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apple - platformer (MOBILE FRIENDLY) #games #all
@Stage\n\nwhen flag clicked\nforever\n repeat (10)\n change [ghost v] effect by (-10)\n wait (1) seconds\n end\n repeat (10)\n change [ghost v] effect by (-10)\n wait (1) seconds\n end\nend\n\n@jabłko\n\nwhen flag clicked\nswitch costume to (kostium2 v)\nshow\nset [level v] to [1]\nset size to (100) %\ngo to x: (-206) y: (-91)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching (1 v)?> or <touching (stół v)?>> then\n change y by (1)\n if <<touching (1 v)?> or <touching (stół v)?>> then\n change y by (1)\n if <<touching (1 v)?> or <touching (stół v)?>> then\n change y by (1)\n if <<touching (1 v)?> or <touching (stół v)?>> then\n change y by (1)\n if <<touching (1 v)?> or <touching (stół v)?>> then\n change y by (1)\n if <<touching (1 v)?> or <touching (stół v)?>> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <<touching (1 v)?> or <touching (stół 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 (1 v)?> or <touching (stół v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (zagrorzenia v)?> then\n change [whirl v] effect by (25)\n switch costume to (kostium1 v)\n go to x: (-206) y: (-91)\n switch costume to (kostium2 v)\n set [whirl v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bowl v)?> then\n go to x: (-206) y: (-91)\n broadcast (następny level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (flippy knife v)?> then\n point in direction (90)\n change y by (-100)\n change [whirl v] effect by (25)\n switch costume to (kostium1 v)\n wait (0.1) seconds\n go to x: (-206) y: (-91)\n switch costume to (kostium2 v)\n set [whirl v] effect to (0)\n end\nend\n\ngo to x: (-200) y: (30)\n\nhide\n\nwhen flag clicked\nforever\n if <<touching color (#ef0000)?> or <touching color (#ffea88)?>> then\n change y by (200)\n end\nend\n\nhide\n\n@stół\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [następny level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (flippy knife v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) > [2]> or <(costume [number v]) < [2]>> then\n broadcast (stop jub v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [level 5]> then\n forever\n broadcast (ground lound v)\n end\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <<(costume [number v]) > [5]> or <(costume [number v]) < [5]>> then\n broadcast (stop flippa v)\n end\nend\n\n\n\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (lalalla v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) > [8]> or <(costume [number v]) < [8]>> then\n broadcast (url v)\n end\nend\n\nhide\n\n@zagrorzenia\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [następny level v]\nnext costume\n\n@bowl\n\nwhen I receive [następny level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostium1 v)\n\n@music :)\n\nwhen flag clicked\nforever\n\nplay sound [MUSIC :\) v] until done\n\n@flippy knife\n\nwhen flag clicked\ngo to x: (-101) y: (269)\nhide\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [flippy knife v]\nshow\ngo to x: (15) y: (-79)\n\ngo to x: (79) y: (121)\n\nwhen I receive [stop jub v]\ngo to x: (-101) y: (269)\nhide\n\nchange size by (10)\n\n@nic\n\n@avatar :)\n\nwhen flag clicked\nhide\n\nshow\n\ngo to [front v] layer\n\ngo [forward v] (1) layers\n\nbroadcast (następny level v)\n\n@1\n\nwhen flag clicked\ngo to x: (-1) y: (3)\nhide\n\ngo to x: (-393) y: (227)\n\nwhen I receive [ground lound v]\nshow\nswitch costume to (kostium5 v)\n\nwhen I receive [stop flippa v]\ngo to x: (-110) y: (1)\nhide\n\nswitch costume to (kostium1 v)\n\nwhen flag clicked\nforever\n repeat (8)\n wait (0.1) seconds\n move (10) steps\n end\n wait (1) seconds\n repeat (8)\n wait (0.1) seconds\n move (-10) steps\n end\nend\n\nshow\n\n@pistol\n\nwhen flag clicked\nshow\nswitch costume to (kostium2 v)\nforever\n go to [front v] layer\n go to (jabłko v)\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n switch costume to (kostium1 v)\n else\n switch costume to (kostium2 v)\n end\nend\n\nhide\n\n@Duszek2\n\nwhen flag clicked\nshow\nswitch costume to (kostium1 v)\n\nwhen I receive [url v]\nswitch costume to (kostium1 v)\n\nwhen I receive [lalalla v]\nswitch costume to (kostium4 v)\n\nwhen flag clicked\nforever\n if <touching (strzała o-o v)?> then\n switch costume to (kostium4 v)\n wait (1) seconds\n hide\n switch costume to (kostium1 v)\n end\nend\n\n@strzała O-O\n\nwhen flag clicked\nforever\n go to (pistol v)\nend\n\nwhen [space v] key pressed\nshow\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (0.5) seconds\n\nwhen I start as a clone\nforever\n move (10) steps\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nhide\n\nwhen flag clicked\nshow\n\n@music\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(320 kbps\) v] until done\nend\n\n
---------------APPLE-PLATFORMER-------------------\n>keys or WSD + space button to move \n> avoid the knifes/flippy knifes\n>space bar to use pistol:)\n-------------------------------------------------------------------------\nTo get to next level you have get into the bowl. In one level there is "riding ground", in that level you have to just stand on it to ride... \n\nYep. so.... have fun!\n
☁️ Cloud Platformer v1.4 Multiplayer ☁️ #games #cloud #online #platformer #Stunt7 #mobile
@Stage\n\nwhen flag clicked\nset [mobilsteuerung? v] to [0]\nswitch backdrop to (blank v)\n\n@Cloud \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 (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ([x position v] of [player v]) to encoded\nwrite ([y position v] of [player v]) to encoded\nwrite ([costume # v] of [player v]) to encoded\nwrite ([direction v] of [player v]) to encoded\nwrite ([costume # v] of [level v]) to encoded\nwrite (Leben \(Herzen\) :) to encoded\nwrite (Item:) to encoded\nif <(Item:) = [0]> then\n set [item: v] to [6]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\nwrite (Chat) to encoded\n\nwhen I receive [cloud verbunden v]\nforever\n if <(MY PLAYER #) > [0]> then\n Send Cloud Data\n end\nend\n\nwhen flag clicked\nset [max players v] to [4]\nset [my player # v] to [0]\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)\nelse\n switch backdrop to (full v)\nend\nbroadcast (Cloud verbunden v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\n@Hinweise\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@Alarm\n\nwhen flag clicked\nhide\nset [live gelost? v] to [1]\n\nwhen I receive [lose life v]\nset [live gelost? v] to [0]\nset [live gelost? v] to [1]\n\nshow\nrepeat (3)\n start sound [Alert v]\n set [ghost v] effect to (50)\n wait (0.25) seconds\n set [ghost v] effect to (75)\n wait (0.25) seconds\nend\nhide\n\n@danger Lava / Wasser3\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nforever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n if <touching (player v)?> then\n change [leben \(herzen\) : v] by (-0.5)\n end\n repeat (2)\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\n@Level2\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (join [Scene] (Scene #))\n\n@danger spickes3\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nforever\n if <touching (player v)?> then\n change [leben \(herzen\) : v] by (-1)\n end\n wait (0.2) seconds\nend\n\nwhen [h v] key pressed\nif <[0.5] < (Leben \(Herzen\) :)> then\n set [leben \(herzen\) : v] to [0.5]\nend\n\n@Player\n\ndefine move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value platformer v] to (x position)\n change x by ((Geschwindigkeit X) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or wall?\n end\n set [last value platformer v] to (y position)\n change y by ((Geschwindigkeit 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 (platform2 v)?> or <<touching (door1 v)?> or <touching (door2 v)?>>>>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nControls - Up and Down\nControls - Left and Right\nmove in steps (([abs v] of (Geschwindigkeit X) ) + ([abs v] of (Geschwindigkeit Y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <not <touching (leiter v)?>> then\n if <<(Einstellungen?) = [0]> and <<<key (up arrow v) pressed?> or <(Stick Y) > [0.5]>> and <(Inventar?) = [0]>>> then\n if <(Mobilsteuerung?) = [0]> 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 [3]\n turn right (180) degrees\n set [geschwindigkeit 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 [geschwindigkeit y v] to (JUMP FORCE)\n end\n else\n if <(wall slide) > [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 [3]\n turn right (((direction) / (90)) * (7)) degrees\n set [geschwindigkeit x v] to [0]\n set [long jump v] to [12]\n end\n if <(falling) < [3]> 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 [geschwindigkeit y v] to (JUMP FORCE)\n end\n end\n else\n set [jumping v] to [0]\n end\n change [geschwindigkeit y v] by (Gravity)\n if <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(Geschwindigkeit Y) < [0]> then\n set [geschwindigkeit y v] to ((Geschwindigkeit Y) * (0.6))\n end\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\nif <<<(Einstellungen?) = [0]> and <(Inventar?) = [0]>> and <(Mobilsteuerung?) = [0]>> then\n set [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nelse\n if <<(Einstellungen?) = [0]> and <(Inventar?) = [0]>> then\n set [key x v] to (<(Stick X) > [-0.5]> - <(Stick X) < [0.5]>)\n end\nend\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [geschwindigkeit x v] to ((Geschwindigkeit X) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (Geschwindigkeit X) ) < [1]> then\n set [frame v] to [0]\n set [geschwindigkeit x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [geschwindigkeit 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 [geschwindigkeit x v] to ((Geschwindigkeit X) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [scene # v] to [1]\nset [geschwindigkeit y v] to [0]\nset [geschwindigkeit x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [long jump v] to [0]\nset [jumping v] to [0]\nset [leben \(herzen\) : v] to [10]\npoint in direction (90)\nBegin Scene # (Spawn Scene) go to x: (Spawn X) y: (Spawn Y)\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((Scene #) + (1)) go to x: [-235] y: []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((Scene #) - (1)) go to x: [235] y: []\nend\nif <(y position) > [180]> then\n Begin Scene # ((Scene #) + (100)) go to x: [] y: [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((Scene #) - (100)) go to x: [] y: [180]\nend\nif <(Leben \(Herzen\) :) < [0.5]> then\n set [leben \(herzen\) : v] to [0]\n broadcast (lose life v)\nend\n\ndefine Begin Scene # (scene #) go to x: (x) y: (y)\nset [scene # v] to (scene #)\nif <not <(x) = []>> then\n set x to (x)\nend\nif <not <(y) = []>> then\n set y to (y)\nend\nbroadcast (About to Chance Scene v)\nbroadcast (Chance 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 <not <(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 (2048)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\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 <(Geschwindigkeit 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 Platformer)\n set [geschwindigkeit x v] to [0]\n stop [this script v]\n end\n set [geschwindigkeit x v] to ((Geschwindigkeit X) * (0.8))\nend\nset [geschwindigkeit x v] to ((Geschwindigkeit X) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or floor\nset y to (last value Platformer)\nif <(Geschwindigkeit Y) > [0]> then\n set [geschwindigkeit y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [geschwindigkeit y v] to ((Geschwindigkeit 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 [geschwindigkeit 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 [geschwindigkeit 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]\nsay []\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (3)\nend\nwait until <(live gelost?) = [1]>\nset size to (50) %\nReset and Begin Level\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)\n broadcast (Tick - Joystick v)\n broadcast (Stamp shadow 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 [begin 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]\nset [inventar? v] to [0]\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 I receive [player, sag chat v]\nsay (item (Chat) of [z chat v])\n\nwhen I receive [game loop v]\nforever\n if <not <(Chat) = [0]>> then\n wait until <(Chat) = [0]>\n say []\n end\nend\n\nwhen I receive [game loop v]\nforever\n if <<(Inventar?) = [1]> or <(Einstellungen?) = [1]>> then\n set [key x v] to [0]\n end\nend\n\nwhen I receive [player - bounce v]\nset [geschwindigkeit y v] to [10]\n\nwhen I receive [begin v]\ngo to [front v] layer\n\nif <(Mobilsteuerung?) = [1]> then\n set [geschwindigkeit x v] to ((Joystick_Horizontal) * (5))\n if <([abs v] of (Joystick_Horizontal) ) > [0.5]> then\n if <(Joystick_Horizontal) > [0]> then\n point in direction (90)\n else\n point in direction (90)\n end\n else\n if <([abs v] of (Joystick_Horizontal) ) > [0.1]> then\n if <(Joystick_Horizontal) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\nend\n\nwhen I receive [comand: go to last scene v]\nBegin Scene # [705] go to x: [-50] y: [-100]\n\nwhen I receive [setup - leitern v]\nif <touching (leiter v)?> then\n if <key (up arrow v) pressed?> then\n change y by (10)\n end\n if <key (down arrow v) pressed?> then\n change y by (-10)\n end\nend\n\nchange [leben \(herzen\) : v] by (round ((Geschwindigkeit Y) / (3)))\n\nwhen I receive [command: go scene v]\nBegin Scene # (answer) go to x: [0] y: [0]\n\n@Opponents\n\nwhen I receive [setup - opponents v]\nsetup players\n\nwhen I receive [cloud verbunden v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\ndefine setup players\nclear graphic effects\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\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 replace item (player #) of [online players v] with [0]\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <[99] > (offline)> then\n replace item (player #) of [online players v] with [1]\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nsay (join (player #) (join [: ] (value)))\nvalue = read from encoded\nvalue = read from encoded\nset x to (value)\nvalue = read from encoded\nset y to (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\npoint in direction (value)\nvalue = read from encoded\nif <<(value) = ([costume # v] of [level v])> and <[99] > (offline)>> then\n show\n value = read from encoded\n Show Health-Bar (value) of [10] offset y [35]\nelse\n hide\nend\nvalue = read from encoded\n\nif <not <(value) = [0]>> then\n say (item (value) of [z chat 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 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 [begin v]\ngo to [front v] layer\n\ndefine Show Health-Bar (health) of (max.) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max.)) to [healths v]\ncreate clone of (health-bar v)\n\n@Chat\n\nswitch costume to (kostüm1 v)\nset [ghost v] effect to (0)\nshow\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\n if <key (t v) pressed?> then\n if <(costume [number v]) = [1]> then\n switch costume to (kostüm3 v)\n else\n switch costume to (kostüm1 v)\n end\n end\n repeat until <not <key (t v) pressed?>>\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nswitch costume to (kostüm1 v)\ngo to [front v] layer\nset [ghost v] effect to (30)\nshow\nforever\n if <key (t v) pressed?> then\n if <(costume [number v]) = [1]> then\n switch costume to (kostüm2 v)\n else\n switch costume to (kostüm1 v)\n end\n end\n repeat until <not <key (t v) pressed?>>\n show\n end\nend\n\nforever\n if <key (a v) pressed?> then\n end\n wait until <not <key (a v) pressed?>>\n if <key (d v) pressed?> then\n end\n wait until <not <key (d v) pressed?>>\nend\n\nif <(costume [number v]) = [4]> then\n switch costume to (kostüm3 v)\nelse\n if <(costume [number v]) = [5]> then\n switch costume to (kostüm4 v)\n end\nend\n\nif <(costume [number v]) = [3]> then\n switch costume to (kostüm4 v)\nelse\n if <(costume [number v]) = [4]> then\n switch costume to (kostüm5 v)\n end\nend\n\nforever\n if <(costume [number v]) = [3]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n broadcast (Player, sag Chat v) and wait\n end\n wait until <not <key (1 v) pressed?>>\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n broadcast (Player, sag Chat v) and wait\n end\n wait until <not <key (2 v) pressed?>>\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n broadcast (Player, sag Chat v) and wait\n end\n wait until <not <key (3 v) pressed?>>\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n broadcast (Player, sag Chat v) and wait\n end\n wait until <not <key (4 v) pressed?>>\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n broadcast (Player, sag Chat v) and wait\n end\n wait until <not <key (5 v) pressed?>>\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n broadcast (Player, sag Chat v) and wait\n end\n wait until <not <key (6 v) pressed?>>\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n broadcast (Player, sag Chat v) and wait\n end\n wait until <not <key (7 v) pressed?>>\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n broadcast (Player, sag Chat v) and wait\n end\n wait until <not <key (8 v) pressed?>>\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n broadcast (Player, sag Chat v) and wait\n end\n wait until <not <key (9 v) pressed?>>\n end\nend\n\nforever\n if <not <(Chat) = [0]>> then\n wait (4) seconds\n set [chat v] to [0]\n end\nend\n\n@Wolken / Clouds\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nforever\n go to [back v] layer\n switch costume to (pick random (1) to (5))\n go to x: (509) y: (0)\n glide (pick random (30) to (34)) secs to x: (-509) y: (0)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@items\n\nwhen I receive [begin v]\nforever\n if <<<key (space v) pressed?> or <(aktiviert anwendungstaste?) = [1]>> and <(costume [number v]) = [6]>> then\n set [aktiviert anwendungstaste? v] to [0]\n switch costume to (kostüm1006 v)\n wait (0.1) seconds\n switch costume to (kostüm10006 v)\n wait (0.15) seconds\n repeat until <not <key (space v) pressed?>>\n set [item: v] to (costume [number v])\n switch costume to (item (Inventar #) of [inventar v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n point in direction ([direction v] of [player v])\n end\n end\n set [item: v] to (costume [number v])\n switch costume to (item (Inventar #) of [inventar v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n point in direction ([direction v] of [player v])\n if <<key (f v) pressed?