nshow\n\n@スプライト1\n\nwhen flag clicked\nforever\n play sound [bgm_maoudamashii_fantasy11 \(2\) v] until done\nend\n\n@スプライト2\n\nwhen flag clicked\nshow variable [your time v]\nshow variable [☁ world record v]\nhide\n\nwhen I receive [隠す v]\nshow\n\nwhen I receive [隠す v]\nhide variable [your time v]\n\nbroadcast (隠す v)\n\n
ᴏᴘᴇʀᴀᴛᴇ ᴡɪᴛʜ ᴀʀʀᴏᴡ ᴋᴇʏs ᴏʀ ᴡᴀsᴅ ᴋᴇʏs ᴏʀ ᴛᴀᴘ\n
Power-ups a platformer part 1
@Stage\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\n change [tide v] by (-1)\n end\n repeat (10)\n change [tide v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Tide)\n switch costume to (Level)\nend\n\nreset timer\nset y to (4)\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\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 (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen flag clicked\nswitch costume to (sun v)\nshow\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (2) to (12)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n change [ghost v] effect by (-10)\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 change [ghost v] effect by (10)\n end\n hide\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nif <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\ngo to x: (0) y: (0)\n\n@power ups\n\nwhen flag clicked\nhide\n\ndefine costume (costume) x: (x) y: (y)\nswitch costume to (costume)\nset x to (x)\nset y to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\ngo to [front v] layer\ndelete\nif <(Level) = [1]> then\n costume [6] x: [-3] y: [-51]\nelse\n if <(Level) = [2]> then\n delete\n costume [3] x: [54] y: [-61]\n costume [blank] x: [999] y: [999]\n else\n if <(Level) = [5]> then\n costume [7] x: [-149] y: [-70]\n end\n end\nend\n\ncostume [1] x: [-20] y: [-50]\ncostume [2] x: [10] y: [50]\ncostume [1] x: [40] y: [-50]\ncostume [2] x: [70] y: [50]\ncostume [1] x: [100] y: [-50]\ncostume [2] x: [130] y: [50]\ncostume [1] x: [160] y: [-50]\ncostume [2] x: [190] y: [50]\n\ncostume [blank] x: [] y: []\nstop [this script v]\n\ncostume [blank] x: [] y: []\nstop [this script v]\n\nwhen I start as a clone\nshow\n\ndefine delete\nrepeat (1000)\n delete this clone\nend\n\ncostume [3] x: [-80] y: [-50]\n\ncostume [2] x: [-30] y: [50]\n\ncostume [1] x: [80] y: [-50]\ncostume [2] x: [30] y: [50]\n\nwhen I start as a clone\nclear graphic effects\nforever\n if <touching (cube v)?> then\n wait (0.2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen I receive [restart v]\ndelete\n\nwhen I receive [restart v]\nif <(Level) = [1]> then\n costume [6] x: [-3] y: [-51]\nelse\n if <(Level) = [2]> then\n delete\n costume [3] x: [54] y: [-61]\n costume [blank] x: [999] y: [999]\n else\n if <(Level) = [5]> then\n costume [7] x: [-149] y: [-70]\n end\n end\nend\ndelete\n\nif <(Level) = [3]> then\n\n@Спрайт 1\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [show v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.01) seconds\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\n\n@Cube\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n broadcast (The End So Ya v)\n end\nend\n\nchange y by (10)\n\nset [gravity v] to [0]\n\nset y to (93)\n\nwhen flag clicked\nforever\n change y by ((y vel) / (30))\nend\n\nwhen flag clicked\nforever\n if <(gravity) = [0]> then\n if <<touching (door v)?> or <touching (level v)?>> then\n change y by (1)\n end\n if <<touching (door v)?> or <touching (level v)?>> then\n change y by (1)\n end\n if <<touching (door v)?> or <touching (level v)?>> then\n change y by (1)\n end\n if <<touching (door v)?> or <touching (level v)?>> then\n change y by (1)\n end\n if <<touching (door v)?> or <touching (level v)?>> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <<touching (door v)?> or <touching (level v)?>> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<<touching (door v)?> or <touching (level v)?>> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v) and wait\n end\n end\nend\n\nif <touching (bounce v)?> then\n set [y vel v] to [19]\nend\nif <touching (enemy v)?> then\n set [y vel v] to [15]\nend\nif then\n change y by (1)\nend\nif then\n change y by (1)\nend\nif then\n change y by (1)\nend\nif <touching (door v)?