> or <(aktiviert anwendungstaste?) = [1]>> then\n if <<(item (Inventar #) of [inventar v]) = [3]> and <not <(Leben \(Herzen\) :) = [10]>>> then\n change [leben \(herzen\) : v] by (0.5)\n replace item (Inventar #) of [inventar anzahlen: v] with ((item (Inventar #) of [inventar anzahlen: v]) - (1))\n switch costume to (kostüm1003 v)\n set [item: v] to (costume [number v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n point in direction ([direction v] of [player v])\n wait (0.1) seconds\n switch costume to (kostüm3 v)\n set [item: v] to (costume [number v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n point in direction ([direction v] of [player v])\n wait (0.1) seconds\n switch costume to (kostüm10003 v)\n set [item: v] to (costume [number v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n point in direction ([direction v] of [player v])\n wait (0.1) seconds\n end\n end\nend\n\nwhen I receive [tick - last v]\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\npoint in direction ([direction v] of [player v])\n\nwhen I receive [tick - first v]\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\npoint in direction ([direction v] of [player v])\n\nwhen I receive [tick - platforms v]\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\npoint in direction ([direction v] of [player v])\n\nwhen I receive [tick - player v]\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\npoint in direction ([direction v] of [player v])\n\nwhen I receive [begin v]\nset [diamanten v] to [0]\nforever\n if <(Points:) = [10]> then\n change [diamanten v] by (1)\n set [points: v] to [0]\n end\nend\n\n@Opponents Items\n\nwhen I receive [setup - opponents v]\nsetup players\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\ndefine setup players\nclear graphic effects\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\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 <[99] > (offline)> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nvalue = read from encoded\nvalue = read from encoded\nset x to (value)\nvalue = read from encoded\nset y to (value)\nvalue = read from encoded\nvalue = read from encoded\npoint in direction (value)\nvalue = read from encoded\nvalue = read from encoded\nif <<(value) = ([costume # v] of [level v])> and <[99] > (offline)>> then\n show\nelse\n hide\nend\nvalue = read from encoded\nswitch costume to (value)\nif <<touching (player v)?> and <<(Waffe eingesetzt?) = [0]> and <(costume [name v]) = [Kostüm10006]>>> then\n change [leben \(herzen\) : v] by (-0.5)\n set [waffe eingesetzt? v] to [1]\nelse\n set [waffe eingesetzt? v] to [0]\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 begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\n@Inventar\n\nwhen I receive [begin v]\nswitch costume to (kostüm2 v)\ndelete all of [inventar v]\nset [inventar # v] to [1]\nadd [3] to [inventar v]\nadd [4] to [inventar v]\nadd [5] to [inventar v]\nadd [6] to [inventar v]\nadd [2] to [inventar v]\nset [klon id v] to [1]\ngo to x: (-92) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [2]\ngo to x: (-46) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [3]\ngo to x: (0) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [4]\ngo to x: (45) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [5]\ngo to x: (93) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [6]\ngo to x: (-134) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [7]\ngo to x: (-178) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [8]\ngo to x: (-91) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [9]\ngo to x: (-47) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [10]\ngo to x: (1) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [11]\ngo to x: (43) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [12]\ngo to x: (92) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [13]\ngo to x: (137) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [14]\ngo to x: (177) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [15]\ngo to x: (-134) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [16]\ngo to x: (-178) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [17]\ngo to x: (-91) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [18]\ngo to x: (-47) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [19]\ngo to x: (1) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [20]\ngo to x: (43) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [21]\ngo to x: (92) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [22]\ngo to x: (137) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [23]\ngo to x: (177) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [24]\ngo to x: (-134) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [25]\ngo to x: (-178) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [26]\ngo to x: (-91) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [27]\ngo to x: (-47) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [28]\ngo to x: (1) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [29]\ngo to x: (43) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [30]\ngo to x: (92) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [31]\ngo to x: (137) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [32]\ngo to x: (177) y: (-6)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (inventar v)\nshow\nforever\n set [ghost v] effect to (0)\n wait until <<touching (player v)?> or <touching (danger spickes3 v)?>>\n repeat (5)\n change [ghost v] effect by (12)\n end\n wait until <<not <touching (player v)?>> and <not <touching (danger spickes3 v)?>>>\n repeat (5)\n change [ghost v] effect by (-12)\n end\nend\n\nwhen I start as a clone\nif <[5] < (Klon ID)> then\n forever\n go to [front v] layer\n if <(Inventar?) = [1]> then\n show\n else\n hide\n end\n switch costume to (item (Klon ID) of [inventar v])\n end\nelse\n forever\n set [ghost v] effect to (0)\n repeat until <<touching (player v)?> or <touching (danger spickes3 v)?>>\n switch costume to (item (Klon ID) of [inventar v])\n end\n repeat (5)\n change [ghost v] effect by (12)\n end\n repeat until <<not <touching (player v)?>> and <not <touching (danger spickes3 v)?>>>\n switch costume to (item (Klon ID) of [inventar v])\n end\n repeat (5)\n change [ghost v] effect by (-12)\n end\n end\nend\n\nwhen [1 v] key pressed\nset [inventar # v] to [1]\n\nwhen [2 v] key pressed\nset [inventar # v] to [2]\n\nwhen [3 v] key pressed\nset [inventar # v] to [3]\n\nwhen [4 v] key pressed\nset [inventar # v] to [4]\n\nwhen [5 v] key pressed\nset [inventar # v] to [5]\n\nwhen I receive [begin v]\nforever\n if <(item (1) of [inventar anzahlen: v]) < [0]> then\n replace item (1) of [inventar v] with [2]\n replace item (1) of [inventar anzahlen: v] with [0]\n end\n if <(item (2) of [inventar anzahlen: v]) < [0]> then\n replace item (2) of [inventar v] with [2]\n replace item (2) of [inventar anzahlen: v] with [0]\n end\n if <(item (3) of [inventar anzahlen: v]) < [0]> then\n replace item (3) of [inventar v] with [2]\n replace item (3) of [inventar anzahlen: v] with [0]\n end\n if <(item (4) of [inventar anzahlen: v]) < [0]> then\n replace item (4) of [inventar v] with [2]\n replace item (4) of [inventar anzahlen: v] with [0]\n end\n if <(item (5) of [inventar anzahlen: v]) < [0]> then\n replace item (5) of [inventar v] with [2]\n replace item (5) of [inventar anzahlen: v] with [0]\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(Inventar?) = [1]> then\n switch costume to (inventar ganz v)\n else\n switch costume to (inventar v)\n end\nend\n\nwhen I receive [begin v]\nforever\n if <key (e v) pressed?> then\n if <(Inventar?) = [1]> then\n set [inventar? v] to [0]\n else\n set [inventar? v] to [1]\n end\n wait until <not <key (e v) pressed?>>\n end\nend\n\nwhen I receive [begin v]\nwait until <(length of [inventar v]) = [5]>\nrepeat (27)\n add [2] to [inventar v]\nend\n\nwhen I receive [begin v]\nforever\n if <key (z v) pressed?> then\n show\n end\n if <key (v v) pressed?> then\n hide\n end\nend\n\nwhen I start as a clone\nif <[5] < (Klon ID)> then\n forever\n if <(Inventar?) = [1]> then\n show\n else\n hide\n end\n end\nelse\n forever\n if <key (z v) pressed?> then\n show\n end\n if <key (v v) pressed?> then\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <[1] = (Klon ID)> then\n forever\n if <(Mobilsteuerung?) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n set [inventar # v] to [1]\n end\n end\n end\nelse\n if <[2] = (Klon ID)> then\n forever\n if <(Mobilsteuerung?) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n set [inventar # v] to [2]\n end\n end\n end\n else\n if <[3] = (Klon ID)> then\n forever\n if <(Mobilsteuerung?) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n set [inventar # v] to [3]\n end\n end\n end\n else\n if <[4] = (Klon ID)> then\n forever\n if <(Mobilsteuerung?) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n set [inventar # v] to [4]\n end\n end\n end\n else\n if <[5] = (Klon ID)> then\n forever\n if <(Mobilsteuerung?) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n set [inventar # v] to [5]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nrepeat (250)\n go to [front v] layer\nend\n\nwhen I start as a clone\nrepeat (300)\n go to [front v] layer\nend\n\n@Sack1\n\n@Lebensanzeige\n\nwhen I receive [begin v]\nshow\ngo to x: (-138) y: (166)\nforever\n switch costume to (join [Leben:] (Leben \(Herzen\) :))\n go to [front v] layer\nend\n\n@Wird geladen...\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [cloud verbunden v]\nhide\n\n@Inventar Anzahlen\n\nwhen I receive [begin v]\nhide\nswitch costume to (kostüm2 v)\ndelete all of [inventar anzahlen: v]\nset [inventar # v] to [1]\nadd [64] to [inventar anzahlen: v]\nadd [1] to [inventar anzahlen: v]\nadd [1] to [inventar anzahlen: v]\nadd [1] to [inventar anzahlen: v]\nadd [0] to [inventar anzahlen: v]\nset [klon id v] to [1]\ngo to x: (-92) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [2]\ngo to x: (-46) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [3]\ngo to x: (0) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [4]\ngo to x: (45) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [5]\ngo to x: (93) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n set [ghost v] effect to (0)\n wait until <<touching (player v)?> or <touching (danger spickes3 v)?>>\n repeat (5)\n change [ghost v] effect by (12)\n end\n wait until <<not <touching (player v)?>> and <not <touching (danger spickes3 v)?>>>\n repeat (5)\n change [ghost v] effect by (-12)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (0)\n repeat until <<touching (player v)?> or <touching (danger spickes3 v)?>>\n switch costume to (item (Klon ID) of [inventar anzahlen: v])\n end\n repeat (5)\n change [ghost v] effect by (12)\n end\n repeat until <<not <touching (player v)?>> and <not <touching (danger spickes3 v)?>>>\n switch costume to (item (Klon ID) of [inventar anzahlen: v])\n end\n repeat (5)\n change [ghost v] effect by (-12)\n end\nend\n\nwhen I receive [tick - first v]\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n if <key (z v) pressed?> then\n show\n end\n if <key (v v) pressed?> then\n hide\n end\nend\n\n@Goldanzeige\n\nwhen I receive [begin v]\nshow\ngo to x: (-15) y: (166)\nforever\n switch costume to (Points:)\n go to [front v] layer\nend\n\n@Diamantanzeige\n\nwhen I receive [begin v]\nhide variable [diamanten v]\nshow\ngo to x: (40) y: (166)\nforever\n if <(Diamanten) > [20]> then\n switch costume to (20+ v)\n if <touching (mouse-pointer v)?> then\n show variable [diamanten v]\n else\n hide variable [diamanten v]\n end\n else\n switch costume to (Diamanten)\n end\n go to [front v] layer\nend\n\n@Schnee3\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [begin v]\nforever\n if <<(current [month v]) = [11]> or <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>>> then\n show\n else\n hide\n end\nend\n\n@Abend / Tag\n\nwhen I receive [begin v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (kostüm1 v)\ncreate clone of (_myself_ v)\nforever\n if <(Inventar #) = [3]> then\n set [ghost v] effect to ((Uhrzeit) * (30))\n else\n set [ghost v] effect to ((Uhrzeit) * (10))\n end\nend\n\nwhen I receive [begin v]\nset [uhrzeit v] to [10]\nforever\n if <[405] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [1]\n else\n if <[360] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [2]\n else\n if <[315] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [3]\n else\n if <[270] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [4]\n else\n if <[225] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [5]\n else\n if <[180] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [6]\n else\n if <[135] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [7]\n else\n if <[90] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [8]\n else\n if <[45] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [9]\n else\n if <[0] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [10]\n else\n if <[-45] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [10]\n else\n if <[-90] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [9]\n else\n if <[-135] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [8]\n else\n if <[-180] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [7]\n else\n if <[-225] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [6]\n else\n if <[-270] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [5]\n else\n if <[-315] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [4]\n else\n if <[-360] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [3]\n else\n if <[-405] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [2]\n else\n if <[-451] < ([x position v] of [sonne v])> then\n set [uhrzeit v] to [1]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (kostüm2 v)\n go to (player v)\n set [ghost v] effect to (0)\n if <([costume # v] of [items v]) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [inventar # v] to [1]\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\n\n@fallender Schnee\n\nwhen I receive [begin v]\nforever\n if <<(current [month v]) = [11]> or <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>>> then\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1.3)) seconds\n end\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (180)\npoint in direction (180)\nrepeat until <(y position) = [-180]>\n if <(pick random (1) to (2)) = [1]> then\n point in direction (pick random (-150) to (-179))\n else\n point in direction (pick random (180) to (150))\n end\n move (2) steps\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (join [Scene] (Scene #))\nerase all\n\nStamp outline\n\ndefine Stamp outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [cloud verbunden v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (join [Scene0.] (MY PLAYER #))\n\n@Safe Zones\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [chance scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@danger Lava / Wasser\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [chance scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nforever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n if <touching (player v)?> then\n change [leben \(herzen\) : v] by (-0.5)\n end\n repeat (2)\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\n@Schnee\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [begin v]\ngo to [back v] layer\nforever\n if <<(current [month v]) = [11]> or <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>>> then\n show\n else\n hide\n end\nend\n\n@Aufsammelbare Dinge\n\nwhen I receive [chance scene v]\nif <(Scene #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [Coin]> then\n start sound [Coin v]\n change [points: v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (Scene #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [setup v]\nset [frame v] to [0]\nset [points: v] to [0]\ndelete all of [collected v]\nhide\nPlace [Coin] scene [1] xy [-24] [-5]\nPlace [Coin] scene [1] xy [-195] [56]\nPlace [Coin] scene [2] xy [-64] [-34]\nPlace [Key 1] scene [6] xy [29] [-25]\nPlace [Coin] scene [2] xy [170] [81]\nPlace [Coin] scene [2] xy [170] [141]\nPlace [Coin] scene [102] xy [170] [-134]\nPlace [Coin] scene [102] xy [170] [-60]\nPlace [Coin] scene [102] xy [170] [25]\nPlace [Coin] scene [102] xy [80] [110]\nPlace [Coin] scene [103] xy [-59] [-20]\nPlace [Coin] scene [103] xy [-59] [-100]\nPlace [Coin] scene [103] xy [55] [110]\nPlace [Coin] scene [103] xy [180] [30]\nPlace [Coin] scene [103] xy [180] [-120]\nPlace [Coin] scene [4] xy [-60] [110]\nPlace [Coin] scene [4] xy [124] [100]\nPlace [Coin] scene [4] xy [0] [-60]\nPlace [Coin] scene [5] xy [8] [114]\nPlace [Coin] scene [5] xy [5] [-70]\nPlace [Coin] scene [6] xy [30] [-110]\nPlace [Coin] scene [6] xy [170] [110]\nPlace [Coin] scene [7] xy [175] [65]\nPlace [Key 2] scene [105] xy [-120] [-84]\nPlace [Coin] scene [106] xy [194] [96]\nPlace [Coin] scene [106] xy [121] [96]\nPlace [Coin] scene [106] xy [61] [96]\nPlace [Coin] scene [106] xy [-5] [96]\nPlace [Coin] scene [106] xy [-67] [96]\nPlace [Coin] scene [106] xy [-143] [96]\nPlace [Coin] scene [106] xy [-170] [22]\nPlace [Coin] scene [106] xy [-174] [-58]\nPlace [Coin] scene [106] xy [-32] [-80]\nPlace [Coin] scene [106] xy [160] [-115]\nPlace [Coin] scene [105] xy [197] [79]\nPlace [Green Flag] scene [6] xy [11] [59]\n\ndefine Place (costum name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costum name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nPlace [Coin] scene [103] xy [-195] [56]\n\nPlace [Coin] scene [106] xy [-32] [-80]\n\n@danger spickes\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [chance scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nforever\n if <touching (player v)?> then\n change [leben \(herzen\) : v] by (-1)\n end\n wait (0.2) seconds\nend\n\nwhen [h v] key pressed\nif <[0.5] < (Leben \(Herzen\) :)> then\n set [leben \(herzen\) : v] to [0.5]\nend\n\n@Play button\n\nwhen I receive [cloud verbunden v]\nshow\nset size to (10) %\ngo to x: (0) y: (-75)\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\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (begin v)\nhide\n\nwhen flag clicked\nhide\n\n@Hintergrund Start\n\nwhen I receive [cloud verbunden v]\ngo to [front v] layer\nshow\nforever\n play sound [Hintergrundmusik 3 v] until done\nend\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nhide\n\n@Player online checker\n\nwhen flag clicked\ndelete all of [online players v]\nrepeat (8)\n add [0] to [online players v]\nend\n\nwhen I receive [cloud verbunden v]\nforever\n Set online Players to value\nend\n\ndefine Set online Players to value\nset [online players: v] to [0]\nif <(item (1) of [online players v]) = [1]> then\n change [online players: v] by (1)\nend\nif <(item (2) of [online players v]) = [1]> then\n change [online players: v] by (1)\nend\nif <(item (3) of [online players v]) = [1]> then\n change [online players: v] by (1)\nend\nif <(item (4) of [online players v]) = [1]> then\n change [online players: v] by (1)\nend\nif <(item (5) of [online players v]) = [1]> then\n change [online players: v] by (1)\nend\nif <(item (6) of [online players v]) = [1]> then\n change [online players: v] by (1)\nend\nif <(item (7) of [online players v]) = [1]> then\n change [online players: v] by (1)\nend\nif <(item (8) of [online players v]) = [1]> then\n change [online players: v] by (1)\nend\n\nwhen I receive [cloud verbunden v]\nforever\n replace item (MY PLAYER #) of [online players v] with [1]\nend\n\nwhen I receive [cloud verbunden v]\nforever\n set [check online players und füge in liste ein v] to (join [A] (☁ P1))\n wait (0.5) seconds\n if <(join [A] (☁ P1)) = (check online players und füge in liste ein)> then\n replace item (1) of [online players v] with [0]\n else\n replace item (1) of [online players v] with [1]\n end\n set [check online players und füge in liste ein v] to (join [A] (☁ P2))\n wait (0.5) seconds\n if <(join [A] (☁ P2)) = (check online players und füge in liste ein)> then\n replace item (2) of [online players v] with [0]\n else\n replace item (2) of [online players v] with [1]\n end\n set [check online players und füge in liste ein v] to (join [A] (☁ P3))\n wait (0.5) seconds\n if <(join [A] (☁ P3)) = (check online players und füge in liste ein)> then\n replace item (3) of [online players v] with [0]\n else\n replace item (3) of [online players v] with [1]\n end\n set [check online players und füge in liste ein v] to (join [A] (☁ P4))\n wait (0.5) seconds\n if <(join [A] (☁ P4)) = (check online players und füge in liste ein)> then\n replace item (4) of [online players v] with [0]\n else\n replace item (4) of [online players v] with [1]\n end\n set [check online players und füge in liste ein v] to (join [A] (☁ P5))\n wait (0.5) seconds\n if <(join [A] (☁ P5)) = (check online players und füge in liste ein)> then\n replace item (5) of [online players v] with [0]\n else\n replace item (5) of [online players v] with [1]\n end\n set [check online players und füge in liste ein v] to (join [A] (☁ P6))\n wait (0.5) seconds\n if <(join [A] (☁ P6)) = (check online players und füge in liste ein)> then\n replace item (6) of [online players v] with [0]\n else\n replace item (6) of [online players v] with [1]\n end\n set [check online players und füge in liste ein v] to (join [A] (☁ P7))\n wait (0.5) seconds\n if <(join [A] (☁ P7)) = (check online players und füge in liste ein)> then\n replace item (7) of [online players v] with [0]\n else\n replace item (7) of [online players v] with [1]\n end\n set [check online players und füge in liste ein v] to (join [A] (☁ P8))\n wait (0.5) seconds\n if <(join [A] (☁ P8)) = (check online players und füge in liste ein)> then\n replace item (8) of [online players v] with [0]\n else\n replace item (8) of [online players v] with [1]\n end\nend\n\nwhen flag clicked\nhide variable [online players: v]\nhide variable [scene # v]\n\nwhen I receive [begin v]\nshow variable [online players: v]\nshow variable [scene # v]\n\n@Text\n\nwhen I receive [begin v]\ngo to [front v] layer\nshow\ngo to x: (50) y: (0)\nforever\n switch costume to (online players:)\n hide variable [online players: v]\nend\n\n@Platform\n\ndefine Doors at (x) (y) key (key name)\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n wait until <not <touching (player 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 <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW (Counter Clockwise) ((0) - (turn))\n end\n change y by (-4)\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\n go to x: (new x) y: (new y)\nend\n\nwhen I receive [chance scene v]\nforever\n if <(Scene #) = [1]> then\n Spawn [Kostüm1] at [-25] [-73] dir [90] turn []\n Spawn [Square] at [0] [50] dir [90] turn [1]\n wait until <not <(Scene #) = [1]>>\n end\n if <(Scene #) = [4]> then\n Spawn [Kostüm 1] at [-102] [-104] dir [90] turn []\n wait until <not <(Scene #) = [4]>>\n end\n if <(Scene #) = [7]> then\n Spawn [Key 1] at [-102] [-104] dir [90] turn []\n wait until <not <(Scene #) = [1]>>\n end\nend\n\nwhen I receive [begin v]\nforever\n\ndefine vorwärts\nrepeat (10)\n change x by (1)\n if <[150] < (x position)> then\n set [angelangt? v] to [1]\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nswitch costume to (kostüm1 v)\nshow\n\ndefine Animate Platform (nr.)