> then\n change y by (1)\nend\nif <touching (door v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\nend\nchange [y vel v] by (-1)\nchange y by (y vel)\nif <touching (door v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<touching (door v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\nend\nchange y by (1)\ncreate clone of (_myself_ v)\nif <(x position) > [250]> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v) and wait\nend\n\nset [y vel v] to [20]\n\nset [gravity v] to [0]\n\nrepeat (10)\n change y by (10)\n turn right (10) degrees\n change size by (-5)\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nset size to (100) %\nset [gravity v] to [0]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-201) y: (-4)\n\nwhen I receive [next level v]\nset [change v] to [0]\n\nwhen I receive [restart v]\nset [change v] to [0]\n\nwhen flag clicked\nforever\n play sound [chill-out-atmospheric-4950 v] until done\nend\n\nwhen flag clicked\nshow\nset [change v] to [0]\nset [level v] to [1]\nbroadcast (NEXT LEVEL v)\nforever\n if <(Level) = [3]> then\n if <touching color (#240ab3)?> then\n set x to (153)\n set y to (98)\n set [xv v] to [0]\n set [y vel v] to [0]\n end\n else\n if <touching color (#240ab3)?> then\n set x to (96)\n set y to (32)\n set [xv v] to [0]\n set [y vel v] to [0]\n end\n end\n if <[-170] > (y position)> then\n broadcast (restart v) and wait\n end\n if <touching color (#feea02)?> then\n set [gravity v] to [1]\n start sound [Zoop v]\n end\n if <touching color (#ce03f8)?> then\n set [gravity v] to [0]\n start sound [Zoop v]\n end\n if <touching color (#59ff96)?> then\n set [x vel v] to [40]\n start sound [Zoop v]\n end\n if <touching color (#59d0ff)?> then\n set [y vel v] to [20]\n start sound [Zoop v]\n end\n if <touching color (#a042ff)?> then\n set [x vel v] to [-10]\n start sound [Zoop v]\n end\n if <touching color (#ff5656)?> then\n set [change v] to [1]\n broadcast (show v)\n start sound [Zoop v]\n end\n if <(change) = [1]> then\n if <key (left arrow v) pressed?> then\n change [x vel v] by (1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n else\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <(gravity) = [1]> then\n if <touching (level v)?> then\n change y by (-0.5)\n if <touching (level v)?> then\n change y by (-0.5)\n if <touching (level v)?> then\n change y by (-0.5)\n if <touching (level v)?> then\n change y by (-0.5)\n if <touching (level v)?> then\n change y by (-0.5)\n if <touching (level v)?> then\n change y by (-0.5)\n if <touching (level v)?> then\n change y by (-0.5)\n if <touching (level v)?> then\n change y by (-0.5)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv2) > [0]> then\n set [xv2 v] to [-7]\n else\n set [xv2 v] to [7]\n end\n set [y vel v] to [-9]\n else\n set [xv2 v] to ((Xv2) * (-1.3))\n change x by (Xv2)\n set [y vel v] to [0]\n change x by ((Xv2) / (5))\n end\n change y by (4)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [y vel v] by (0.5)\n change y by (y vel)\n if <touching (level v)?> then\n set [y vel v] to ((y vel) * (-0.25))\n change y by (y vel)\n if <touching (level v)?> then\n change y by (y vel)\n if <touching (level v)?> then\n change y by (y vel)\n if <touching (level v)?> then\n change y by (y vel)\n end\n end\n end\n end\n change y by (1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [-9]\n end\n change y by (-1)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change y by (10)\n turn right (10) degrees\n change size by (-5)\n end\n broadcast (restart v)\n end\n if <(x position) > [240]> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v) and wait\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\npoint in direction (90)\nset size to (100) %\nset [gravity v] to [0]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-226) y: (-4)\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (restart v)\n end\nend\n\nforever\n\n@Спрайт 2\n\ndefine portal1 pos x: (x) portal pos y: (y)\nshow\nswitch costume to (костюм 1 