\nif <(nr.) = [1]> then\n forever\n wait (1) seconds\n glide (1) secs to x: ((x position) - (75)) y: (y position)\n wait (1) seconds\n glide (1) secs to x: ((x position) + (75)) y: (y position)\n end\nelse\n if <(nr.) = [4]> then\n switch costume to (kostüm1 v)\n forever\n wait (1) seconds\n glide (2) secs to x: (150) y: (-100)\n wait (1) seconds\n glide (2) secs to x: (-120) y: (-100)\n end\n else\n end\nend\n\nwhen I receive [begin v]\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to chance 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: (-25) y: (-73)\n\nwhen I start as a clone\npoint in direction (90)\nif < (costume [name v]) contains [Key]?> then\n Doors at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n set rotation style [all around v]\n show\n forever\n turn right (turn) degrees\n end\nend\nshow\nAnimate Platform (Scene #)\n\ndefine Rotation Maths CCW (Counter Clockwise) (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dx 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@Platform2\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 Doors at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [begin v]\nforever\n switch costume to (kostüm2 v)\n show\n go to x: (0) y: (0)\n forever\n wait (1) seconds\n glide (0.5) secs to x: (0) y: (-100)\n wait (1) seconds\n glide (0.5) secs to x: (0) y: (0)\n end\nend\n\nwhen I receive [begin v]\ngo to [back v] layer\nforever\n if <(Scene #) = [5]> then\n show\n else\n hide\n end\nend\n\n@Door1\n\ndefine Doors at (x) (y) key (key name)\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [begin v]\nDoors at [-102] [-104] key [Key 1]\n\nwhen I receive [begin v]\ngo to [back v] layer\nforever\n if <(Scene #) = [7]> then\n show\n else\n hide\n end\nend\n\n@Door2\n\nwhen I receive [begin v]\nDoors at [-132] [20] key [Key 2]\n\nwhen I receive [begin v]\ngo to [back v] layer\nforever\n if <(Scene #) = [105]> then\n show\n else\n hide\n end\nend\n\ndefine Doors at (x) (y) key (key name)\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n wait until <not <touching (player v)?>>\n end\nend\n\n@Werte zu Cloud hinzufügen\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\ndefine Send Cloud Data\nset [encoded v] to []\nwrite ([x position v] of [platform v]) to encoded\nwrite ([y position v] of [platform v]) to encoded\nwrite ([x position v] of [platform2 v]) to encoded\nwrite ([y position v] of [platform2 v]) to encoded\nwrite ([x position v] of [door1 v]) to encoded\nwrite ([y position v] of [door1 v]) to encoded\nwrite ([x position v] of [door2 v]) to encoded\nwrite ([y position v] of [door2 v]) to encoded\nset [☁ allgemeine werte v] to (encoded)\n\nwhen I receive [begin v]\nset [sendender spieler? v] to [0]\nforever\n if <(MY PLAYER #) = [1]> then\n set [sendender spieler? v] to [1]\n else\n if <<(MY PLAYER #) = [2]> and <(item (1) of [online players v]) = [0]>> then\n set [sendender spieler? v] to [1]\n else\n if <<(MY PLAYER #) = [3]> and <<(item (1) of [online players v]) = [0]> and <(item (2) of [online players v]) = [0]>>> then\n set [sendender spieler? v] to [1]\n else\n if <<(MY PLAYER #) = [4]> and <<(item (1) of [online players v]) = [0]> and <<(item (2) of [online players v]) = [0]> and <(item (3) of [online players v]) = [0]>>>> then\n set [sendender spieler? v] to [1]\n else\n if <<(MY PLAYER #) = [5]> and <<(item (1) of [online players v]) = [0]> and <<(item (2) of [online players v]) = [0]> and <<(item (3) of [online players v]) = [0]> and <(item (4) of [online players v]) = [0]>>>>> then\n set [sendender spieler? v] to [1]\n else\n if <<(MY PLAYER #) = [6]> and <<(item (1) of [online players v]) = [0]> and <<(item (2) of [online players v]) = [0]> and <<(item (3) of [online players v]) = [0]> and <<(item (4) of [online players v]) = [0]> and <(item (5) of [online players v]) = [0]>>>>>> then\n set [sendender spieler? v] to [1]\n else\n if <<(MY PLAYER #) = [7]> and <<(item (1) of [online players v]) = [0]> and <<(item (2) of [online players v]) = [0]> and <<(item (3) of [online players v]) = [0]> and <<(item (4) of [online players v]) = [0]> and <<(item (5) of [online players v]) = [0]> and <(item (6) of [online players v]) = [0]>>>>>>> then\n set [sendender spieler? v] to [1]\n else\n if <<(MY PLAYER #) = [8]> and <<(item (1) of [online players v]) = [0]> and <<(item (2) of [online players v]) = [0]> and <<(item (3) of [online players v]) = [0]> and <<(item (4) of [online players v]) = [0]> and <<(item (5) of [online players v]) = [0]> and <<(item (6) of [online players v]) = [0]> and <(item (7) of [online players v]) = [0]>>>>>>>> then\n set [sendender spieler? v] to [1]\n else\n set [sendender spieler? v] to [0]\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 <(sendender Spieler?) = [1]> then\n repeat until <not <(sendender Spieler?) = [1]>>\n Send Cloud Data\n end\n end\nend\n\n@enenmy\n\nwhen I receive [chance scene v]\nset rotation style [left-right v]\nhide\nif <(Scene #) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [52] [-48] dir [-90]\n else\n Spawn [Red] at [37] [-48] dir [90]\n end\nend\n\nwhen I start as a clone\nshow\nset [schaden? v] to [25]\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n set rotation style [don't rotate v]\n switch costume to (red1 v)\n Move - left and right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<touching (player v)?> and <(INVULNERABLE) = [0]>> then\n touchin Player\n end\nend\n\nwhen I receive [begin v]\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to chance scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed Y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - left and right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n if <not <<touching (platform2 v)?> or <touching (door1 v)?>>> then\n if <not <touching (door2 v)?>> then\n stop [this script v]\n end\n end\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine touchin Player\nif <([geschwindigkeit y v] of [player v]) < [-3]> then\n change [points: v] by (1)\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n delete this clone\nend\nif <(Schaden?) = [25]> then\n change [leben \(herzen\) : v] by (-1)\n set [schaden? v] to [0]\nelse\n change [schaden? v] by (1)\nend\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (red squish v)\ncreate clone of (_myself_ v)\n\nchange [☁ allgemeine werte v] by (1)\n\n@Sonne\n\nwhen I receive [begin v]\nshow\ngo to [back v] layer\nbroadcast (Command: set time to day v)\n\nwhen I receive [command: set time to day v]\nstop [other scripts in sprite v]\nbroadcast (Sonne: drehe dich v)\nforever\n go to x: (0) y: (150)\n wait (150) seconds\n go to x: (0) y: (150)\n glide (150) secs to x: (450) y: (150)\n wait (90) seconds\n go to x: (-450) y: (150)\n glide (150) secs to x: (0) y: (150)\n wait (150) seconds\nend\n\nwhen I receive [command: set time to night v]\nstop [other scripts in sprite v]\nbroadcast (Sonne: drehe dich v)\nforever\n go to x: (450) y: (150)\n wait (90) seconds\n go to x: (-450) y: (150)\n glide (150) secs to x: (0) y: (150)\n wait (300) seconds\n go to x: (0) y: (150)\n glide (150) secs to x: (450) y: (150)\nend\n\nwhen I receive [sonne: drehe dich v]\nforever\n point towards (player v)\nend\n\n@Player shadow\n\ndefine Stamp shadow\nhide\ngo to (player v)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nswitch costume to ([costume name v] of [player v])\nset rotation style [don't rotate v]\npoint in direction ([direction v] of [sonne v])\nmove (10) steps\nshow\nset rotation style [left-right v]\npoint in direction ([direction v] of [player v])\n\nwhen I receive [stamp shadow v]\nStamp shadow\n\n@Einstellungen\n\nwhen I receive [begin v]\nshow\nforever\n broadcast (Setup - Einstellungen v)\nend\n\nwhen I receive [setup - einstellungen v]\nif <(Einstellungen?) = [0]> then\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (-216) y: (128)\nswitch costume to (kostüm1 v)\ncreate clone of (_myself_ v)\nset [einstellungen? v] to [0]\nhide\n\nwhen this sprite clicked\nif <(Einstellungen?) = [0]> then\n set [einstellungen? v] to [1]\nelse\n set [einstellungen? v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to (mobile v)\nforever\n go to x: (0) y: (50)\n if <(Einstellungen?) = [1]> then\n show\n go to [front v] layer\n repeat until <(Einstellungen?) = [0]>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n go to [front v] layer\n if <(Mobilsteuerung?) = [0]> then\n set [mobilsteuerung? v] to [1]\n broadcast (Mobilsteuerung Einschalten v)\n switch costume to (computer v)\n else\n set [mobilsteuerung? v] to [0]\n switch costume to (mobile v)\n end\n end\n end\n else\n hide\n end\nend\n\n@Comands\n\nwhen flag clicked\nhide\n\nwhen [c v] key pressed\nask [Comand?] and wait\nif <<(username) = [Stunt7]> or <(username) = [DSDMT]>> then\n if <(answer) = [/go_last_scene]> then\n broadcast (Comand: go to last scene v)\n else\n if <(answer) = [/give_Key1]> then\n if <not <[collected v] contains [Key 1]?>> then\n add [Key 1] to [collected v]\n end\n else\n if <(answer) = [/give_Key2]> then\n if <not <[collected v] contains [Key 2]?>> then\n add [Key 2] to [collected v]\n end\n else\n if <(answer) = [/collect_Checkpoint]> then\n set [spawn scene v] to [6]\n set [spawn x v] to [20]\n set [spawn y v] to [70]\n else\n if <(answer) = [/give_diamonds]> then\n ask [Wie viele?] and wait\n change [diamanten v] by (answer)\n stop [this script v]\n else\n if <(answer) = [/give_donuts]> then\n replace item (item # of [3] in [inventar v]) of [inventar anzahlen: v] with [64]\n else\n if <(answer) = [/go_to_scene]> then\n ask [Welche?] and wait\n broadcast (Command: go scene v)\n else\n end\n end\n end\n end\n end\n end\n end\nend\nif <(answer) = [/give_live]> then\n set [leben \(herzen\) : v] to [10]\nelse\n if <(answer) = [/kill]> then\n set [leben \(herzen\) : v] to [0]\n else\n if <(answer) = [/set_time_to_day]> then\n broadcast (Command: set time to day v)\n else\n if <(answer) = [/set_time_to_night]> then\n broadcast (Command: set time to night v)\n else\n if <(answer) = [/spawnpoint]> then\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 say (join (join [Das Komando ] (answer)) [gibt es nicht.]) for (2) seconds\n end\n end\n end\n end\nend\n\nif <(answer) = [/safecode]> then\nend\n\nsay (join (join [Das Komando ] (answer)) [gibt es nicht.]) for (2) seconds\n\n@Leiter\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [begin v]\ngo to [back v] layer\n\n@Control Stick\n\nwhen I start as a clone\nshow\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (50)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick dir v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(Stick power) > (MAX Stick)> then\n move ((MAX Stick) - (Stick power)) steps\n set [stick power v] to (MAX Stick)\n end\n set [stick power v] to ((Stick power) / (MAX Stick))\n set [stick x v] to ((Stick power) * ([sin v] of (Stick dir) ))\n set [stick y v] to ((Stick power) * ([cos v] of (Stick dir) ))\nend\n\nwhen I receive [mobilsteuerung einschalten v]\ngo to x: (-179) y: (-122)\nhide\ngo to [front v] layer\nset [max stick v] to ((size) / (4))\nset [myself v] to [Control Stick]\nswitch costume to (base v)\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nforever\n if <(Mobilsteuerung?) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nrepeat until <(Mobilsteuerung?) = [0]>\n go to [front v] layer\n show\nend\ndelete this clone\n\nwhen I receive [begin v]\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide variable [online players: v]\nhide\n\n@Online-Chat (mit Whitelist)\n\ndefine begin decode of (encoded)\nset [encoded chat v] to (encoded)\nset [letter # chat v] to [1]\n\ndefine value = read from encoded\nset [value chat v] to []\nforever\n set [idx chat v] to (join (letter (letter # chat) of (encoded chat)) (letter ((letter # chat) + (1)) of (encoded chat)))\n change [letter # chat v] by (2)\n if <(idx chat) < [1]> then\n stop [this script v]\n end\n set [value chat v] to (join (value chat) (item (idx chat) of [code v]))\nend\n\nwhen flag clicked\nshow list [chat: v]\nset [ghost v] effect to (100)\n\nask [Chat:] and wait\nsay []\nbroadcast (aktiviere online Chat v)\n\ndefine Einzelne Wörter ausfindig machen von (element)\ndelete all of [einzelne wörter: v]\nset [wörter detector: wort v] to []\nset [wörter detector: zeichen v] to [1]\nrepeat (length of (element))\n if <<<(letter (Wörter Detector: Zeichen) of (element)) = [ ]> or <(letter (Wörter Detector: Zeichen) of (element)) = [.]>> or <<(letter (Wörter Detector: Zeichen) of (element)) = [?]> or <(letter (Wörter Detector: Zeichen) of (element)) = [!]>>> then\n add (Wörter Detector: Wort) to [einzelne wörter: v]\n set [wörter detector: wort v] to []\n else\n set [wörter detector: wort v] to (join (Wörter Detector: Wort) (letter (Wörter Detector: Zeichen) of (element)))\n end\n change [wörter detector: zeichen v] by (1)\nend\nrepeat until <(letter (Wörter Detector: Zeichen) of (element)) = []>\n set [wörter detector: wort v] to (join (Wörter Detector: Wort) (letter (Wörter Detector: Zeichen) of (element)))\n change [wörter detector: zeichen v] by (1)\nend\n\ndefine Checke Satz (satz)\nEinzelne Wörter ausfindig machen von (join (satz) [ ZufälligesWort])\nChecke Ausfindig gemachte Wörter\nif <not <(Böse Wörter) = []>> then\n broadcast (Sage ERROR Chat v)\nelse\n set [online-chat \(mit whitelist\): chat v] to (satz)\nend\n\ndefine Checke Ausfindig gemachte Wörter\nset [böse wörter v] to []\nset [wörter detector: zeichen v] to [1]\nrepeat (length of [einzelne wörter: v])\n if <not <[whytelist v] contains (item (Wörter Detector: Zeichen) of [einzelne wörter: v])?>> then\n set [böse wörter v] to (join (Böse Wörter) (join [ ] (item (Wörter Detector: Zeichen) of [einzelne wörter: v])))\n end\n change [wörter detector: zeichen v] by (1)\nend\n\nset [☁ cloud-chat v] to []\n\ndefine Setze Whytelist\ndelete all of [blacklist \(wortgruppen\) v]\nFüge [nicht nett] zu Blacklist hinzu\nFüge [nicht cool] zu Blacklist hinzu\nFüge [du bist nicht schön] zu Blacklist hinzu\nFüge [ich finde dich nicht schön] zu Blacklist hinzu\nFüge [nicht gut] zu Blacklist hinzu\nFüge [gegenteil von nett] zu Blacklist hinzu\nFüge [gegenteil von schlau] zu Blacklist hinzu\ndelete all of [whytelist v]\nfüge [HALLO] zu Whitelist hinzu\nfüge [IST] zu Whitelist hinzu\nfüge [JEMAND] zu Whitelist hinzu\nfüge [ONLINE] zu Whitelist hinzu\nfüge [WAS] zu Whitelist hinzu\nfüge [SIND] zu Whitelist hinzu\nfüge [DEINE] zu Whitelist hinzu\nfüge [HOBBYS] zu Whitelist hinzu\nfüge [IST] zu Whitelist hinzu\nfüge [DEIN] zu Whitelist hinzu\nfüge [HOBBY] zu Whitelist hinzu\nfüge [SCRATCH] zu Whitelist hinzu\nfüge [SPORT] zu Whitelist hinzu\nfüge [FUSSBALL] zu Whitelist hinzu\nfüge [PROGRAMMIEREN] zu Whitelist hinzu\nfüge [KENNST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [GRIFFPATCHS] zu Whitelist hinzu\nfüge [GRIFFPATCH] zu Whitelist hinzu\nfüge [JA] zu Whitelist hinzu\nfüge [NEIN] zu Whitelist hinzu\nfüge [ICH] zu Whitelist hinzu\nfüge [HABE] zu Whitelist hinzu\nfüge [VON] zu Whitelist hinzu\nfüge [IHM] zu Whitelist hinzu\nfüge [GEHÖRT] zu Whitelist hinzu\nfüge [DANN] zu Whitelist hinzu\nfüge [DAN] zu Whitelist hinzu\nfüge [KENNST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [SICHER] zu Whitelist hinzu\nfüge [AUCH] zu Whitelist hinzu\nfüge [SEIN] zu Whitelist hinzu\nfüge [PROJEKT] zu Whitelist hinzu\nfüge [PAPER] zu Whitelist hinzu\nfüge [MINECRAFT] zu Whitelist hinzu\nfüge [ODER] zu Whitelist hinzu\nfüge [MASSIV] zu Whitelist hinzu\nfüge [MULTIPLAYER] zu Whitelist hinzu\nfüge [PLATFORMER] zu Whitelist hinzu\nfüge [VON] zu Whitelist hinzu\nfüge [IHM] zu Whitelist hinzu\nfüge [AN] zu Whitelist hinzu\nfüge [WAS] zu Whitelist hinzu\nfüge [ARBEITEST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [GERADE] zu Whitelist hinzu\nfüge [PLATFORMER] zu Whitelist hinzu\nfüge [LIEBLINGSTIER] zu Whitelist hinzu\nfüge [HUND] zu Whitelist hinzu\nfüge [KATZE] zu Whitelist hinzu\nfüge [HUND] zu Whitelist hinzu\nfüge [HI] zu Whitelist hinzu\nfüge [WELCHE] zu Whitelist hinzu\nfüge [SPRACHE] zu Whitelist hinzu\nfüge [SPRICHST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [WIE] zu Whitelist hinzu\nfüge [ALT] zu Whitelist hinzu\nfüge [BIST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [DEUTSCH] zu Whitelist hinzu\nfüge [1] zu Whitelist hinzu\nfüge [2] zu Whitelist hinzu\nfüge [3] zu Whitelist hinzu\nfüge [4] zu Whitelist hinzu\nfüge [5] zu Whitelist hinzu\nfüge [6] zu Whitelist hinzu\nfüge [7] zu Whitelist hinzu\nfüge [8] zu Whitelist hinzu\nfüge [9] zu Whitelist hinzu\nfüge [] zu Whitelist hinzu\nfüge [10] zu Whitelist hinzu\nfüge [11] zu Whitelist hinzu\nfüge [12] zu Whitelist hinzu\nfüge [13] zu Whitelist hinzu\nfüge [14] zu Whitelist hinzu\nfüge [15] zu Whitelist hinzu\nfüge [16] zu Whitelist hinzu\nfüge [17] zu Whitelist hinzu\nfüge [18] zu Whitelist hinzu\nfüge [19] zu Whitelist hinzu\nfüge [20] zu Whitelist hinzu\nfüge [ENGLISCH] zu Whitelist hinzu\nfüge [ABER] zu Whitelist hinzu\nfüge [WIR] zu Whitelist hinzu\nfüge [CHATEN] zu Whitelist hinzu\nfüge [WIE] zu Whitelist hinzu\nfüge [FINDEST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [DIESES] zu Whitelist hinzu\nfüge [PROJEKT] zu Whitelist hinzu\nfüge [SUPER] zu Whitelist hinzu\nfüge [GUT] zu Whitelist hinzu\nfüge [VERBESSERUNGSWÜRDIG] zu Whitelist hinzu\nfüge [MEGA] zu Whitelist hinzu\nfüge [PROGRAMMIERST] zu Whitelist hinzu\nfüge [GERNE] zu Whitelist hinzu\nfüge [NATÜRLICH] zu Whitelist hinzu\nfüge [NICHT] zu Whitelist hinzu\nfüge [SO] zu Whitelist hinzu\nfüge [GERNE] zu Whitelist hinzu\nfüge [KLAR] zu Whitelist hinzu\nfüge [] zu Whitelist hinzu\nfüge [ ] zu Whitelist hinzu\nfüge [HMM] zu Whitelist hinzu\nfüge [SEIT] zu Whitelist hinzu\nfüge [WIE] zu Whitelist hinzu\nfüge [VIELEN] zu Whitelist hinzu\nfüge [WIEVIELEN] zu Whitelist hinzu\nfüge [JAHREN] zu Whitelist hinzu\nfüge [BIST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [AUF] zu Whitelist hinzu\nfüge [JAHR] zu Whitelist hinzu\nfüge [JAHRE] zu Whitelist hinzu\nfüge [COOL] zu Whitelist hinzu\nfüge [KRASS] zu Whitelist hinzu\nfüge [ECHT] zu Whitelist hinzu\nfüge [OK] zu Whitelist hinzu\nfüge [OKAY] zu Whitelist hinzu\nfüge [DSDMT] zu Whitelist hinzu\nfüge [STUNT7] zu Whitelist hinzu\nfüge [FRESSRAUPE] zu Whitelist hinzu\nfüge [-LIKE-ENTERTAIMENT] zu Whitelist hinzu\nfüge [THEO0001] zu Whitelist hinzu\nfüge [HAST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [EIN] zu Whitelist hinzu\nfüge [HAUSTIER] zu Whitelist hinzu\nfüge [SAG] zu Whitelist hinzu\nfüge [ICH] zu Whitelist hinzu\nfüge [NICHT] zu Whitelist hinzu\nfüge [WIESO] zu Whitelist hinzu\nfüge [KEIN] zu Whitelist hinzu\nfüge [STREIT] zu Whitelist hinzu\nfüge [HÖFLICH] zu Whitelist hinzu\nfüge [NETT] zu Whitelist hinzu\nfüge [HAMSTER] zu Whitelist hinzu\nfüge [WIE] zu Whitelist hinzu\nfüge [MEINST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [DAS] zu Whitelist hinzu\nfüge [ABER] zu Whitelist hinzu\nfüge [JUMP] zu Whitelist hinzu\nfüge [AN] zu Whitelist hinzu\nfüge [AND] zu Whitelist hinzu\nfüge [RUN] zu Whitelist hinzu\nfüge [RENNEN] zu Whitelist hinzu\nfüge [ZEICHNEN] zu Whitelist hinzu\nfüge [MALEN] zu Whitelist hinzu\nfüge [LIEBLINGSFARBE] zu Whitelist hinzu\nfüge [GRÜN] zu Whitelist hinzu\nfüge [BLAU] zu Whitelist hinzu\nfüge [SCHWARZ] zu Whitelist hinzu\nfüge [MEINE] zu Whitelist hinzu\nfüge [AUCH] zu Whitelist hinzu\nfüge [LUSTIG] zu Whitelist hinzu\nfüge [WITZIG] zu Whitelist hinzu\nfüge [WITZ] zu Whitelist hinzu\nfüge [KLASSE] zu Whitelist hinzu\nfüge [IN] zu Whitelist hinzu\nfüge [WELCHE] zu Whitelist hinzu\nfüge [SCHULE] zu Whitelist hinzu\nfüge [GEHST] zu Whitelist hinzu\nfüge [GERNE] zu Whitelist hinzu\nfüge [IN] zu Whitelist hinzu\nfüge [DIE] zu Whitelist hinzu\nfüge [SCHULE] zu Whitelist hinzu\nfüge [MITTEL] zu Whitelist hinzu\nfüge [MITTELMÄSSIG] zu Whitelist hinzu\nfüge [JETZT] zu Whitelist hinzu\nfüge [MORGEN] zu Whitelist hinzu\nfüge [INTERWIEW] zu Whitelist hinzu\nfüge [ICH] zu Whitelist hinzu\nfüge [MIT] zu Whitelist hinzu\nfüge [EIN] zu Whitelist hinzu\nfüge [DIR] zu Whitelist hinzu\nfüge [MACHEN] zu Whitelist hinzu\nfüge [MACHST] zu Whitelist hinzu\nfüge [SICHER] zu Whitelist hinzu\nfüge [DOCH] zu Whitelist hinzu\nfüge [MOIN] zu Whitelist hinzu\nfüge [NICHT] zu Whitelist hinzu\nfüge [GEHT] zu Whitelist hinzu\nfüge [ES] zu Whitelist hinzu\n\ndefine füge (wort) zu Whitelist hinzu\nadd (wort) to [whytelist v]\n\ndelete all of [chat: v]\nadd [willkommen im online chat mit whitelist von stunt7] to [chat: v]\nforever\n if <<not <(timer cloud chat) = [0]>> and <(MY PLAYER #) = [1]>> then\n begin decode of (☁ Cloud-Chat)\n value = read from encoded\n if <<not <(value chat) = []>> and <not <(value chat) = (item (1) of [chat: v])>>> then\n insert (value chat) at (1) of [chat: v] \n end\n value = read from encoded\n set [encoded chat v] to []\n write (item (1) of [chat: v]) to encoded\n write (timer) to encoded\n set [☁ cloud-chat v] to (encoded chat)\n end\n if <not <(Online-Chat \(mit Whitelist\): Chat) = []>> then\n set [encoded chat v] to []\n write (join (join (username) [: ]) (Online-Chat \(mit Whitelist\): Chat)) to encoded\n write (timer) to encoded\n if <(length of (encoded chat)) > [249]> then\n say [Fehler! Deine Nachricht ist zu lange.]\n else\n set [☁ cloud-chat v] to (encoded chat)\n end\n set [online-chat \(mit whitelist\): chat v] to []\n end\n begin decode of (☁ Cloud-Chat)\n value = read from encoded\n if <<not <(value chat) = []>> and <not <(value chat) = (item (1) of [chat: v])>>> then\n insert (value chat) at (1) of [chat: v] \n end\n value = read from encoded\nend\n\nwhen I receive [begin v]\n\nwhen I receive [aktiviere online chat v]\nset [aktuell chat v] to (answer)\n\ndefine Füge (wortgruppe) zu Blacklist hinzu\nadd (wortgruppe) to [blacklist \(wortgruppen\) v]\n\ndefine Checke ausfindig gemachte Wörter in Blacklist (wort)\nset [wörter detector: zeichen v] to [1]\nrepeat (length of [blacklist \(wortgruppen\) v])\n if < (wort) contains (item (Wörter Detector: Zeichen) of [blacklist \(wortgruppen\) v])?> then\n set [böse wörter v] to (join (Böse Wörter) (join [ ] (item (Wörter Detector: Zeichen) of [einzelne wörter: v])))\n end\n change [wörter detector: zeichen v] by (1)\nend\n\nChecke ausfindig gemachte Wörter in Blacklist (satz)\n\nwhen I receive [begin v]\nSetze Whytelist\nforever\n if <not <(aktuell Chat) = []>> then\n Checke Satz (aktuell Chat)\n set [aktuell chat v] to []\n end\nend\n\nwhen [t v] key pressed\n\nwhen I receive [begin v]\nset [timer cloud chat v] to [0]\nforever\n if <(pick random (1) to (50)) = [2]> then\n change [timer cloud chat v] by (1)\n else\n if <not <[1] > (timer cloud chat)>> then\n change [timer cloud chat v] by (-1)\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # chat v] to [1]\nrepeat (length of (val))\n set [encoded chat v] to (join (encoded chat) (item # of (letter (letter # chat) of (val)) in [code v]))\n change [letter # chat v] by (1)\nend\nset [encoded chat v] to (join (encoded chat) [00])\n\nwhen I receive [sage error chat v]\nsay (join [Fehler! Deine bösen / nicht in der Whitelist enthaltenen Wörter sind: ] (Böse Wörter)) for (5) seconds\n\nwhen flag clicked\nforever\n hide variable [chat-1 v]\n hide variable [chat-2 v]\n hide variable [chat-3 v]\n hide variable [chat-4 v]\nend\n\n@Hintergrund chat\n\nwhen I receive [begin v]\nset [ghost v] effect to (50)\nhide\ngo to [front v] layer\ndelete all of [chat anzeigen v]\n\nwhen flag clicked\nhide variable [chat-4 v]\nhide variable [chat-3 v]\nhide variable [chat-2 v]\nhide variable [chat-1 v]\ngo to x: (-162) y: (-97)\nhide\n\nwhen I receive [begin v]\nforever\n replace item (1) of [chat anzeigen v] with (item (1) of [chat: v])\n replace item (2) of [chat anzeigen v] with (item (2) of [chat: v])\n if <[2] < (length of [chat: v])> then\n replace item (3) of [chat anzeigen v] with (item (3) of [chat: v])\n if <[3] < (length of [chat: v])> then\n replace item (4) of [chat anzeigen v] with (item (4) of [chat: v])\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n set [chat-1 v] to (item (1) of [chat anzeigen v])\n set [chat-2 v] to (item (2) of [chat anzeigen v])\n set [chat-3 v] to (item (3) of [chat anzeigen v])\n set [chat-4 v] to (item (4) of [chat anzeigen v])\nend\n\nwhen I receive [begin v]\nforever\n if <not <(length of [chat anzeigen v]) = [4]>> then\n add [] to [chat anzeigen v]\n end\nend\n\nwhen I receive [begin v]\nset [klon idx und wert v] to [1]\nrepeat (4)\n create clone of (_myself_ v)\n change [klon idx und wert v] by (1)\nend\n\nwhen I start as a clone\nif <(Klon idx und Wert) = [1]> then\n forever\n show variable [chat-1 v]\n set [klon idx und wert v] to (Chat-1)\n wait (10) seconds\n hide variable [chat-1 v]\n wait until <not <(Chat-1) = (Klon idx und Wert)>>\n end\nelse\n if <(Klon idx und Wert) = [2]> then\n forever\n show variable [chat-2 v]\n set [klon idx und wert v] to (Chat-2)\n wait (10) seconds\n hide variable [chat-2 v]\n wait until <not <(Chat-2) = (Klon idx und Wert)>>\n end\n else\n if <(Klon idx und Wert) = [3]> then\n forever\n show variable [chat-3 v]\n set [klon idx und wert v] to (Chat-3)\n wait (10) seconds\n hide variable [chat-3 v]\n wait until <not <(Chat-3) = (Klon idx und Wert)>>\n end\n else\n if <(Klon idx und Wert) = [4]> then\n forever\n show variable [chat-4 v]\n set [klon idx und wert v] to (Chat-4)\n wait (10) seconds\n hide variable [chat-4 v]\n wait until <not <(Chat-4) = (Klon idx und Wert)>>\n end\n end\n end\n end\nend\n\n@Text Schreibmaschine\n\ndefine Schreibe: (text) von (von x) bis (bis x) ab (ab y) bis mit grösse (grösse) Farbe (1= weiss, 2= schwarz) (farbe)\nif <(farbe) = [1]> then\n set [brightness v] effect to (100)\nelse\n set [brightness v] effect to (0)\nend\nset [grösse v] to (grösse)\nshow\nset [zeichen text schreiben v] to [1]\ngo to x: (von x) y: (ab y)\nrepeat (length of (text))\n set [kostüm v] to (letter (Zeichen Text schreiben) of (text))\n switch costume to (letter (Zeichen Text schreiben) of (text))\n create clone of (_myself_ v)\n set size to (grösse) %\n move ((grösse) / (5)) steps\n if <<(bis x) < (x position)> or <(letter (Zeichen Text schreiben) of (text)) = [§]>> then\n go to x: (von x) y: ((y position) - ((grösse) / (4)))\n end\n change [zeichen text schreiben v] by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\n\nforever\n Schreibe: (join (join (item (1) of [chat: v]) (join [§§] (item (2) of [chat: v]))) (join [§§] (item (3) of [chat: v]))) von [-227] bis [-126] ab [-37] bis mit grösse (((Mobilsteuerung?) * (20)) + (20)) Farbe (1= weiss, 2= schwarz) [1]\n wait (1) seconds\nend\n\nwhen I start as a clone\nwait (1.1) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Einstellungen?) = [1]>> then\n go to [front v] layer\n end\n grösse\nend\n\ndefine grösse\nswitch costume to (big v)\nset size to (grösse) %\nswitch costume to (kostüm)\n\n@Health-Bar\n\nwhen flag clicked\ndelete all of [healths v]\nhide\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nchange y by (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\nend\ndelete this clone\n\n@Control Stick anwenden\n\nwhen I receive [mobilsteuerung einschalten v]\ngo to x: (186) y: (-122)\nhide\ngo to [front v] layer\nset [ghost v] effect to (50)\nforever\n go to [front v] layer\n if <(Mobilsteuerung?) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [mobilsteuerung einschalten v]\nforever\n set [aktiviert anwendungstaste? v] to [0]\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [aktiviert anwendungstaste? v] to [1]\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [begin v]\nhide\nwait (0.5) seconds\ngo to [front v] layer\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [tick - first v]\ngo to [front v] layer\n\n
⚠️ Info: ⚠️ Für ein grosses Update hier vorbeischauen (https://scratch.mit.edu/projects/664966673)\n\n\nDeutsch:\nWillkommen zu meinem ersten richtigen ☁ Cloud ☁ Spiel und gleichzeitig auch zu meinem ersten guten Platformer. Es war sehr zeitaufwendig, die beiden Tutorials von @Griffpatch zu kombinieren also würde ich mich über einen Like freuen.\n\n10 Goldmünzen = 1 Diamant\nEsse Donuts und deine Leben regenerieren sich mit jedem Donut um 0.5 Herzen.\nWenn es Nacht ist, kannst du mit der Kerze, das Level erleuchten. Der Tag geht insgesammt 3 Minuten. Die Nacht nur 1 Minute und 30 Sekunden.\n\nSteuerung: Pfeiltasten\nChat: T\nInventar Fach wechseln: 1,2,3,4,5\nIn Hardcore-Modus wechseln: H\nSchwerthieb: Leertaste\nEssen: F\nItems zeigen: z\nItems verstecken: v\nEinstellungen: auf grauen Punkt klicken\nCommands: C\n-------------------------------------------------------------------------\nenglish:\n\nWelcome to my first real cloud game and at the same time to my first good platformer. It was very time consuming to combine @Griffpatch's two tutorials so a like would be appreciated.\n\n10 gold coins = 1 diamond\nEat donuts and your life regenerates by 0.5 hearts with each donut.\nWhen it's night, you can use the candle to light up the level. The day takes a total of 3 minutes. The night lasts only 1 minute and 30 seconds.\n\nControls: Arrow Keys\nChat: T\nChange inventory tray: 1,2,3,4,5\nSwitch in hardcore mode: H\nSlash: Spacebar\nFood: F\nShow objects: e.g\nhide objects: v\nSettings: click on the gray dot\nCommands: C\n\n\n\nCommands:\nhttps://scratch.mit.edu/studios/30979576\n\n\nTags:\n#game #online #cloud #multiplayer #mobil #friendly #Stunt7 #griffpatch #Tutorial #Abenteuer #adventure #realistic #realistisch #all
A platformer "Lica Lica and the witches" #games #trending #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (menu v)\n\n@ \n\ndefine CLONE (costume) AT (x) (y) with (zise) and (direction)\nshow\nswitch costume to (costume)\ngo to x: (x) y: (y)\npoint in direction (direction)\nset size to (zise) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [SELECT v]\n broadcast (play v)\n set [hide-menu v] to [on]\n end\n if <(distance to [mouse-pointer v]) < [90]> then\n set size to (65) %\n else\n set size to (60) %\n end\n end\n if <(costume [number v]) = [2]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [SELECT v]\n broadcast (settings v)\n set [hide-menu v] to [on]\n end\n if <(distance to [mouse-pointer v]) < [45]> then\n set size to (55) %\n else\n set size to (50) %\n end\n end\n if <(hide-menu) = [on]> then\n repeat (3)\n delete this clone\n end\n end\n if <(backdrop [number v]) = [3]> then\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [menu v]\nhide\nCLONE [B. start] AT [0] [-30] with [60] and [90]\nCLONE [B. settings] AT [-210] [150] with [50] and [90]\nCLONE [B. skins] AT [130] [70] with [40] and [113]\n\nwhen flag clicked\nset [hide-menu v] to [off]\nhide variable [hide-menu v]\nset [hide-menu in game v] to [off]\n\n@ \n\nwhen backdrop switches to [menu v]\nhide\nCLONE [1] AT [0] [95] with [90] and [90]\nCLONE [left] AT [-70] [89] with [150] and [90]\nCLONE [right] AT [65] [89] with [150] and [90]\n\ndefine CLONE (costume) AT (x) (y) with (zise) and (direction)\nshow\nswitch costume to (costume)\ngo to x: (x) y: (y)\npoint in direction (direction)\nset size to (zise) %\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) < [6]> then\n switch costume to (player costume)\n end\n if <(costume [number v]) = [6]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [SELECT v]\n if <(player costume) = [5]> then\n set [player costume v] to [1]\n wait (0.3) seconds\n else\n change [player costume v] by (1)\n wait (0.3) seconds\n end\n end\n if <(distance to [mouse-pointer v]) < [45]> then\n set size to (155) %\n else\n set size to (150) %\n end\n end\n if <(costume [number v]) = [7]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [SELECT v]\n if <(player costume) = [1]> then\n set [player costume v] to [5]\n wait (0.3) seconds\n else\n change [player costume v] by (-1)\n wait (0.3) seconds\n end\n end\n if <(distance to [mouse-pointer v]) < [45]> then\n set size to (155) %\n else\n set size to (150) %\n end\n end\n if <(hide-menu) = [on]> then\n repeat (3)\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nset [player costume v] to [1]\nhide variable [player costume v]\n\n@ \n\ndefine CLONE (costume) AT (x) (y) with (zise) and (direction)\nshow\nswitch costume to (costume)\ngo to x: (x) y: (y)\npoint in direction (direction)\nset size to (zise) %\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\nhide\n\nwhen flag clicked\nhide\nset [music v] to [on]\nbroadcast (Music v)\nstop [this script v]\n\nwhen I receive [settings v]\nCLONE [menu] AT [0] [25] with [120] and [90]\nCLONE [Music] AT [-86] [80] with [100] and [90]\nCLONE [on Watermark] AT [-37] [51] with [100] and [90]\nCLONE [ESC] AT [-180] [120] with [100] and [90]\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [2]> and <(music) = [off]>> then\n switch costume to (off music v)\n end\n if <<(costume [number v]) = [4]> and <(watermark) = [off]>> then\n switch costume to (off watermark v)\n end\n if <<(costume [number v]) = [2]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n start sound [ON/OFF v]\n switch costume to (off music v)\n set [music v] to [off]\n wait (0.3) seconds\n end\n if <<(costume [number v]) = [3]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n start sound [ON/OFF v]\n switch costume to (music v)\n set [music v] to [on]\n wait (0.3) seconds\n end\n if <<(costume [number v]) = [4]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n start sound [ON/OFF v]\n switch costume to (off watermark v)\n set [watermark v] to [off]\n wait (0.3) seconds\n end\n if <<(costume [number v]) = [5]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n start sound [ON/OFF v]\n switch costume to (on watermark v)\n set [watermark v] to [on]\n wait (0.3) seconds\n end\n if <key (e v) pressed?> then\n repeat (4)\n switch backdrop to (menu v)\n set [hide-menu v] to [off]\n delete this clone\n end\n stop [this script v]\n end\n if <<(costume [number v]) = [6]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n repeat (1)\n switch backdrop to (menu v)\n set [hide-menu v] to [off]\n delete this clone\n end\n stop [this script v]\n end\n if <(backdrop [number v]) = [4]> then\n stop [this script v]\n end\n if <(hide-menu) = [off]> then\n if <(costume [number v]) < [7]> then\n repeat (4)\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [music v]\nforever\n play sound [Music v] until done\nend\n\nwhen I receive [music v]\nforever\n if <(music) = [off]> then\n set volume to (0) %\n end\n if <(music) = [on]> then\n set volume to (100) %\n end\n if <(backdrop [number v]) = [3]> then\n set volume to (0) %\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@ \n\nwhen flag clicked\nset [watermark v] to [on]\nhide variable [watermark v]\nset size to (100) %\ngo to x: (223) y: (-169)\nshow\nforever\n if <(watermark) = [on]> then\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n else\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\n if <(backdrop [number v]) = [3]> then\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [background v]\nforever\n if <(watermark 2) = [on]> then\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n else\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\nend\n\n@ \n\nwhen flag clicked\nhide\nset size to (30) %\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [background v]\nwait until <(levels) = [5]>\nswitch costume to (silver witch v)\ngo to x: (210) y: (-75)\nrepeat until <(levels) = [6]>\n show\n go to [front v] layer\n if <(distance to [player v]) > [40]> then\n point towards (player v)\n set rotation style [left-right v]\n move (4) steps\n else\n if <(distance to [player v]) < [40]> then\n point towards (player v)\n set rotation style [left-right v]\n move (3) steps\n end\n end\n if <touching (player v)?> then\n go to x: (210) y: (-75)\n broadcast (level v)\n end\nend\nhide\nwait until <(levels) = [10]>\nswitch costume to (golden witch v)\ngo to x: (0) y: (0)\nrepeat until <(levels) = [11]>\n show\n go to [front v] layer\n set rotation style [left-right v]\n point towards (player v)\n repeat (1)\n wait (0.3) seconds\n CLONE [bullet] AT [0] [0] with [30] and [90]\n switch costume to (golden witch v)\n end\nend\nhide\nwait until <(levels) = [14]>\nswitch costume to (diamond witch v)\ngo to x: (0) y: (130)\nrepeat until <(levels) = [15]>\n show\n go to [front v] layer\n set rotation style [left-right v]\n point towards (player v)\n repeat (1)\n wait (0.1) seconds\n CLONE [laser] AT [0] [130] with [30] and [90]\n switch costume to (diamond witch v)\n end\nend\nhide\nwait until <(levels) = [15]>\nCLONE [silver witch] AT [210] [-75] with [30] and [90]\nCLONE [golden witch] AT [0] [0] with [30] and [90]\nCLONE [diamond witch] AT [0] [130] with [30] and [90]\n\ndefine CLONE (costume) AT (x) (y) with (zise) and (direction)\nshow\nswitch costume to (costume)\ngo to x: (x) y: (y)\npoint in direction (direction)\nset size to (zise) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [4]> then\n go to x: (pick random (-230) to (230)) y: (0)\n repeat until <<touching (levels v)?