v)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nshow\nif <(Level) = [3]> then\n portal1 pos x: [-160] portal pos y: [0]\n Portal pos x: [153] pos y: [98]\nelse\n if <(Level) = [8]> then\n portal1 pos x: [-90] portal pos y: [-25]\n Portal pos x: [96] pos y: [32]\n else\n hide\n end\nend\n\ndefine Portal pos x: (x) pos y: (y)\nshow\nswitch costume to (костюм 2 v)\ngo to x: (x) y: (y)\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I receive [restart v]\nshow\nif <(Level) = [3]> then\n portal1 pos x: [-160] portal pos y: [0]\n Portal pos x: [153] pos y: [98]\nelse\n if <(Level) = [8]> then\n portal1 pos x: [-90] portal pos y: [-25]\n Portal pos x: [96] pos y: [32]\n else\n hide\n end\nend\n\n@door\n\nwhen I receive [open v]\nstop [other scripts in sprite v]\nrepeat (10)\n change y by (10)\nend\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n show\n go to x: (215) y: (16)\nelse\n if <(Level) = [7]> then\n show\n go to x: (215) y: (16)\n else\n hide\n end\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [restart v]\nif <(Level) = [4]> then\n show\n go to x: (215) y: (16)\nelse\n if <(Level) = [7]> then\n show\n go to x: (215) y: (16)\n else\n hide\n end\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n@Спрайт 3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n show\n go to x: (-176) y: (161)\n else\n if <(Level) = [7]> then\n show\n go to x: (-176) y: (161)\n else\n hide\n end\n end\n if <touching (cube v)?> then\n broadcast (open v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\nhide\n\nwhen I receive [next level v]\nclear graphic effects\n\nwhen I receive [restart v]\nclear graphic effects\n\n@Level2\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\ngo to x: (0) y: (0)\n\n
PART 2 https://scratch.mit.edu/projects/595734690/\nArrow keys to move.\nTouch yellow to switch gravity to upside down.\nTouch purple to switch gravity to normal.\nTouch lightblue to jump higher.\nTouch mint to move a little bit to the right.\nTouch lightpurple to move a little bit to the left.\nTouch red to switch controls.
プラットフォーマー 桜 〜Cherry blossoms Platformer〜
@Stage\n\nwhen flag clicked\nforever\n play sound [桜花散る里_2 v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-204) y: (-65)\nset [y移動 v] to [0]\nforever\n 重力\n 左右移動\n ジャンプ\n if <<touching (_edge_ v)?> and <[242] < (x position)>> then\n broadcast (次 v)\n end\n if <touching (針 v)?> then\n go to x: (-204) y: (-65)\n end\nend\n\ndefine 重力\nchange y by ((-1) * (y移動))\nif <touching (スプライト1 v)?> then\n if <(y移動) > [0]> then\n repeat until <not <touching (スプライト1 v)?>>\n change y by (1)\n end\n set [着いてるかの判定 v] to [0]\n else\n repeat until <not <touching (スプライト1 v)?>>\n change y by (-1)\n end\n set [y移動 v] to [0]\n end\n set [y移動 v] to [0]\nelse\n change [y移動 v] by (1)\n set [着いてるかの判定 v] to [1]\nend\n\ndefine ジャンプ\nif <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(着いてるかの判定) = [0]> then\n change [y移動 v] by (-15)\n end\nend\n\ndefine 左右移動\nset rotation style [left-right v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <touching (スプライト1 v)?>>> then\n point in direction (90)\n change [ダッシュ v] by (1)\n if <touching (スプライト1 v)?> then\n repeat until <not <touching (スプライト1 v)?>>\n set [ダッシュ v] to [-1]\n move (ダッシュ) steps\n end\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <touching (スプライト1 v)?>>> then\n point in direction (-90)\n change [ダッシュ v] by (-1)\n if <touching (スプライト1 v)?> then\n repeat until <not <touching (スプライト1 v)?>>\n set [ダッシュ v] to [-1]\n move (ダッシュ) steps\n end\n end\nend\nchange x by (ダッシュ)\nset [ダッシュ v] to ((ダッシュ) * (0.9))\n\nwhen I receive [次 v]\npoint in direction (90)\ngo to x: (-204) y: (-65)\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [次 v]\nnext costume\n\nwhen I receive [開始 v]\nswitch costume to (コスチューム1 v)\n\n@針\n\nwhen flag clicked\nbroadcast (開始 v)\nswitch costume to (無 v)\n\nwhen I receive [次 v]\nnext costume\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (-6) y: (4)\nset [ghost v] effect to (100)\n\n
Move with arrow keys and WASD keys\n\nLet's explore the world of cherry blossoms!\n\n\n矢印キー・WASDキーで移動\n\n桜の世界を冒険しよう!
Halloween Treats <a platformer>
@Stage\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n create clone of (half trans ghost v)\nend\n\n@player\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> 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 flag clicked\nset [level v] to [1]\n\nhide\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (trail v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (45) %\nswitch costume to (middle v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d 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 Check touching solid\n if <(touching) > [0]> then\n change y by (1)\n Check touching solid\n if <(touching) > [0]> then\n change y by (1)\n Check touching solid\n if <(touching) > [0]> then\n change y by (1)\n Check touching solid\n if <(touching) > [0]> then\n change y by (1)\n Check touching solid\n if <(touching) > [0]> then\n change y by (1)\n Check touching solid\n if <(touching) > [0]> 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 [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n Check touching solid\n if <(touching) > [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [13]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n Check touching solid\n if <(touching) > [0]> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <<(x position) > [230]> and <not <(Level) = [11]>>> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (-80)\n end\n if <(y position) < [-170]> then\n set [collect v] to [0]\n broadcast (Death v)\n end\n if <<touching (spike v)?> or <touching (lava v)?>> then\n set [collect v] to [0]\n broadcast (Death v)\n end\nend\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\ngo to x: (-190) y: (-24)\ngo to x: (-201) y: (14)\n\ndefine Check touching solid\nif <<touching (ground v)?> or <touching (pumpkin v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [death v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-190) y: (-50)\n\nwhen flag clicked\nforever\n play sound [darren-curtis-i-am-not-what-i-thought v] until done\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@pumpkin\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n hide\nend\n\nwhen flag clicked\nset [collect v] to [0]\nhide\n\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\nwhen I receive [next level v]\nset [collect v] to [0]\n\nwhen I receive [next level v]\nif <<(Level) = [2]> or <(Level) = [5]>> then\n Check L2,5\nend\nif <(Level) = [3]> then\n Check L3\nend\nif <(Level) = [4]> then\n Check L4\nend\n\nwhen I receive [death v]\nset [collect v] to [0]\nshow\nif <(Level) = [3]> then\n Check L3\nend\nif <(Level) = [4]> then\n Check L4\nend\nif <(Level) = [5]> then\n Check L2,5\nend\nif <(Level) = [9]> then\n hide\nend\n\ndefine Check L3\nshow\ngo to x: (213) y: (102)\nforever\n if <(Collect) = [3]> then\n repeat (10)\n wait (0) seconds\n end\n if <not <(Collect) = [0]>> then\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\n end\nend\n\ndefine Check L4\nshow\ngo to x: (212) y: (149)\nforever\n if <(Collect) = [4]> then\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\ndefine Check L2,5\nshow\nif <(Level) = [2]> then\n go to x: (199) y: (-78)\nelse\n go to x: (213) y: (139)\nend\nforever\n if <(Collect) = [1]> then\n repeat (10)\n wait (0) seconds\n end\n if <not <(Collect) = [0]>> then\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n show\n go to x: (213) y: (139)\n forever\n if <(Collect) = [2]> then\n repeat (10)\n wait (0) seconds\n end\n if <not <(Collect) = [0]>> then\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n show\n go to x: (92) y: (-80)\nend\n\n@candy\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n show\n go to x: (-23) y: (-6)\n forever\n if <touching (player v)?> then\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\n end\nend\n\ngo to x: (-23) y: (-6)\n\nwhen flag clicked\nhide\n\ndelete this clone\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n show\n go to x: (-77) y: (-27)\n forever\n if <touching (player v)?> then\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\n end\nend\n\nwhen I receive [death v]\nif <not <<(Level) = [7]> or <(Level) = [9]>>> then\n repeat (5)\n wait (0) seconds\n end\n show\nend\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n show\n go to x: (-96) y: (-58)\n forever\n if <touching (player v)?> then\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n show\n go to x: (136) y: (51)\n forever\n if <touching (player v)?