> or <touching (player v)?>>\n change y by (-3)\n end\n if <touching (player v)?> then\n broadcast (level v)\n delete this clone\n end\n if <touching (levels v)?> then\n delete this clone\n end\n end\n if <(costume [number v]) = [5]> then\n go to x: (pick random (-230) to (230)) y: (130)\n repeat until <<touching (levels v)?> or <touching (player v)?>>\n change y by (-7)\n end\n if <touching (player v)?> then\n broadcast (level v)\n delete this clone\n end\n if <touching (levels v)?> then\n delete this clone\n end\n end\n if <(levels) = [15]> then\n if <(costume [number v]) = [1]> then\n show\n go to [front v] layer\n if <(distance to [player v]) > [40]> then\n point towards (player v)\n set rotation style [left-right v]\n move (4) steps\n else\n if <(distance to [player v]) < [40]> then\n point towards (player v)\n set rotation style [left-right v]\n move (3) steps\n end\n end\n if <touching (player v)?> then\n go to x: (210) y: (-75)\n broadcast (level v)\n end\n end\n if <(costume [number v]) = [2]> then\n show\n go to [front v] layer\n set rotation style [left-right v]\n point towards (player v)\n repeat (1)\n wait (0.5) seconds\n CLONE [bullet] AT [0] [0] with [30] and [90]\n set size to (30) %\n switch costume to (golden witch v)\n end\n end\n if <(costume [number v]) = [3]> then\n show\n go to [front v] layer\n set rotation style [left-right v]\n point towards (player v)\n repeat (1)\n wait (0.5) seconds\n CLONE [laser] AT [0] [130] with [30] and [90]\n set size to (30) %\n switch costume to (diamond witch v)\n end\n end\n end\n if <(levels) = [16]> then\n repeat (50)\n if <(costume [number v]) < [6]> then\n delete this clone\n end\n end\n end\nend\n\nif <(levels) = [11]> then\n delete this clone\nend\n\n@levels\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [levels v] to [1]\n\nwhen backdrop switches to [background v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (levels)\nend\n\n@player\n\nwhen I receive [level v]\ngo to x: (-210) y: (-60)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen backdrop switches to [background v]\nshow\nswitch costume to (player costume)\ngo to x: (-210) y: (-60)\nset rotation style [left-right v]\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n go to [front v] layer\n if <touching (obstacles v)?> then\n broadcast (level v) and wait\n end\n if <<(x position) > [230]> and <touching (_edge_ v)?>> then\n if <not <(levels) = [16]>> then\n change [levels v] by (1)\n broadcast (level v) and wait\n end\n end\n if <<(y position) < [-173]> and <touching (_edge_ v)?>> then\n broadcast (level v) and wait\n end\n if <not <touching color (#5900ff)?>> then\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [xv v] by (0.8)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n change [xv v] by (-0.8)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <not <touching color (#5900ff)?>> then\n set [yv v] to [10]\n end\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\nset size to (30) %\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen I receive [hide v]\nhide\n\n@obstacles\n\nwhen backdrop switches to [background v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (levels)\n if <(costume [number v]) = [3]> then\n if <(unlock) = [1]> then\n hide\n set [unlock v] to [0]\n wait until <(levels) = [4]>\n show\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@settings\n\ndefine CLONE (costume) AT (x) (y) with (zise) and (direction)\nshow\nswitch costume to (costume)\ngo to x: (x) y: (y)\npoint in direction (direction)\nset size to (zise) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(backdrop [number v]) = [3]> then\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [SELECT v]\n broadcast (settings 2 v)\n set [hide-menu in game v] to [on]\n end\n if <(distance to [mouse-pointer v]) < [45]> then\n set size to (55) %\n else\n set size to (50) %\n end\n end\n if <(hide-menu in game) = [on]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [clone back v]\nCLONE [B. settings] AT [210] [150] with [50] and [90]\n\nwhen backdrop switches to [background v]\nbroadcast (Music 2 v)\nbroadcast (clone back v)\nstop [this script v]\n\n@settings menu\n\ndefine CLONE (costume) AT (x) (y) with (zise) and (direction)\nshow\nswitch costume to (costume)\ngo to x: (x) y: (y)\npoint in direction (direction)\nset size to (zise) %\ngo to [front v] layer\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\nhide\n\nwhen flag clicked\nhide\nset [music 2 v] to [on]\nstop [this script v]\n\nwhen I receive [settings 2 v]\nCLONE [menu] AT [0] [25] with [120] and [90]\nCLONE [Music] AT [-86] [80] with [100] and [90]\nCLONE [on Watermark] AT [-37] [51] with [100] and [90]\nCLONE [ESC] AT [-180] [120] with [100] and [90]\n\nwhen I receive [music 2 v]\nforever\n play sound [Music v] until done\nend\n\nwhen I receive [music 2 v]\nforever\n if <(music 2) = [off]> then\n set volume to (0) %\n end\n if <(music 2) = [on]> then\n set volume to (100) %\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [number v]) = [3]> then\n go to [front v] layer\n go [forward v] (1) layers\n if <<(costume [number v]) = [2]> and <(music 2) = [off]>> then\n switch costume to (off music v)\n end\n if <<(costume [number v]) = [4]> and <(watermark) = [off]>> then\n switch costume to (off watermark v)\n end\n if <<(costume [number v]) = [2]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n start sound [ON/OFF v]\n switch costume to (off music v)\n set [music 2 v] to [off]\n wait (0.3) seconds\n end\n if <<(costume [number v]) = [3]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n start sound [ON/OFF v]\n switch costume to (music v)\n set [music 2 v] to [on]\n wait (0.3) seconds\n end\n if <<(costume [number v]) = [4]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n start sound [ON/OFF v]\n switch costume to (off watermark v)\n set [watermark 2 v] to [off]\n wait (0.3) seconds\n end\n if <<(costume [number v]) = [5]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n start sound [ON/OFF v]\n switch costume to (on watermark v)\n set [watermark 2 v] to [on]\n wait (0.3) seconds\n end\n if <key (e v) pressed?> then\n repeat (4)\n set [hide-menu in game v] to [off]\n broadcast (clone back v)\n delete this clone\n end\n stop [this script v]\n end\n end\n if <<(costume [number v]) = [6]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n repeat (1)\n set [hide-menu in game v] to [off]\n delete this clone\n end\n broadcast (clone back v)\n stop [this script v]\n end\n if <(backdrop [number v]) = [4]> then\n stop [this script v]\n end\n if <(hide-menu in game) = [off]> then\n if <(costume [number v]) < [7]> then\n repeat (4)\n delete this clone\n end\n broadcast (clone back v)\n end\n end\nend\n\n@helps\n\nwhen backdrop switches to [background v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (levels)\n if <(costume [number v]) = [3]> then\n if <touching (player v)?> then\n start sound [Collect v]\n hide\n set [unlock v] to [1]\n wait until <(levels) = [4]>\n show\n set [unlock v] to [0]\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [unlock v] to [0]\n\n@MOM\n\nwhen flag clicked\nhide\nswitch costume to (mom v)\nset size to (40) %\nwait until <(levels) = [16]>\ngo to x: (120) y: (-75)\nshow\nrepeat (2)\n repeat (10)\n change x by (3)\n end\n repeat (10)\n change x by (-3)\n end\n repeat (10)\n change y by (2)\n end\n wait (0.1) seconds\n repeat (10)\n change y by (-2)\n end\nend\nhide\ngo to x: (0) y: (0)\nswitch costume to (finish v)\nset size to (100) %\ngo to [front v] layer\ngo [forward v] (999) layers\nshow\nbroadcast (hide v)\n\n@for mobile players\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [background v]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\ngo [forward v] (999) layers\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go [forward v] (99999) layers\nend\n\n@ \n\ndefine CLONE (costume) AT (x) (y) with (zise) and (direction)\nshow\nswitch costume to (costume)\ngo to x: (x) y: (y)\npoint in direction (direction)\nset size to (zise) %\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\nhide\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset size to (50) %\nset [go v] to [0]\n\nwhen I receive [play v]\nswitch backdrop to (story v)\nCLONE [1] AT [-120] [88] with [50] and [90]\nwait (4) seconds\nCLONE [2] AT [120] [88] with [50] and [90]\nwait (4) seconds\nCLONE [3] AT [-120] [-98] with [50] and [90]\nwait (4) seconds\nCLONE [4] AT [120] [-98] with [50] and [90]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n wait (0.1) seconds\n end\nend\nif <(costume [number v]) = [2]> then\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n wait (0.1) seconds\n end\nend\nif <(costume [number v]) = [3]> then\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n wait (0.1) seconds\n end\nend\nif <(costume [number v]) = [4]> then\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n wait (0.1) seconds\n end\n set [go v] to [1]\nend\nwait until <(go) = [1]>\nrepeat (20)\n change [ghost v] effect by (4)\n change [brightness v] effect by (4)\nend\nwait (0.3) seconds\nswitch backdrop to (background v)\nrepeat (4)\n delete this clone\nend\n\n
------LICA LICA AND THE WITCHES--------\n-READ ALL-\n*MOBILE FRIENDLY*\n\n--STORY--\nLica Lica was chilling outside with his mom when 3 witches took his mom. Your mission is to rescue her.\n\n--CONTROLS--\nCLICK THE FLAG X2 TIMES\n-In menu:- click the arrows to change the skin\n - click on the play button to start\n - click on the settings button to acces settings \n-In the settings menu:-click on the button near "music" "\to stop/start it\n -click on the button near "watermark" to show/hide it\n -click on "esc" or press R to leave \n-in game:-use arrows to move or click on the screen left/right/up to move\n -press the settings button to acces them\n\nALL LEVELS ARE POSIBLE*\nHAVE FUN! :)
Santa II A platformer
@Stage\n\nwhen flag clicked\nforever\n start sound [Frosty the Snowman v]\nend\n\nset volume to (100) %\n\n@player\n\nwhen flag clicked\nbroadcast (Connecting v)\nshow\nswitch costume to (front v)\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [max players v] to [8]\nset [#my player v] to [0]\ndelete all of [buffer v]\nbroadcast (setup - opponents v) and wait\nbroadcast (join game v) and wait\nif <(#my Player) > [0]> then\n broadcast (Connected v)\n broadcast (Joined v)\n wait (3) seconds\nelse\n broadcast (Full v)\nend\nbroadcast (Begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n player tick\n send cloud data\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ player1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ player2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ player3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ player4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ player5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ player6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ player7 v] to (value)\n else\n set [☁ player8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <(#my Player) < [1]> then\n stop [this script v]\nend\nadd (x position) to [buffer v]\nadd (y position) to [buffer v]\nchange [cloud timer v] by (1)\nif <(Cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (#my Player) to (encoded)\nset cloud # (#my Player) to (encoded)\n\ndefine player tick\ncreate clone of (_myself_ v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.9)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\nend\nset [x v] to ((x) * (.9))\nchange x by (x)\nif <<touching (level v)?> or <touching (block v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (block v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (block v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (block v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (block v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (block v)?>> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <<touching (level v)?> or <touching (block v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (level v)?> or <touching (block v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (12)\n end\nend\nchange y by (1)\nif <<touching (spikes v)?> or <touching (saws v)?>> then\n broadcast (respawn v)\nend\nif <touching (trampoline v)?> then\n change [y v] by (15)\nend\nif then\n set [y v] to [-2]\nend\n\nwhen flag clicked\nforever\n if <not <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>>> then\n switch costume to (front v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n switch costume to (up v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up right v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up left v)\n end\nend\n\nwhen I receive [next level v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nif <(_ LEVEL) = [6]> then\n go to x: (-200) y: (-34)\nend\nif <(_ LEVEL) = [7]> then\n go to x: (-200) y: (-34)\nend\nif <(_ LEVEL) = [1]> then\n go to x: (-200) y: (0)\nend\nif <(_ LEVEL) = [11]> then\n go to x: (-250) y: (-34)\nend\nif <(_ LEVEL) = [3]> then\n go to x: (-250) y: (0)\nend\nif <(_ LEVEL) = [15]> then\n go to x: (-250) y: (0)\nend\nwait (1) seconds\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nif <(_ LEVEL) = [6]> then\n go to x: (-200) y: (-34)\nend\nif <(_ LEVEL) = [7]> then\n go to x: (-200) y: (-34)\nend\nif <(_ LEVEL) = [3]> then\n go to x: (-250) y: (0)\nend\nwait (1) seconds\n\nwhen I start as a clone\nswitch costume to (1 v)\nrepeat (10)\n change [color v] effect by (25)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [connected v]\nforever\n if <[237] < (x position)> then\n broadcast (NEXT LEVEL v)\n end\n if <(x position) < [-245]> then\n go to x: (-244) y: (y position)\n end\n if <(y position) < [-160]> then\n broadcast (respawn v)\n end\nend\n\nwhen I receive [connected v]\nforever\n if <(#my Player) = [1]> then\n set [☁ @ count? v] to [1]\n else\n if <(#my Player) = [2]> then\n set [☁ @ count? v] to [2]\n else\n if <(#my Player) = [3]> then\n set [☁ @ count? v] to [3]\n else\n if <(#my Player) = [4]> then\n set [☁ @ count? v] to [4]\n else\n if <(#my Player) = [5]> then\n set [☁ @ count? v] to [5]\n else\n if <(#my Player) = [6]> then\n set [☁ @ count? v] to [6]\n else\n if <(#my Player) = [7]> then\n set [☁ @ count? v] to [7]\n else\n if <(#my Player) = [8]> then\n set [☁ @ count? v] to [8]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwait (1) seconds\n\nwhen I receive [begin v]\n\n delete all of [@level v]\n add (_ LEVEL) to [@level v]\nend\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n stop [all v]\n end\nend\n\n@other players\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value =read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(#my Player) = (player #)> then\n set [offline v] to [100]\n else\n show\n tick\n end\nend\n\ndefine value =cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ player1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ player2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ player3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ player4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ player5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ player6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ player7)\n else\n set [☁ player5 v] to (☁ player5)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue =cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n value =read from encoded\n say (join (player #) (join [:] (value)))\n value =read from encoded\n value =read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value =read from encoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to (item (1) of [buffer v])\n delete (1) of [buffer v]\n set y to (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\n\nwhen I receive [join game v]\nvalue =cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue =cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [#my player v] to (player #)\nend\n\nwhen I receive [begin v]\nforever\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (level10 v)\nforever\n go to x: (0) y: (0)\n set [_ level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nswitch costume to ((costume [number v]) - (1))\n\n@Spikes\n\nwhen flag clicked\ngo to x: (38) y: (69)\nhide\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n show\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n switch costume to (_ LEVEL)\nend\n\nwhen I receive [next level v]\n\nwhen flag clicked\ngo to x: (86) y: (43)\nhide\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n switch costume to (_ LEVEL)\nend\n\nshow\nrepeat (10)\n change y by (1)\nend\nrepeat (10)\n change y by (-1)\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [all v]\n end\nend\n\nwhen flag clicked\nstop [all v]\n\n@Saws\n\nwhen flag clicked\ngo to x: (38) y: (93)\nhide\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n show\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n switch costume to (_ LEVEL)\nend\n\nwhen I receive [next level v]\n\nwhen flag clicked\ngo to x: (35) y: (54)\nhide\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n switch costume to (_ LEVEL)\nend\n\nshow\nrepeat (10)\n change y by (1)\nend\nrepeat (10)\n change y by (-1)\nend\n\n@cloud\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (connecting v)\ngo to [front v] layer\n\nwhen I receive [joined v]\nshow\nswitch costume to (connected v)\ngo to [front v] layer\n\nwhen I receive [full v]\nshow\nswitch costume to (server full v)\ngo to [front v] layer\n\nwhen I receive [begin v]\nhide\nif <(username) = []> then\n show\n switch costume to (no ac v)\nend\n\n
Yo! Wassup! This is an entry to a tournament I hope I win!!\n???? Santa II A platformer ????\nHo ho ho\n\nLeave a ❤️+⭐️ and follow\n\n\n⏩ Inspiration @sassyseal1000 xD\n\n\n⏩ Instructions ⏪\n» Move with arrow keys\n» U can wall jump\n» Avoid isicles and lava\n» Have fun\n\n✅ Credits ✅\nPlayer art by @-Intensify-... Santa hat is mine\nCode by @JTHEJET and @-Intensify-\nArt 95% Me\nMusic... Idk? Suggest in comments\n\nTags❗️\n#sassyseal1000 #games #online #games #games #online #games #games\n\n\n\n\n\n\n\n\n\nWhy were u reading tags?\n\n\n\n\n\n\n\n\n\nDang it!\n\n\n\n\n\n\n\n\n\nbruh?\n\n\n\n\n\n\n\n\n\nFollow me\n\n\n\n\n\n\n\n\n\nSince ur here I dAre yoU to love fave and follow <:) jk but still appreciated!!
Water~a~Platformer
@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-216) y: (-4)\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (d v) pressed?> or <key (right arrow 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 (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-6)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching (level v)?>> then\n set [y v] to [13.2]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [236]> then\n broadcast (Next Level v)\n go to x: (-216) y: (-64)\n end\n if <touching (danger v)?> then\n go to x: (-216) y: (-64)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Magic v] until done\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (2) y: (-4)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\ngo to x: (2) y: (-4)\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
WASD or arrow keys to move.\n\nIt can be a bit trickier to play this.