> then\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n show\n go to [back v] layer\n go to x: (6) y: (-100)\n forever\n if <touching (player v)?> then\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n hide\nend\n\n@candy3\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n show\n go to x: (123) y: (-20)\n forever\n if <touching (player v)?> then\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\n end\nend\n\ngo to x: (-23) y: (-6)\n\ngo to x: (-23) y: (-6)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nclear graphic effects\nif <<(Level) = [3]> or <(Level) = [4]>> then\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n show\n show\nend\n\nshow\nshow\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n show\n go to x: (178) y: (-94)\n forever\n if <touching (player v)?> then\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n hide\nend\n\n@candy4\n\ngo to x: (-23) y: (-6)\n\ngo to x: (-23) y: (-6)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nif <(Level) = [4]> then\n clear graphic effects\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n show\nend\n\nshow\nshow\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n show\n go to x: (85) y: (38)\n forever\n if <touching (player v)?> then\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n hide\nend\n\n@Health\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n show variable [health v]\n set [health v] to [100]\nend\n\nwhen flag clicked\nhide variable [health v]\nhide\n\nwhen I receive [death v]\nif <(Level) = [9]> then\n show variable [health v]\n set [health v] to [100]\nend\n\n@Spike\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n switch costume to (costume1 v)\n show\nelse\n if <(Level) = [7]> then\n switch costume to (costume2 v)\n show\n else\n hide\n end\nend\n\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Lava\n\ngo to [back v] layer\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n forever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n forever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\n end\nend\n\n@Ghost\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n show\n go to x: (110) y: (16)\n forever\n point in direction (-90)\n glide (1) secs to x: (-40) y: (16)\n wait (0.5) seconds\n point in direction (90)\n glide (1) secs to x: (110) y: (16)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n hide\nend\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n show\n go to x: (-47) y: (-7)\n forever\n point in direction (90)\n glide (1) secs to x: (133) y: (-7)\n wait (0.5) seconds\n point in direction (-90)\n glide (1) secs to x: (-47) y: (-7)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [next level v]\nforever\n if <touching (laser v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n clear graphic effects\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (100) to (180)) y: (pick random (70) to (-40))\nforever\n glide (2) secs to (player v)\nend\n\nwhen I start as a clone\nforever\n if <touching (laser v)?> then\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n delete this clone\n end\nend\n\n@wand\n\nwhen flag clicked\nhide\nset [wand v] to [0]\ngo to [back v] layer\nforever\n if <(Wand) = [1]> then\n forever\n show\n go to (player v)\n point towards (mouse-pointer v)\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n show\n go to x: (0) y: (-61)\n forever\n if <touching (player v)?> then\n set [wand v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Shoot rate) > [0]> then\n change [shoot rate v] by (-1)\n else\n if <<mouse down?> and <(Wand) = [1]>> then\n create clone of (laser v)\n if <(Level) = [9]> then\n set [shoot rate v] to [5]\n else\n set [shoot rate v] to [40]\n end\n end\n end\nend\n\nif then\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Laser\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to (wand v)\npoint in direction ([direction v] of [wand v])\nrepeat until <<<touching (_edge_ v)?> or <<touching (ground v)?> or <touching (ghost v)?>>> or <touching (ghost king v)?>>\n move (30) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <[] = [0]> then\n wait (4) seconds\n end\nend\n\nif <[] = [1]> then\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\nforever\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nshow\nshow\ngo to [front v] layer\n\n@Ghost King\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n show\n go to x: (133) y: (16)\n forever\n wait (1) seconds\n repeat (8)\n create clone of (ghost v)\n end\n end\nend\n\nwhen I receive [next level v]\nforever\n if <touching (laser v)?> then\n change [health v] by (-1)\n if <(HEALTH) < [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n stop [other scripts in sprite v]\n hide variable [health v]\n clear graphic effects\n end\n end\nend\n\n@Half trans Ghost\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n show\n go to x: (110) y: (-95)\n forever\n point in direction (-90)\n glide (1) secs to x: (0) y: (-95)\n wait (0.5) seconds\n point in direction (90)\n glide (1) secs to x: (110) y: (-95)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n hide\n delete this clone\nend\n\nif <touching (laser v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n clear graphic effects\nend\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n hide\nend\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (-5) y: (53)\nrepeat until <(Level) = [9]>\n point in direction (-90)\n glide (1) secs to x: (-220) y: (53)\n wait (0.5) seconds\n point in direction (90)\n glide (1) secs to x: (-5) y: (53)\n wait (0.5) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\n@Hat\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nend\n\n@candy2\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n show\n go to x: (-171) y: (71)\n forever\n if <touching (player v)?> then\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\n end\nend\n\nshow\n\ngo to x: (-23) y: (-6)\n\ngo to x: (-23) y: (-6)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nif <<<(Level) = [3]> or <(Level) = [4]>> or <(Level) = [8]>> then\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n show\nend\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n show\n go to x: (-6) y: (10)\n forever\n if <touching (player v)?> then\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n show\n go to x: (-91) y: (56)\n forever\n if <touching (player v)?> then\n change [collect v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n hide\nend\n\n@black\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n go to (pumpkin v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nclear graphic effects\nshow\nswitch costume to (blank v)\nif <<(Level) = [2]> or <(Level) = [5]>> then\n Check 1\nend\nif <(Level) = [3]> then\n Check 3\nend\nif <(Level) = [4]> then\n Check 4\nend\nif <(Level) = [8]> then\n Check 2\nend\n\nwhen I receive [next level v]\nclear graphic effects\nshow\nswitch costume to (blank v)\n\nwhen I receive [death v]\nswitch costume to (blank v)\nclear graphic effects\nshow\nif <(Level) = [9]> then\n hide\nend\nif <<(Level) = [2]> or <(Level) = [5]>> then\n Check 1\nend\nif <(Level) = [3]> then\n Check 3\nend\nif <(Level) = [4]> then\n Check 4\nend\n\ndefine Check 3\nif <(Level) = [3]> then\n show\n forever\n if <(Collect) = [1]> then\n switch costume to (3-1 v)\n end\n if <(Collect) = [2]> then\n switch costume to (3-2 v)\n end\n if <(Collect) = [3]> then\n switch costume to (full v)\n repeat (10)\n wait (0) seconds\n end\n if <not <(Collect) = [0]>> then\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\n end\nend\n\ndefine Check 4\nif <(Level) = [4]> then\n show\n forever\n if <(Collect) = [1]> then\n switch costume to (4-1 v)\n end\n if <(Collect) = [2]> then\n switch costume to (4-2 v)\n end\n if <(Collect) = [3]> then\n switch costume to (4-3 v)\n end\n if <(Collect) = [4]> then\n switch costume to (full v)\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\nend\n\ndefine Check 1\nshow\nforever\n if <(Collect) = [1]> then\n switch costume to (full v)\n repeat (10)\n wait (0) seconds\n end\n if <not <(Collect) = [0]>> then\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n hide\nend\n\ndefine Check 2\nif <(Level) = [8]> then\n show\n forever\n if <(Collect) = [1]> then\n switch costume to (2-1 v)\n end\n if <(Collect) = [2]> then\n switch costume to (full v)\n repeat (10)\n wait (0) seconds\n end\n if <not <(Collect) = [0]>> then\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\n end\nend\n\nswitch costume to (3-2 v)\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n hide\nend\n\n
WASD or arrow keys to move. ( NOT mobile friendly.)\nMouse down to shoot.\nCollect all the treats\nBeat the boss.\nIf you have any problems, tell me in the comments.