Worlds: Sunken Ship A platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (LEVEL)\nend\n\nwhen flag clicked\nforever\n play sound [Open Secrets v] until done\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [2]> then\n broadcast (Level 2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [new level v]\nforever\n if <(LEVEL) = [3]> then\n broadcast (Level 3 v)\n stop [this script v]\n end\n if <(LEVEL) = [4]> then\n broadcast (Level 4 v)\n stop [this script v]\n end\n if <(LEVEL) = [5]> then\n broadcast (Level 5 v)\n stop [this script v]\n end\n if <(LEVEL) = [6]> then\n broadcast (Level 6 v)\n stop [this script v]\n end\n if <(LEVEL) = [7]> then\n broadcast (Level 7 v)\n stop [this script v]\n end\nend\n\n@Player\n\nwhen flag clicked\nset size to (120) %\nset [level v] to [1]\nswitch costume to (normal v)\ngo to x: (-198) y: (-42)\nforever\n change [y vel. v] by (-1)\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x vel. v] by (1.2)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x vel. v] by (-1.2)\n end\n set [x vel. v] to ((x vel.) * (0.87))\n change x by (x vel.)\n if <touching (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 (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 (-6)\n change x by ((x vel.) * (-1))\n set [x vel. v] to [0]\n end\n change y by (y vel.)\n if <touching (level v)?> then\n change y by ((y vel.) * (-1))\n set [y vel. v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (level v)?>> then\n switch costume to (up v)\n set [y vel. v] to [13]\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (New LEVEL v)\n end\n if <touching (danger v)?> then\n go to x: (-198) y: (-98)\n end\n if <[-180] > (y position)> then\n go to x: (-198) y: (-42)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (up right v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (up left v)\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-198) y: (-94)\nchange [level v] by (1)\n\n@Thumbnail2\n\nwhen flag clicked\ngo to [front v] layer\nwait (1) seconds\nset [ghost v] effect to (100)\n\n@Chest\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (36) y: (28)\nshow\ngo to [back v] layer\nforever\n glide (1) secs to x: (34) y: (-2)\n wait (0.05) seconds\n glide (1) secs to x: (36) y: (28)\nend\n\n@Danger\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\n
Welcome to worlds a platformer! The 2nd adventure you'll have is in a sunken ship.\n----------------------------------------------------------------\nControls: Arrow keys to move ( Sorry this is not mobile friendly) \n\nNOTE: the underwater part is the 2rd level
Back Again 4 || Platformer #all #games #art #music
@Stage\n\nwhen I receive [play v]\nset [time v] to [0]\nhide variable [☁ world record v]\nset [level skipped v] to [0]\nforever\n if <(level skipped) = [0]> then\n if <(LEVEL) = [15]> then\n if <(round (Time)) < (☁ World Record)> then\n repeat (10)\n set [☁ world record v] to (round (Time))\n end\n stop [this script v]\n end\n end\n end\n if <key (s v) pressed?> then\n set [level skipped v] to [1]\n forever\n set [time v] to [Level skipped]\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <(LEVEL) = [15]> then\n show variable [☁ world record v]\n end\nend\n\nwhen I receive [play v]\nreset timer\nforever\n if <<not <(LEVEL) = [15]>> and <(level skipped) = [0]>> then\n set [time v] to (timer)\n end\nend\n\nwhen flag clicked\nforever\n play sound [tobu higher v] until done\nend\n\nwhen [s v] key pressed\nif <not <(LEVEL) = [15]>> then\n change [level v] by (1)\n broadcast (Reset v)\nend\n\nwhen [r v] key pressed\nbroadcast (Reset v)\n\nwhen [b v] key pressed\nif <not <(LEVEL) = [1]>> then\n change [level v] by (-1)\n broadcast (Reset v)\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen [l v] key pressed\nif <(Lag) = [0]> then\n set [lag v] to [1]\nelse\n set [lag v] to [0]\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Play v)\n\nwhen I receive [play v]\nbroadcast (Reset v)\nswitch costume to (player body v)\nshow\nset [clone type v] to [Eye]\ncreate clone of (_myself_ v)\nforever\n Moved - by moving platform\n PLATFORM PHYSICS | Acceleration: (ACCELERATION) Gravity: (GRAVITY) Friction: (FRICTION) Jump Height: (JUMP HEIGHT)\n set [x pos v] to (x position)\n set [y pos v] to (y position)\n if <<touching (spikes v)?> or <<touching (saw v)?> or <(y position) < [-180]>>> then\n start sound [splat v]\n if <(Lag) = [0]> then\n set [deathx v] to (x position)\n set [deathy v] to (y position)\n repeat (3)\n create clone of (player death v)\n create clone of (player death v)\n create clone of (player death v)\n end\n broadcast (shake v)\n end\n broadcast (Reset v)\n wait (0.1) seconds\n end\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 (ground v)?> or <touching (moving v)?>> then\n collide x\n end\n set [last value v] to (y position)\n if <touching (bouncy v)?> then\n set [speed y v] to ((27) * (((GRAVITY) / (1.7)) * (-1)))\n end\n change y by ((Speed y) / (steps))\n if <<touching (ground v)?> or <touching (moving v)?>> then\n collide y\n end\nend\n\ndefine PLATFORM PHYSICS | Acceleration: (acceleration) Gravity: (gravity) Friction: (friction) Jump Height: (jump height)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(([y position v] of [mobile2 v]) - ([y position v] of [mobile v])) > [10]>>>> then\n if <(Falling) < [3]> then\n set [speed y v] to ((jump height) * (((GRAVITY) / (1.7)) * (-1)))\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(([x position v] of [mobile v]) - ([x position v] of [mobile2 v])) > [10]>>>> then\n change [speed x v] by ((acceleration) * (-1))\n set [x eye v] to [-5]\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(([x position v] of [mobile2 v]) - ([x position v] of [mobile v])) > [10]>>>> then\n change [speed x v] by (acceleration)\n set [x eye v] to [5]\nend\nif <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(([x position v] of [mobile2 v]) - ([x position v] of [mobile v])) > [10]>> or <<mouse down?> and <(([x position v] of [mobile v]) - ([x position v] of [mobile2 v])) > [10]>>>>>>>> then\n set [x eye v] to [0]\nend\nset [speed x v] to ((Speed x) * (friction))\nchange [speed y v] by (gravity)\nMove - In steps (([abs v] of (Speed x) ) + ([abs v] of (Speed y) ))\n\nwhen I start as a clone\nif <(Clone type) = [Eye]> then\n switch costume to (eye v)\n go to [front v] layer\n forever\n go to x: (X pos) y: (Y pos)\n change x by ((x eye) / (2))\n change y by ((Speed y) / (3))\n end\nend\nif <(Clone type) = [trail]> then\n switch costume to (clone v)\n repeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [reset v]\ngo to x: (-180) y: (-50)\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [acceleration v] to [1.9]\nset [gravity v] to [-1.7]\nset [friction v] to [0.85]\nset [jump height v] to [15]\n\nwhen I receive [play v]\nwait (0.01) seconds\nforever\n if <(Lag) = [0]> then\n set [clone type v] to [trail]\n create clone of (_myself_ v)\n end\nend\n\ndefine collide x\nchange y by (1)\nif <<touching (ground v)?> or <touching (moving v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving v)?>> then\n change y by (-2)\n set x to (Last Value)\n set [speed x v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(([y position v] of [mobile2 v]) - ([y position v] of [mobile v])) > [10]>>>> then\n if <(Speed x) < [0]> then\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(([x position v] of [mobile v]) - ([x position v] of [mobile2 v])) > [10]>>>> then\n set [speed x v] to [10]\n set [speed y v] to [12]\n end\n else\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(([x position v] of [mobile2 v]) - ([x position v] of [mobile v])) > [10]>>>> then\n set [speed x v] to [-10]\n set [speed y v] to [12]\n end\n end\n end\n stop [this script v]\n end\n set [speed x v] to ((Speed x) * (0.8))\nend\nset [speed x v] to ((Speed x) * (0.95))\n\ndefine collide y\nset y to (Last Value)\nif <[0] < ((Speed y) * (((GRAVITY) / (1.7)) * (-1)))> then\n set [speed y v] to [0]\n stop [this script v]\nend\nset [falling v] to [0]\nset [speed y v] to [0]\n\nwhen I receive [play v]\nswitch costume to (player body v)\nforever\n wait (pick random (10) to (12)) seconds\n repeat (15)\n next costume\n end\n repeat (15)\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n end\nend\n\ndefine Moved - by moving platform\nif <touching (moving v)?> then\n if <(LEVEL) = [7]> then\n replace item (5) of [moving distances v] with (x position)\n repeat until <not <touching (moving v)?>>\n change x by (1)\n end\n replace item (6) of [moving distances v] with ((x position) - (item (5) of [moving distances v]))\n set x to (item (5) of [moving distances v])\n replace item (7) of [moving distances v] with (x position)\n repeat until <not <touching (moving v)?>>\n change x by (-1)\n end\n replace item (8) of [moving distances v] with ((x position) - (item (7) of [moving distances v]))\n set x to (item (7) of [moving distances v])\n if <([abs v] of (item (6) of [moving distances v]) ) > ([abs v] of (item (8) of [moving distances v]) )> then\n change x by (item (8) of [moving distances v])\n else\n change x by (item (6) of [moving distances v])\n end\n end\n if <(LEVEL) = [12]> then\n replace item (1) of [moving distances v] with (y position)\n repeat until <<not <touching (moving v)?>> or <(y position) > [180]>>\n change y by (1)\n end\n replace item (2) of [moving distances v] with ((y position) - (item (1) of [moving distances v]))\n set y to (item (1) of [moving distances v])\n replace item (3) of [moving distances v] with (y position)\n repeat until <<not <touching (moving v)?>> or <[-180] > (y position)>>\n change y by (-1)\n end\n replace item (4) of [moving distances v] with ((y position) - (item (3) of [moving distances v]))\n set y to (item (3) of [moving distances v])\n if <([abs v] of (item (2) of [moving distances v]) ) > ([abs v] of (item (4) of [moving distances v]) )> then\n change y by (item (4) of [moving distances v])\n else\n change y by (item (2) of [moving distances v])\n end\n end\n if <touching (ground v)?> then\n set [deathx v] to (x position)\n set [deathy v] to (y position)\n broadcast (Reset v)\n if <(Lag) = [0]> then\n repeat (3)\n create clone of (player death v)\n create clone of (player death v)\n create clone of (player death v)\n end\n end\n end\nend\n\nwhen flag clicked\ndelete all of [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\n\nif <(LEVEL) = [13]> then\n replace item (1) of [moving distances v] with (y position)\n repeat until <<not <touching (moving v)?>> or <(y position) > [180]>>\n change y by (1)\n end\n replace item (2) of [moving distances v] with ((y position) - (item (1) of [moving distances v]))\n set y to (item (1) of [moving distances v])\n replace item (3) of [moving distances v] with (y position)\n repeat until <not <touching (moving v)?>>\n change y by (-1)\n end\n replace item (4) of [moving distances v] with ((y position) - (item (3) of [moving distances v]))\n set y to (item (3) of [moving distances v])\n if <([abs v] of (item (2) of [moving distances v]) ) > ([abs v] of (item (4) of [moving distances v]) )> then\n change y by (item (4) of [moving distances v])\n else\n change y by (item (2) of [moving distances v])\n end\nend\n\n@Ground\n\nwhen I receive [reset v]\nswitch costume to (LEVEL)\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\ngo to x: (0) y: (0)\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\n@Spikes\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I receive [reset v]\nswitch costume to (LEVEL)\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\ngo to x: (0) y: (0)\n\n@Saw\n\nwhen flag clicked\nwait (0.01) seconds\nhide\nset [moving v] to [0]\nforever\n if <(LEVEL) = [4]> then\n go to x: (90) y: (-100)\n set [moving v] to [1]\n create clone of (_myself_ v)\n go to x: (-90) y: (20)\n set [moving v] to [2]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [4]>>\n end\n if <(LEVEL) = [9]> then\n go to x: (90) y: (-100)\n set [moving v] to [1]\n create clone of (_myself_ v)\n go to x: (-90) y: (-100)\n set [moving v] to [2]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [9]>>\n end\n if <(LEVEL) = [10]> then\n go to x: (-90) y: (-20)\n set [moving v] to [0]\n create clone of (_myself_ v)\n go to x: (90) y: (-20)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [10]>>\n end\n if <(LEVEL) = [13]> then\n go to x: (0) y: (100)\n set [moving v] to [3]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [13]>>\n end\n if <(LEVEL) = [14]> then\n go to x: (-85) y: (20)\n set [moving v] to [0]\n create clone of (_myself_ v)\n go to x: (120) y: (20)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [14]>>\n end\nend\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I start as a clone\nshow\nset [spin v] to [20]\nset [current level# v] to (LEVEL)\nforever\n repeat (40)\n if <(Lag) = [0]> then\n turn right (spin) degrees\n change [spin v] by (-1)\n end\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n repeat (40)\n if <(Lag) = [0]> then\n turn right (spin) degrees\n change [spin v] by (1)\n end\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nset [current level# v] to (LEVEL)\nset [motion v] to [0]\nif <(moving) = [1]> then\n repeat (14)\n change [motion v] by (-1)\n change x by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n forever\n repeat (28)\n change [motion v] by (1)\n change x by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n repeat (28)\n change [motion v] by (-1)\n change x by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n end\nend\nif <(moving) = [2]> then\n repeat (14)\n change [motion v] by (1)\n change x by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n forever\n repeat (28)\n change [motion v] by (-1)\n change x by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n repeat (28)\n change [motion v] by (1)\n change x by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n end\nend\nif <(moving) = [3]> then\n set [motion v] to [0]\n repeat (14)\n change [motion v] by (-1)\n change y by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n forever\n repeat (28)\n change [motion v] by (1)\n change y by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n repeat (28)\n change [motion v] by (-1)\n change y by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n end\nend\n\n@Bouncy\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I receive [reset v]\nswitch costume to (LEVEL)\nset rotation style [don't rotate v]\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\n@Player Death\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (pick random (80) to (120)) %\nset [y v] to (pick random (8) to (12))\nset [x v] to (pick random (-4) to (4))\ngo to x: (deathx) y: (deathy)\nrepeat (10)\n change x by (x)\n change y by (y)\n change [y v] by (-1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Mobile\n\nwhen I receive [play v]\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mouse-pointer v)\n show\n wait until <not <mouse down?>>\n hide\n end\nend\n\nset [joystickx v] to (x position)\nset [joysticky v] to (y position)\n\n@Mobile2\n\ndefine block name\nif <(mouse x) > (x position)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [mobile v]) + (19))>>\n change x by (1)\n end\nelse\n if <(x position) > (mouse x)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [mobile v]) + (-19)) > (round (x position))>>\n change x by (-1)\n end\n end\nend\nif <(mouse y) > (y position)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [mobile v]) + (19))>>\n change y by (1)\n end\nelse\n if <(y position) > (mouse y)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [mobile v]) + (-19)) > (round (y position))>>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [play v]\npoint in direction (90)\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mobile v)\n show\n repeat until <not <mouse down?>>\n block name\n end\n hide\n end\nend\n\nforever\n \n say [Hello!]\n else\n say []\n end\nend\n\n\n move (1) steps\nend\n\n@Flag\n\nwhen I receive [play v]\nswitch costume to (flag v)\nset [level v] to [1]\ngo to x: (190) y: (-110)\npoint in direction (90)\nforever\n if <touching (player v)?> then\n change [level v] by (1)\n start sound [ding v]\n broadcast (Reset v)\n broadcast (throw clones v)\n if <(Lag) = [0]> then\n turn right (-4) degrees\n repeat (2)\n repeat (2)\n turn right (4) degrees\n end\n repeat (2)\n turn right (-4) degrees\n end\n end\n turn right (4) degrees\n end\n end\nend\n\nwhen I receive [throw clones v]\nif <(Lag) = [0]> then\n repeat (5)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (clone v)\nset size to (pick random (80) to (120)) %\nset [y v] to (pick random (8) to (12))\nset [x v] to (pick random (-4) to (4))\nrepeat (10)\n change x by (x)\n change y by (y)\n change [y v] by (-1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\n@Words\n\nwhen I receive [reset v]\npoint in direction (90)\nset size to (100) %\nif <not <(LEVEL) = [15]>> then\n go to x: (0) y: (0)\n set [ghost v] effect to (20)\n switch costume to (LEVEL)\n wait (5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nelse\n go to x: (-50) y: (50)\n set [ghost v] effect to (0)\n switch costume to (LEVEL)\n repeat (5)\n turn right (-0.5) degrees\n end\n forever\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (2)\n change size by (5)\n end\n repeat (2)\n change size by (-5)\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (2)\n change size by (5)\n end\n repeat (2)\n change size by (-5)\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Love, Fav, and Follow\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (-130) y: (-212)\nset [follow time v] to (pick random (5) to (8))\nforever\n wait (pick random (follow time) to ((follow time) + (10))) seconds\n go to x: (-130) y: (-200)\n show\n repeat (10)\n change y by (5)\n end\n wait (1) seconds\n turn left (5) degrees\n repeat (2)\n repeat (2)\n turn right (5) degrees\n end\n repeat (2)\n turn right (-5) degrees\n end\n end\n turn left (-5) degrees\n wait (1) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n change [follow time v] by (pick random (9) to (11))\nend\n\n@Sun\n\nwhen I receive [play v]\nset size to (100) %\npoint in direction (90)\nshow\ngo to [back v] layer\ngo to x: (214) y: (155)\nswitch costume to (sun v)\ncreate clone of (_myself_ v)\nswitch costume to (sun flares v)\nset [size v] to [0]\nrepeat (10)\n turn right (1) degrees\n change size by (Size)\n change [size v] by (0.05)\n switch costume to (sun flares v)\nend\nforever\n if <(Lag) = [0]> then\n repeat (20)\n turn right (1) degrees\n change size by (Size)\n change [size v] by (-0.05)\n switch costume to (sun flares v)\n end\n repeat (20)\n turn right (1) degrees\n change size by (Size)\n change [size v] by (0.05)\n switch costume to (sun flares v)\n end\n end\nend\n\n@moving\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I start as a clone\nshow\nif <(moving) = [1]> then\n forever\n repeat (28)\n change x by (-7)\n end\n wait (0.5) seconds\n repeat (28)\n change x by (7)\n end\n wait (0.5) seconds\n end\nend\nif <(moving) = [2]> then\n forever\n repeat (13)\n change y by (5)\n end\n repeat (13)\n change y by (-5)\n end\n end\nend\nif <(moving) = [3]> then\n forever\n repeat (13)\n change y by (-5)\n end\n repeat (13)\n change y by (5)\n end\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nhide\nset [moving v] to [0]\nforever\n if <(LEVEL) = [7]> then\n switch costume to (costume1 v)\n go to x: (150) y: (0)\n set [moving v] to [1]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [7]>>\n end\n if <(LEVEL) = [12]> then\n switch costume to (costume2 v)\n go to x: (-90) y: (-100)\n point in direction (90)\n set [moving v] to [2]\n create clone of (_myself_ v)\n go to x: (90) y: (95)\n point in direction (-90)\n set [moving v] to [3]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [12]>>\n end\nend\n\nwhen I start as a clone\nset [current level v] to (LEVEL)\nforever\n if <not <(current level) = (LEVEL)>> then\n delete this clone\n end\nend\n\n@gravity reverse\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(LEVEL) = [5]> then\n go to x: (-40) y: (-75)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [5]>>\n end\n if <(LEVEL) = [7]> then\n go to x: (-50) y: (-75)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [7]>>\n end\n if <(LEVEL) = [8]> then\n go to x: (-140) y: (0)\n create clone of (_myself_ v)\n go to x: (-90) y: (0)\n create clone of (_myself_ v)\n go to x: (-40) y: (0)\n create clone of (_myself_ v)\n go to x: (10) y: (0)\n create clone of (_myself_ v)\n go to x: (60) y: (0)\n create clone of (_myself_ v)\n go to x: (110) y: (0)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [8]>>\n end\n if <(LEVEL) = [9]> then\n go to x: (0) y: (80)\n create clone of (_myself_ v)\n go to x: (200) y: (80)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [9]>>\n end\n if <(LEVEL) = [10]> then\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n go to x: (200) y: (80)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [10]>>\n end\n if <(LEVEL) = [12]> then\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [12]>>\n end\n if <(LEVEL) = [13]> then\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [13]>>\n end\n if <(LEVEL) = [14]> then\n go to x: (-30) y: (20)\n create clone of (_myself_ v)\n go to x: (70) y: (20)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [14]>>\n end\nend\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I start as a clone\nshow\nset [current level# v] to (LEVEL)\nset size to (100) %\npoint in direction (90)\nforever\n repeat (20)\n if <(Lag) = [0]> then\n change size by (-0.4)\n turn right (15) degrees\n else\n set size to (100) %\n point in direction (90)\n end\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n repeat (20)\n if <(Lag) = [0]> then\n change size by (0.4)\n turn right (15) degrees\n else\n set size to (100) %\n point in direction (90)\n end\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [gravity v] to ((GRAVITY) * (-1))\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\ndelete this clone\n\n@snow\n\nwhen flag clicked\nhide\nforever\n if <(Lag) = [0]> then\n wait (pick random (0) to (0.05)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (180)\nset size to (pick random (90) to (110)) %\nset [speed v] to (pick random (-2) to (-6))\nrepeat until <(y position) < [-170]>\n change y by (speed)\nend\ndelete this clone\n\n