Dream-A platformer V1.6
@Stage\n\n@player\n\nwhen flag clicked\nset [gravity v] to [-1]\nset [jump force v] to [14]\nset [acceleration v] to [2]\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 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 flag clicked\npoint in direction (90)\nshow\nforever\n if <touching (sprite2 v)?> then\n go to x: (-224) y: (-79)\n end\n if <key (w v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\n end\n if <key (a v) pressed?> then\n point in direction (-90)\n change [speed x v] by ((0) - (ACCELERATION))\n end\n if <key (d v) pressed?> then\n point in direction (90)\n change [speed x v] by (ACCELERATION)\n end\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by (10)\n end\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 - 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 (JUMP FORCE)\n end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - Left And Right\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [speed x v] by ((0) - (ACCELERATION))\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\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 [falling v] to [99]\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 - Player v)\n broadcast (Tick - last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [237]> then\n change [scene # v] by (1)\n broadcast (Change Scene v)\n set x to (-235)\nend\nif <(x position) < [-237]> then\n change [scene # v] by (-1)\n broadcast (Change Scene v)\n set x to (235)\nend\n\nwhen flag clicked\nshow variable [☁ highscore v]\nshow variable [timer v]\n\nwhen flag clicked\nif <touching color (#000000)?> then\n broadcast (lolo v)\n go to x: (0) y: (0)\nend\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]\nshow\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nreset timer\nset [timer v] to (timer)\n\nwhen flag clicked\nforever\n wait (0) seconds\n set [timer v] to (timer)\n if <(costume [number v]) = [9]> then\n if <(Timer) < (☁ highscore)> then\n set [☁ highscore v] to (Timer)\n end\n stop [this script v]\n end\nend\n\nchange [timer v] by (1)\n\nwhen I receive [lolo v]\nswitch costume to (scene9 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\n\n@Sprite2\n\n@Clouds\n\nwhen flag clicked\ngo to x: (350) y: (133)\nhide\nset [ghost v] effect to (20)\nforever\n go to x: (350) y: (133)\n wait (pick random (8) to (25)) seconds\n switch costume to (costume3 v)\n show\n repeat until <(x position) = [-309]>\n move (pick random (-3) to (-10)) steps\n end\n hide\nend\n\nwhen flag clicked\nforever\n play sound [Dream Speedrun Music v] until done\nend\n\n@Clouds2\n\nwhen flag clicked\ngo to x: (350) y: (133)\nhide\nset [ghost v] effect to (20)\nforever\n go to x: (350) y: (133)\n wait (pick random (8) to (25)) seconds\n switch costume to (costume3 v)\n show\n repeat until <(x position) = [-309]>\n move (pick random (-3) to (-10)) steps\n end\n hide\nend\n\nwhen flag clicked\nforever\n play sound [Dream Speedrun Music v] until done\nend\n\n@Sun\n\nwhen flag clicked\ngo to x: (6) y: (8)\n\nwhen flag clicked\nforever\n next costume\n wait (0.04) seconds\nend\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (7) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n
You are Dream this shouldn't be hard \n\nI want you to follow ❤ ⭐and follow, thank you for helping my channel grow \n\nOnly a small % of ppl who watch my content r actully followed so make sure to follow it helps out a ton\n\nmake sure to post your score in the chat\n\nmy high score is 8.943
Factory / A Platformer / #games
@Stage\n\nwhen I receive [change level v]\nstop all sounds\n\nwhen I receive [lose life v]\nclear sound effects\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nset [jump duration v] to [4]\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)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nmoved by moving platform\nswitch backdrop to <touching (level v)?>\ncontrols - up and down\ncontrols - left and right\nmove - in steps (([abs v] of (speed \(x\)) ) + ([abs v] of (speed \(y\)) ))\nset costume\n\ndefine controls - up and down\nif <key (up arrow v) pressed?> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n 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 \(x\)) * (0.91))\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 [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\ngo to x: (-220) y: (50)\nbroadcast (change level v)\nbroadcast (game loop v)\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 level # ((LEVEL #) + (1)) go to x: [-235]\nend\nif <(x position) < [-235]> then\n begin level # ((LEVEL #) - (1)) go to x: [235]\nend\nif <touching (danger v)?> then\n broadcast (lose life v)\nend\n\ndefine begin level # (level #) go to x: (x)\nset [level # v] to (level #)\nset x to (x)\nbroadcast (change level v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox 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 (1000)\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 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]\nswitch costume to (player v)\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\nset rotation style [left-right v]\ncheck touching solid\nset [wall slide v] to (touching)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nstart sound [Low Whoosh 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\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 flag clicked\nshow\nset [level # v] to [1]\n\nwhen I receive [win game v]\nhide\n\n@Level\n\nwhen I receive [win game v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\nwhen I receive [change level v]\nswitch costume to (join [Level ] (LEVEL #))\n\n@Danger\n\nwhen I receive [win game v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change level v]\nswitch costume to (blank v)\nswitch costume to (join [Level ] (LEVEL #))\nif <<(LEVEL #) = [2]> or <(LEVEL #) = [7]>> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nelse\n go to x: (0) y: (0)\nend\n\n@Platform\n\nwhen I receive [win game v]\nhide\n\nwhen I receive [change level v]\ngo to [back v] layer\ngo [forward v] (2) layers\nhide\nif <(LEVEL #) = [1]> then\n show\n animate 1\nend\nif <(LEVEL #) = [2]> then\n show\n animate 2\nend\nif <(LEVEL #) = [5]> then\n show\n animate 5\nend\nif <(LEVEL #) = [6]> then\n show\n animate 6\nend\n\ndefine animate 1\nset volume to (50) %\nswitch costume to (level 1 v)\ngo to x: (35) y: (21)\nforever\n glide (1) secs to x: (35) y: (110)\n wait (0.7) seconds\n glide (0.3) secs to x: (35) y: (21)\n start sound [Close Vault Or Jail Door-SoundBible v]\n wait (0.7) 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 [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine animate 2\nswitch costume to (level 2 v)\ngo to x: (-100) y: (-75)\nforever\n start sound [Level 2 Motion v]\n glide (2) secs to x: (100) y: (-75)\n wait (0.7) seconds\n start sound [Level 2 Motion v]\n glide (2) secs to x: (-100) y: (-75)\n wait (0.7) seconds\nend\n\ndefine animate 5\nset volume to (50) %\nswitch costume to (level 5 v)\ngo to x: (21) y: (-52)\nforever\n glide (1) secs to x: (21) y: (24)\n wait (0.7) seconds\n glide (0.3) secs to x: (21) y: (-51)\n start sound [Close Vault Or Jail Door-SoundBible v]\n wait (0.7) seconds\nend\n\ndefine animate 6\nswitch costume to (level 6 v)\ngo to x: (-128) y: (-80)\nforever\n start sound [Level 2 Motion v]\n glide (2) secs to x: (201) y: (-80)\n wait (0.7) seconds\n start sound [Level 2 Motion v]\n glide (2) secs to x: (-128) y: (-80)\n wait (0.7) seconds\nend\n\n@Clouds\n\nwhen I receive [win game v]\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n switch costume to (pick random (1) to (2))\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [cloud x v] to (pick random (1) to (2))\nset [cloud y v] to (pick random (0) to (180))\nif <(cloud x) = [1]> then\n go to x: (-240) y: (cloud y)\n repeat (pick random (7) to (10))\n change [ghost v] effect by (-8)\n end\n glide (5) secs to x: (240) y: (cloud y)\n repeat (5)\n change [ghost v] effect by (8)\n end\n delete this clone\nelse\n go to x: (240) y: (cloud y)\n repeat (pick random (7) to (10))\n change [ghost v] effect by (-8)\n end\n glide (5) secs to x: (-240) y: (cloud y)\n repeat (5)\n change [ghost v] effect by (8)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Backdrops\n\nwhen I receive [win game v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [change level v]\ngo [forward v] (1) layers\ngo to [back v] layer\nswitch costume to (blank v)\nswitch costume to (join [Level ] (LEVEL #))\n\n@Win\n\nwhen flag clicked\nswitch costume to (walk into v)\ngo to x: (0) y: (0)\nforever\n if <touching (player v)?> then\n switch costume to (win screen v)\n broadcast (win game v)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL #) = [9]> then\n show\n go to x: (0) y: (0)\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen I receive [win game v]\nhide\n\nwhen flag clicked\nhide\n\n
GROTTO\n --> https://scratch.mit.edu/projects/596294350/ <--\n\n Press the arrow keys to move.