Hey guys! Thanks so much for 1000 loves on "Back Again 3"!!! Here is part 4.\n\nALL PARTS: https://scratch.mit.edu/studios/30694888/\nPART 1: https://scratch.mit.edu/projects/603561759/\nPART 2: https://scratch.mit.edu/projects/605046222/\nPART 3: https://scratch.mit.edu/projects/606735170/\nPART 5: https://scratch.mit.edu/projects/610630126/\n\nGET A SHOUTOUT!!! https://scratch.mit.edu/projects/615028671/\n\nALL LEVELS ARE POSSIBLE\n\nDO NOT ADVERTISE AS IT WILL BE REPORTED!\n\nINSTRUCTIONS\nComputer - \nWASD or Arrow keys to move\n"S" to skip\n"B" to go back\n"R" to restart\n"M" to mute\n"L" to turn off lag\n❤️ + ⭐= Thanks so much! :D\n\nMobile - \nTap the screen, and drag in a direction to move the joystick. You will move in that direction.\n❤️ + ⭐= Thanks so much! :D\n\nHighscore: 34 seconds by shayaan2012
Ocean - A Platformer #All #games #art #trending #platformer #ocean #teamseas
@Stage\n\nwhen I receive [intro done v]\nforever\n set [pitch v] effect to (0)\n play sound [Tobu & Itro - Sunburst.mp3 v] until done\nend\n\nwhen I receive [intro done v]\n\nforever\n if <key (m v) pressed?> then\n set [mouse v] to (join (mouse x) (join [ ] (mouse y)))\n end\nend\n\nwhen I receive [intro done v]\nforever\n set volume to (MUSIC) %\nend\n\n@TN\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\nend\n\nset [ghost v] effect to (0)\n\n@Player\n\ndefine Platformer\nbroadcast (clone v)\nswitch costume to (costume1 v)\nset rotation style [left-right v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [xv v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [xv v] by (-1)\nend\nset [xv v] to ((xv) * (0.9))\nchange x by (xv)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n end\n end\nend\nif <touching (level v)?> then\n change x by ((xv) * (-1))\n change y by (-4)\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <touching (level v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [15]\n end\nend\nchange y by (1)\nif <touching (water v)?> then\n set [yv v] to [-0.7]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (water v)?>> then\n set [yv v] to [4]\nend\nif <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> and <touching (water v)?>> then\n set [yv v] to [-4]\nend\nif <<<<(x position) > [235]> and <(MAX COIN) = (COIN)>> or <key (j v) pressed?>> or <(REDO) = [2]>> then\n if <<key (j v) pressed?> or <(REDO) = [2]>> then\n if <(LEVEL) > [11]> then\n stop [this script v]\n end\n end\n broadcast (next level v)\n reset\n wait (1.3) seconds\n change [level v] by (1)\n broadcast (reset v)\n wait until <not <key (j v) pressed?>>\nend\nif <<<<<<<touching (danger v)?> or <touching (saw v)?>> or <(y position) < [-175]>> or <key (r v) pressed?>> or <touching (plastics v)?>> or <touching (pufferfish v)?>> or <(REDO) = [1]>> then\n if <touching (pufferfish v)?> then\n broadcast (green v)\n else\n broadcast (red v)\n end\n start sound [Punch Sound Effect2 v]\n set rotation style [all around v]\n set [yv v] to [12]\n repeat until <(y position) < [-179]>\n change [yv v] by (-1)\n turn left (4) degrees\n change x by (-2)\n change y by (yv)\n change [ghost v] effect by (2)\n end\n hide\n wait (0.8) seconds\n reset\nend\n\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nset [level v] to [1]\ngo to [back v] layer\ngo [forward v] (9) layers\nshow\nreset\nforever\n Platformer\nend\n\nswitch costume to (costume2 v)\n\ndefine reset\nshow\nbroadcast (reset v)\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-80)\n\nwhen I receive [intro done v]\nforever\n wait (pick random (2) to (10)) seconds\n start sound [Glug v]\nend\n\nwhen flag clicked\nforever\n set volume to ((SOUND) * (2)) %\nend\n\n@Water\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to [back v] layer\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\ngo [forward v] (1) layers\n\n@Level\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@intro\n\nwhen flag clicked\nstart sound [TheFatRat - Prelude v]\nswitch costume to (background v)\nset [done v] to [0]\nset [type v] to [b]\ncreate clone of (_myself_ v)\nswitch costume to (pfp v)\nhide\nwait (0.5) seconds\ngo to x: (300) y: (0)\nshow\nstart sound [High Whoosh v]\nrepeat until <(x position) < [1]>\n change x by (((0) - (x position)) / (12))\nend\nset [type v] to [m]\nswitch costume to (mfyy v)\ncreate clone of (_myself_ v)\nswitch costume to (pfp v)\nrepeat until <(x position) < [-42]>\n change x by (((-43) - (x position)) / (10))\nend\nhide\nset [done v] to [1]\nbroadcast (intro done v)\n\nwhen I start as a clone\nshow\nif <(type) = [m]> then\n repeat until <(x position) > [42]>\n change x by (((43) - (x position)) / (10))\n end\nelse\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\nwhen I receive [intro done v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <mouse down?> then\n if <(done) = [0]> then\n wait until <not <mouse down?>>\n hide\n stop all sounds\n set [done v] to [1]\n broadcast (intro done v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nset [done v] to [0]\n\n@Danger\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Level#\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (0)\ngo to x: ((-165) + ((digits) * (12))) y: (165)\nforever\n if <(digits) > (length of (LEVEL))> then\n hide\n else\n show\n switch costume to (letter (digits) of (LEVEL))\n end\nend\n\ndefine clone\nset [digits v] to [0]\nrepeat (10)\n change [digits v] by (1)\n set [type v] to [digit]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nclone\ngo to x: (-165) y: (165)\nswitch costume to (costume1 v)\n\n@bubles\n\nwhen I receive [intro done v]\nset rotation style [left-right v]\nforever\n go to x: (240) y: (pick random (-180) to (180))\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.5)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [forward v] (2) layers\nset size to (pick random (60) to (80)) %\nset [ghost v] effect to (pick random (20) to (50))\nglide (pick random (2) to (5)) secs to x: (-240) y: (pick random (-180) to (180))\ndelete this clone\n\n@next level\n\nwhen flag clicked\nhide\nset [cos v] to [2]\nrepeat (2)\n create clone of (_myself_ v)\n change [cos v] by (1)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (big v)\nif <(cos) = [2]> then\n go to x: (400) y: (0)\nelse\n go to x: (-400) y: (0)\nend\nswitch costume to (cos)\n\nwhen I receive [next level v]\nset [ghost v] effect to (0)\nstart sound [Low Whoosh v]\ngo to [front v] layer\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (6))\nend\nwait (0.1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nswitch costume to (big v)\nif <(cos) = [2]> then\n go to x: (400) y: (0)\nelse\n go to x: (-400) y: (0)\nend\nswitch costume to (cos)\n\nwhen flag clicked\nforever\n set volume to (SOUND) %\nend\n\nwhen I start as a clone\nforever\n set volume to (SOUND) %\nend\n\n@a single distinct meaningful element of speech or writing, used with others (or sometimes alone) to form a sentence and typically shown with a space on either side when written or printed.\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (7) layers\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Saw\n\ndefine clone at (x) (y) (speed) (speed2) (v/h) (size)\ngo to x: (x) y: (y)\nset size to (size) %\nset [sp1 v] to (speed)\nset [sp2 v] to (speed2)\nset [v/h v] to (v/h)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\nhide\nwait (0) seconds\nif <(LEVEL) = [3]> then\n clone at [-5] [14] [90] [10] [v] [100]\n clone at [50] [14] [-90] [5] [v] [100]\n clone at [0] [-50] [90] [10] [h] [100]\n clone at [0] [-160] [90] [10] [h] [100]\nelse\n if <(LEVEL) = [4]> then\n clone at [40] [120] [-40] [4] [h] [100]\n else\n if <(LEVEL) = [6]> then\n clone at [17] [-20] [50] [5] [v] [100]\n else\n if <(LEVEL) = [8]> then\n clone at [-17] [-86] [50] [5] [v] [100]\n else\n if <(LEVEL) = [11]> then\n clone at [-12] [-91] [40] [5] [v] [100]\n clone at [-12] [-91] [50] [5] [h] [100]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I start as a clone\nset [timer v] to [0]\nforever\n change [timer v] by ((1) / (30))\n show\n go to [back v] layer\n go [forward v] (4) layers\n if <(v/h) = [v]> then\n change y by (([sin v] of ((timer) * (sp1)) ) * (sp2))\n else\n change x by (([sin v] of ((timer) * (sp1)) ) * (sp2))\n end\n turn right (4) degrees\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@coin\n\ndefine clone at (x) (y)\ngo to x: (x) y: (y)\nchange [max coin v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nwait (0) seconds\nif <(LEVEL) = [7]> then\n clone at [-214] [142]\nelse\n if <(LEVEL) = [8]> then\n clone at [25] [-91]\n clone at [-147] [82]\n clone at [-232] [-92]\n else\n if <(LEVEL) = [9]> then\n clone at [186] [-118]\n clone at [186] [2]\n clone at [186] [124]\n else\n if <(LEVEL) = [10]> then\n clone at [203] [-132]\n else\n if <(LEVEL) = [11]> then\n clone at [179] [-86]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [forward v] (5) layers\nset [timer v] to [0]\nrepeat until <touching (player v)?>\n change y by (([sin v] of ((timer) * (300)) ) * (0.5))\n change size by (([sin v] of ((timer) * (100)) ) * (0.5))\n change [timer v] by ((1) / (30))\nend\nstart sound [Collect v]\nchange [coin v] by (1)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [coin v] to [0]\nset [max coin v] to [0]\ndelete this clone\n\n@Plastics\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (LEVEL)\n change [timer v] by ((1) / (30))\n if <(LEVEL) = [5]> then\n change y by (([sin v] of ((timer) * (100)) ) * (0.5))\n else\n set y to (0)\n end\nend\n\nwhen I receive [reset v]\nswitch costume to (LEVEL)\nset y to (0)\nset [timer v] to [0]\n\n@Pufferfish\n\nwhen flag clicked\nhide\n\ndefine clone at (x) (y) (xv) (yv) (size)\ngo to x: (x) y: (y)\nset size to (size) %\nset [xv v] to (xv)\nset [yv v] to (yv)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat until <touching (player v)?>\n switch costume to (hitbox v)\n change x by (xv)\n set rotation style [left-right v]\n if <<<touching (level v)?> or <touching (_edge_ v)?>> or <touching (danger v)?>> then\n set [xv v] to ((0) - (xv))\n change x by (xv)\n end\n change y by (yv)\n if <<<touching (level v)?> or <touching (_edge_ v)?>> or <touching (danger v)?>> then\n set [yv v] to ((0) - (yv))\n change y by (yv)\n end\n point in direction (((xv) / ([abs v] of (xv) )) * (-90))\n switch costume to (pufferfish v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [reset v]\nif <(LEVEL) = [7]> then\n clone at [69] [-56] [-4] [-3] [90]\n clone at [89] [136] [-4] [-3] [60]\nelse\n if <(LEVEL) = [9]> then\n clone at [40] [-119] [4] [2] [40]\n clone at [40] [2] [4] [2] [40]\n clone at [40] [134] [4] [2] [40]\n else\n if <(LEVEL) = [11]> then\n clone at [0] [0] [10] [5] [90]\n clone at [-207] [-30] [5] [-3] [90]\n end\n end\nend\n\n@red\n\nwhen I receive [red v]\ngo to [front v] layer\nset [color v] effect to (0)\nshow\nwait (0.1) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [green v]\ngo to [front v] layer\nset [color v] effect to (60)\nshow\nwait (0.1) seconds\nhide\n\n@tail\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (8) layers\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [clone v]\nif <(costume [name v]) = [a]> then\n switch costume to (costume1 v)\n go to (player v)\n create clone of (_myself_ v)\n switch costume to (a v)\nend\n\n@buttons\n\nwhen flag clicked\nset [sound v] to [100]\nset [music v] to [100]\nhide\n\nwhen I receive [intro done v]\nswitch costume to (1 v)\ngo to x: (70) y: (159)\nrepeat (4)\n create clone of (_myself_ v)\n change x by (40)\n next costume\nend\n\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Clock Ticking v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Wood Tap v]\n if <(costume [number v]) = [1]> then\n set [redo v] to [1]\n wait (0) seconds\n set [redo v] to [0]\n else\n if <(costume [number v]) = [2]> then\n set [redo v] to [2]\n wait (0) seconds\n set [redo v] to [0]\n else\n if <(costume [number v]) = [3]> then\n set [music v] to [0]\n switch costume to (music off v)\n else\n if <(costume [number v]) = [4]> then\n set [sound v] to [0]\n switch costume to (sound off v)\n else\n if <(costume [number v]) = [5]> then\n set [music v] to [100]\n switch costume to (3 v)\n else\n if <(costume [number v]) = [6]> then\n set [sound v] to [100]\n switch costume to (4 v)\n end\n end\n end\n end\n end\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\nforever\n set volume to (SOUND) %\nend\n\n
------------------------Ocean - A Platformer---------------------\nGive me time to do part 2. I'm kinda busy now.\nIn level 11, hold down and left when you spawn.\nThis project is made for @TrentonTNT contest.\nHappy Birthday @TrentonTNT!\nALL THE LEVELS ARE POSSIBLE\n\nInstructions:\nUse WASD, arrow keys or mouse to move.\nAvoid spikes, plastics, saws, and pufferfishes.\nCollect all the coins in the level to go to the next level.\nPress J to skip.\nOn level 11, hold down when you spawn.\nLike and Favourite this project and follow me.\nLevel 11 tutorial:\nhttps://scratch.mit.edu/projects/610806438/\nAdd this to more studios.\n\nWhat's in the game:\nSpikes\nSaws\nPlastic bags\nPlastic bottles\nPufferfishes\n\nSave the ocean by using less plastic. #teamseas\n\nCredits:\n@TrentonTNT for the contest.\n@Areeb52090 for the mobile friendly sign.\n@holybird3 for the Glug sound effect.\n@mfyy (me) for the rest.\nMusic is Sunburst\n\nCheck out my other projects:\nhttps://scratch.mit.edu/projects/585135712/\nhttps://scratch.mit.edu/projects/583293878/\nhttps://scratch.mit.edu/projects/596652997/\nhttps://scratch.mit.edu/projects/544593654/\nhttps://scratch.mit.edu/projects/615522819/\n\nComment any bugs or glitches so I can fix them as soon as possible.\nComment any level that you think is hard so I can help.\n\nComment "Ocean pufferfish"\n\n\n\n75 likes and favourites for Part 2.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #mfyy #ocean #sea #teamseas #All #art #music #trentontnt #contest #mrbeast #saws #mobilefriendly #pufferfish #plastic #savethesea
A Snowman's Trip || scrolling platformer
@Stage\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) = [2]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) = [3]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\n@blanko\n\nset [levelscleared v] to [2]\n\n@hitbox\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\nset [jump v] to [0]\nset [movement x v] to [0]\nset [movement y v] to [0]\nset [x v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [die v] to []\nset [rutschig v] to [0.8]\nset [in air v] to [0]\nset [x spawn v] to [0]\nset [au v] to [0]\nset [y spawn v] to [0]\nset [scroll x v] to [0]\nset [y v] to [0]\nhide\nset [gravity v] to [1]\nforever\n show variable [music v]\n broadcast (levelübersicht v)\n set [slected v] to [0]\n wait until <(slected) = [1]>\n broadcast (game on v) and wait\n show\n switch costume to (kostüm3 v)\n set [ghost v] effect to (100)\n set [pause v] to [0]\n hide variable [music v]\n set [level finished v] to [0]\n repeat until <(level finished) = [1]>\n broadcast (fade v)\n set [delete!! v] to [1]\n wait (0.3) seconds\n set [die v] to []\n set [delete!! v] to [0]\n broadcast (repeat v) and wait\n game on\n broadcast (tick v) and wait\n broadcast (time! v)\n set [lvl completed v] to [0]\n repeat until <not <[] = (die)>>\n if <key (p v) pressed?> then\n if <(pause) = [0]> then\n set [pause v] to [1]\n else\n set [pause v] to [0]\n end\n wait until <not <key (p v) pressed?>>\n end\n if <(pause) = [0]> then\n tick\n position\n broadcast (tick v)\n end\n end\n if <(lvl completed) = [0]> then\n broadcast (blink v)\n wait (1) seconds\n else\n start sound [Win v]\n end\n end\n broadcast (fade v)\n wait (0.3) seconds\nend\n\ndefine tick\npoint in direction ([direction v] of [detector v])\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <<[80] > (direction)> or <[100] < (direction)>> then\n if <[90] < (direction)> then\n change [movement x v] by (1.5)\n else\n change [movement x v] by (-1.5)\n end\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [movement x v] by (1)\nend\nset [movement x v] to ((Movement X) * (0.9))\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [movement x v] by (-1)\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <(au) = [1]>> then\n if <(in air) < [4]> then\n set [movement y v] to [16]\n end\nend\nif <(easy) = [0]> then\n if <[-20] < (Movement Y)> then\n change [movement y v] by (-2)\n end\nelse\n if <[-15] < (Movement Y)> then\n change [movement y v] by (-2)\n end\nend\nchange x by: (Movement X)\nchange y by: (Movement Y)\ntest die\nposition\nif <[50] > (scroll x)> then\n set [scroll x v] to [50]\nend\nif <[0] > (scroll y)> then\n set [scroll y v] to [0]\nend\nchange [scroll x v] by (round (((x) - (scroll x)) / (10)))\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nposition\ncreate clone of (_myself_ v)\nif <<<(level) = [1]> and <(x) > [4100]>> and <[100] > (y)>> then\n broadcast (lvl 1 done! v)\nend\nif <<<(level) = [2]> and <(x) > [2140]>> and <[67] > (y)>> then\n broadcast (lvl2 done! v)\nend\nif <<<(level) = [3]> and <(x) > [3100]>> and <[47] > (y)>> then\n broadcast (lvl 3 done! v)\nend\n\ndefine game on\nshow\nset [jump v] to [0]\nset [movement x v] to [0]\nset [movement y v] to [0]\nset [x v] to (X Spawn)\nset [scroll x v] to (X Spawn)\nset [scroll y v] to (Y Spawn)\nset [die v] to []\nset [rutschig v] to [0.8]\nset [in air v] to [0]\nset [y v] to (Y Spawn)\nset [gravity v] to [1]\n\ndefine change x by: (sx)\nchange [x v] by (sx)\nposition\nif <<touching (plattforms v)?> or <touching (_edge_ v)?>> then\n repeat (12)\n change [y v] by (1)\n if <not <<touching (plattforms v)?> or <touching (_edge_ v)?>>> then\n stop [this script v]\n end\n position\n end\n change [y v] by (-12)\n if <<not <touching (_edge_ v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n if <(sx) > [0]> then\n set [movement x v] to [-10]\n else\n set [movement x v] to [10]\n end\n set [in air v] to [0]\n else\n set [movement x v] to [0]\n end\n repeat until <not <<touching (plattforms v)?> or <touching (_edge_ v)?>>>\n if <[0] < (sx)> 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 y by: (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <<touching (plattforms v)?> or <touching (_edge_ v)?>>>\n if <[0] < (sy)> 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 [movement y v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine test die\nif <<(y position) < [-179]> or <touching (danger v)?>> then\n set [die v] to [die]\nend\n\nwhen I receive [green flag v]\nset [color v] effect to (0)\ngo to [front v] layer\ngo to x: (-95) y: (23)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (5) layers\nswitch costume to (level)\nset size to (40) %\nset [ghost v] effect to (0)\nrepeat (10)\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n change [ghost v] effect by (2)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (green flag v)\n\nwhen I receive [lvl 1 done! v]\nset [lvl completed v] to [1]\nrepeat (40)\n set [movement y v] to [10]\nend\nif <[1] > (level done!!)> then\n set [level done!! v] to [1]\nend\nset [level finished v] to [1]\nset [die v] to [1]\n\nwhen I receive [time! v]\nset [time v] to [0]\nrepeat until <(die) = [1]>\n wait (1) seconds\n if <(pause) = [0]> then\n change [time v] by (1)\n end\nend\n\nset [levelscleared v] to [0]\n\nwhen I receive [lvl2 done! v]\nset [lvl completed v] to [1]\nrepeat (40)\n set [movement y v] to [10]\nend\nif <[2] > (level done!!)> then\n set [level done!! v] to [2]\nend\nset [level finished v] to [1]\nset [die v] to [1]\n\nwhen I receive [lvl 3 done! v]\nset [lvl completed v] to [1]\nrepeat (40)\n set [movement y v] to [10]\nend\nif <[3] > (level done!!)> then\n set [level done!! v] to [3]\nend\nset [level finished v] to [1]\nset [die v] to [1]\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0.1)\nhide variable [music v]\nhide variable [time v]\nstop [all v]\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Plattforms\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine go to x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\ngo to x ((x) - (scroll x)) y ((y) - (scroll y))\n\nwhen I start as a clone\nchange [clones v] by (1)\n\nwhen I receive [repeat v]\nset [color v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level1 v)\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\nend\nif <(level) = [2]> then\n switch costume to (level21 v)\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\nend\nif <(level) = [3]> then\n switch costume to (level31 v)\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I start as a clone\nforever\n if <[1] = (delete!!)> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <<(username) = [Jooona]> or <(username) = [enniobinder]>> then\n if <key (2 v) pressed?> then\n set [levelscleared v] to [1]\n end\n if <key (3 v) pressed?> then\n set [levelscleared v] to [2]\n end\n end\nend\n\n@background1\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\n\nswitch costume to (kostüm1 v)\n\nswitch costume to (kostüm1 v)\n\nwhen I receive [repeat v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [2]> then\n switch costume to (kostüm2 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm2 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm2 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm2 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm2 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm2 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm2 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm2 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm2 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm2 v)\n clone at x: [2400] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I receive [repeat v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [3]> then\n switch costume to (kostüm3 v)\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I receive [tick v]\ngo to x (((x) - (scroll x)) / (5)) y (((y) - (scroll y)) / (5))\n\ndefine go to x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [repeat v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (kostüm1 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm1 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm1 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm1 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm1 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm1 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm1 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm1 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm1 v)\n clone at x: [2400] y: [0]\n switch costume to (kostüm1 v)\n clone at x: [2400] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I start as a clone\nchange [clones v] by (1)\n\nwhen I start as a clone\nforever\n if <[1] = (delete!!)> then\n delete this clone\n end\nend\n\n@background2\n\nwhen I receive [tick v]\ngo to x (((x) - (scroll x)) / (10)) y (((y) - (scroll y)) / (10))\n\ndefine go to x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nif <(level) = [1]> then\n switch costume to (pick random (1) to (3))\n set size to (pick random (85) to (150)) %\nend\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen I receive [repeat v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [3]> then\n switch costume to (kostüm4 v)\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I receive [repeat v]\nset [x v] to [-2000]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level1 v)\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\n clone at x: [2400] y: [0]\nend\nset [x v] to [1000000]\n\nwhen I start as a clone\nchange [clones v] by (1)\n\nwhen I start as a clone\nforever\n if <[1] = (delete!!)> then\n delete this clone\n end\nend\n\n@snow\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [repeat v]\nset [clones v] to [0]\nif <(level) = [1]> then\n broadcast (let it snow! v)\nend\nset [y v] to [100000]\n\ndefine go to x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\ngo to x ((x) - (scroll x)) y ((y) - (scroll y))\n\nwhen I start as a clone\nchange [clones v] by (1)\nset size to (pick random (40) to (120)) %\ngo to [front v] layer\nset [yv v] to [-10]\nset [xv v] to [0]\nrepeat until <<<touching (hitbox v)?> or <touching (plattforms v)?>> or <(y position) < [-170]>>\n change [xv v] by (pick random (-1) to (1))\n change [x v] by (xv)\n change [yv v] by (pick random (-3) to (2))\n change [y v] by (yv)\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\nchange [clones v] by (-1)\ndelete this clone\n\nwhen I receive [let it snow! v]\nrepeat until <not <[] = (die)>>\n set [x v] to ((scroll x) + (pick random (-400) to (400)))\n set [y v] to ((scroll y) + (250))\n clone at x: [0] y: [0]\nend\n\nwhen I start as a clone\nif <[] = (die)> then\n wait (0.2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <[1] = (delete!!)> then\n delete this clone\n end\nend\n\n@detector\n\nwhen I receive [green flag v]\npoint in direction (90)\nforever\n tick\nend\n\ndefine tick\ngo to (hitbox v)\ngo to [front v] layer\nif <(level) = [1]> then\n if <<color (#0015ff) is touching (#dcfffc)?> and <not <color (#ff0000) is touching (#dcfffc)?>>> then\n turn left (10) degrees\n end\n if <<color (#ff0000) is touching (#dcfffc)?> and <not <color (#0015ff) is touching (#dcfffc)?>>> then\n turn right (10) degrees\n end\nend\nif <(level) = [2]> then\n if <<color (#0015ff) is touching (#a70000)?> and <not <color (#ff0000) is touching (#a70000)?>>> then\n turn left (5) degrees\n end\n if <<color (#ff0000) is touching (#a70000)?> and <not <color (#0015ff) is touching (#a70000)?>>> then\n turn right (5) degrees\n end\nend\nif <(level) = [3]> then\n if <<color (#0015ff) is touching (#ffffff)?> and <not <color (#ff0000) is touching (#ffffff)?>>> then\n turn left (5) degrees\n end\n if <<color (#ff0000) is touching (#ffffff)?> and <not <color (#0015ff) is touching (#ffffff)?>>> then\n turn right (5) degrees\n end\nend\nif <[4] < ([in air v] of [hitbox v])> then\n if <not <(direction) = [90]>> then\n if <(direction) < [90]> then\n turn right (5) degrees\n else\n turn left (5) degrees\n end\n end\nend\n\n@player\n\nwhen I receive [tick v]\nset size to (30) %\nshow\npoint in direction ([direction v] of [hitbox v])\ngo to (hitbox v)\ngo to [front v] layer\ngo [backward v] (3) layers\n\nwhen I receive [blink v]\nstart sound [Plopp v]\nhide\nclone [30] times\n\nwhen I start as a clone\nshow\nset size to (pick random (5) to (15)) %\nset [xvelocity v] to (pick random (-10) to (10))\nset [yvelocity v] to (pick random (0) to (10))\nchange y by (yVelocity)\nswitch costume to ((level) + (3))\nrepeat until <<touching (plattforms v)?> or <touching (danger v)?>>\n change x by (xVelocity)\n change y by (yVelocity)\n change [yvelocity v] by (-1)\n set [xvelocity v] to ((xVelocity) * (0.9))\nend\nwait (1) seconds\ndelete this clone\n\nwhen I receive [repeat v]\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (level)\n\ndefine clone (...) times\nrepeat (...)\n create clone of (_myself_ v)\nend\n\n@lvl1\n\nwhen I receive [levelübersicht v]\nwait (0) seconds\ngo to [front v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (0)\nshow\nrepeat until <(slected) = [1]>\n go to x: ((-250) - (mouse x)) y: (0)\n if <touching (mouse-pointer v)?> then\n set size to ((5) + ((75) - ((distance to [mouse-pointer v]) / (15)))) %\n if <mouse down?> then\n set [level v] to [1]\n set [slected v] to [1]\n repeat (10)\n change size by (10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n else\n set size to ((75) - ((distance to [mouse-pointer v]) / (15))) %\n end\nend\nhide\n\nwhen I receive [green flag v]\nswitch costume to (0stars v)\nset [level best time v] to [100]\nset [levelscleared v] to [0]\nhide\n\nwhen I receive [lvl 1 done! v]\nif <(LevelsCleared) = [0]> then\n set [levelscleared v] to [1]\nend\nif <(Time) < (level best time)> then\n set [level best time v] to (Time)\nend\nif <[30] < (level best time)> then\n switch costume to (1star v)\nend\nif <<(level best time) < [30]> and <[21] < (level best time)>> then\n switch costume to (2stars v)\nend\nif <(level best time) < [22]> then\n switch costume to (3stars v)\nend\n\n@background\n\nwhen I receive [green flag v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [levelübersicht v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [repeat v]\nhide\n\nwhen flag clicked\nswitch costume to (kostüm3 v)\n\n@decorations\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine go to x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\ngo to x ((x) - (scroll x)) y ((y) - (scroll y))\n\nwhen I receive [repeat v]\nset [color v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level1 v)\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\nend\nif <(level) = [2]> then\n switch costume to (level10 v)\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\nend\nif <(level) = [3]> then\n switch costume to (level16 v)\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I start as a clone\nforever\n if <[1] = (delete!!)> then\n delete this clone\n end\nend\n\n@danger\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\nif <(level) = [2]> then\n next costume\nend\n\ndefine go to x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\ngo to x ((x) - (scroll x)) y ((y) - (scroll y))\n\nwhen I receive [repeat v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level1 v)\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\nend\nif <(level) = [2]> then\n switch costume to (level2 1 v)\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\nend\nif <(level) = [3]> then\n switch costume to (level3 1 v)\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\n clone at x: [475] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I start as a clone\nset [costumedanger v] to (costume [number v])\nforever\n if <[2] = (level)> then\n repeat (10)\n turn left (0.3) degrees\n end\n repeat (10)\n turn right (0.3) degrees\n end\n end\nend\n\nwait (0.2) seconds\n\nswitch costume to (costumeDanger)\n\nwait (0.2) seconds\n\nswitch costume to ((costumeDanger) + (1))\n\nrepeat (5)\n turn right (0.3) degrees\nend\n\nwhen I start as a clone\nforever\n if <[1] = (delete!!)> then\n delete this clone\n end\nend\n\n@time\n\nwhen I receive [green flag v]\ngo to [front v] layer\n\nwhen I receive [repeat v]\nshow variable [time v]\nshow\n\nwhen I receive [levelübersicht v]\nhide\nhide variable [time v]\n\nwhen I receive [game on v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@lvl2\n\nwhen I receive [levelübersicht v]\nwait (0.1) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (0)\nshow\nrepeat until <(slected) = [1]>\n go to x: ((0) - (mouse x)) y: (0)\n if <<touching (mouse-pointer v)?> and <not <(costume [number v]) = [1]>>> then\n set size to ((5) + ((75) - ((distance to [mouse-pointer v]) / (15)))) %\n if <mouse down?> then\n set [level v] to [2]\n set [slected v] to [1]\n repeat (10)\n change size by (10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n else\n set size to ((75) - ((distance to [mouse-pointer v]) / (15))) %\n end\nend\nhide\n\nwhen I receive [green flag v]\nswitch costume to (locked v)\nset [level best time v] to [100]\nset [levelscleared v] to [0]\nhide\nwait until <(LevelsCleared) = [1]>\nswitch costume to (0stars v)\n\nwhen I receive [lvl2 done! v]\nif <(LevelsCleared) = [1]> then\n set [levelscleared v] to [2]\nend\nif <(Time) < (level best time)> then\n set [level best time v] to (Time)\nend\nif <[20] < (level best time)> then\n switch costume to (1star v)\nend\nif <<(level best time) < [20]> and <[13] < (level best time)>> then\n switch costume to (2stars v)\nend\nif <(level best time) < [14]> then\n switch costume to (3stars v)\nend\n\n@fade\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\n\nwhen I receive [fade v]\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nrepeat (5)\n go to [front v] layer\nend\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\n\n@wolken\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [repeat v]\nset [clones v] to [0]\nif <(level) = [2]> then\n broadcast (wolken v)\nend\nif <(level) = [3]> then\n broadcast (weniger wolken v)\nend\n\ndefine go to x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\ngo to x ((x) - (scroll x)) y ((y) - (scroll y))\n\nwhen I start as a clone\nchange [clones v] by (1)\nset size to (pick random (40) to (120)) %\ngo to [front v] layer\ngo [backward v] (pick random (5) to (20)) layers\nset [yv v] to [0]\nif <(scroll x) < (x)> then\n set [xv v] to [-1]\n repeat until <(x) < ((scroll x) - (400))>\n change [xv v] by (pick random (-0.1) to (0))\n change [x v] by (xv)\n change [yv v] by (pick random (-0.1) to (0.1))\n change [y v] by (yv)\n end\nelse\n set [xv v] to [1]\n repeat until <((scroll x) - (-400)) < (x)>\n change [xv v] by (pick random (0) to (0.1))\n change [x v] by (xv)\n change [yv v] by (pick random (-0.1) to (0.1))\n change [y v] by (yv)\n end\nend\nchange [clones v] by (-1)\ndelete this clone\n\nwhen I receive [wolken v]\nrepeat until <not <[] = (die)>>\n if <(pick random (1) to (2)) = [1]> then\n set [x v] to ((scroll x) - (400))\n else\n set [x v] to ((scroll x) - (-400))\n end\n set [y v] to (pick random (50) to (200))\n clone at x: [0] y: [0]\n wait (pick random (0.1) to (2)) seconds\nend\n\nwhen I start as a clone\nforever\n if <[1] = (delete!!)> then\n delete this clone\n end\nend\n\nwhen I receive [weniger wolken v]\nrepeat until <not <[] = (die)>>\n if <(pick random (1) to (2)) = [1]> then\n set [x v] to ((scroll x) - (400))\n else\n set [x v] to ((scroll x) - (-400))\n end\n set [y v] to (pick random (50) to (200))\n clone at x: [0] y: [0]\n wait (pick random (0.5) to (2)) seconds\nend\n\n@Figur1\n\nwhen I receive [game on v]\nbroadcast (Überbrückung v)\n\nwhen I receive [überbrückung v]\ngo to [front v] layer\n\nwhen I receive [levelübersicht v]\ngo to [back v] layer\n\n@lvl3\n\nwhen I receive [levelübersicht v]\nwait (0) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (0)\nshow\nrepeat until <(slected) = [1]>\n go to x: ((250) - (mouse x)) y: (0)\n if <<touching (mouse-pointer v)?> and <not <(costume [number v]) = [1]>>> then\n set size to ((5) + ((75) - ((distance to [mouse-pointer v]) / (15)))) %\n if <mouse down?> then\n set [level v] to [3]\n set [slected v] to [1]\n repeat (10)\n change size by (10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n else\n set size to ((75) - ((distance to [mouse-pointer v]) / (15))) %\n end\nend\nhide\n\nwhen I receive [green flag v]\nswitch costume to (locked v)\nset [level best time v] to [100]\nset [levelscleared v] to [0]\nhide\nwait until <(LevelsCleared) = [2]>\nswitch costume to (0stars v)\n\nwhen I receive [lvl 3 done! v]\nif <(LevelsCleared) = [2]> then\n set [levelscleared v] to [3]\nend\nif <(Time) < (level best time)> then\n set [level best time v] to (Time)\nend\nif <[30] < (level best time)> then\n switch costume to (1star v)\nend\nif <<(level best time) < [31]> and <[20] < (level best time)>> then\n switch costume to (2stars v)\nend\nif <(level best time) < [21]> then\n switch costume to (3stars v)\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n go [forward v] (100) layers\nend\n\n@music\n\nwhen flag clicked\nset [music v] to [1]\nforever\n if <(music) = [1]> then\n play sound [Winter Magic Roa \(No Copyright Music\) v] until done\n end\nend\n\nwhen flag clicked\nset [music v] to [1]\nforever\n set volume to ((music) * (100)) %\nend\n\n
⛄️ A Snowman's Trip ⛄️ a scrolling platformer ⛄️\n\n~ @enniobinder and @Jooona\n\n❄️ Choose a level\n❄️ Move with the arrow keys or WASD (no mobile . mode yet)\n❄️ Press "p" to pause\n❄️ Get to the end of a level to unlock a new one!\n❄️ Try to be fast to get three stars on every level!\n\n\nPlease try out all our other games!\n\n
New gimmick!! スリオロシ!?!?!?!?Platformer!!!
@Stage\n\nwhen flag clicked\nforever\n play sound [MUSIC v] until done\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n set [timer v] to (timer)\nend\n\nwhen [timer v] > ((timer) + (0))\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Player\n\nwhen flag clicked\nshow\nもとに戻す\nforever\n 動き\nend\n\ndefine もとに戻す\nswitch costume to (右 v)\nset size to (125) %\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine 動き\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 change [x v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nset [x v] to ((X) * (0.88))\nchange x by (X)\nrepeat (8)\n if <touching (platformer v)?> then\n change y by (1.1)\n end\nend\nif <touching (platformer v)?> then\n change x by (() - (X))\n change y by (-8.8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [11]\n set [x v] to ((7) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platformer v)?> then\n change y by (() - (Y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching (platformer v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [13]\n end\nend\nchange y by (1)\nif <[235] < (x position)> then\n もとに戻す\n change [level v] by (1)\nend\nif <<(y position) < [-180]> or <touching (together v)?>> then\n もとに戻す\nend\n\nwhen flag clicked\nswitch costume to (右 v)\nforever\n if <touching (おろし器 v)?> then\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n もとに戻す\n end\nend\n\n@Platformer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [level v] to [1]\ngo to [front v] layer\nforever\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\nend\n\n@together\n\nwhen flag clicked\nset [ghost v] effect to (40)\nhide\nforever\n go to x: (0) y: (0)\n if <<(level) = [11]> or <<(level) = [10]> or <(level) = [12]>>> then\n show\n go to [back v] layer\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\n else\n hide\n end\nend\n\n@おろし器\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nshow\ngo to x: (36) y: (0)\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\nend\n\n
ゲーム傾向2位アザス!サムネバグが治らん!曲聞いて!\n___*___Plataformer!!!!____*____[日本語は下↓]傾向3p\nEnglish\nDescription!\nUse the arrow keys, WASD keys,or tap to control.\nIf you look closely at the ground,you will see fine spines, and ifyou touch them,you will be made smaller!\nAlso, you can't touch the needle or fall into the trough as \nusual!\nI know it's not easy, but please try your best!\n(^_^*)Good luck!\n\n\n日本語\n説明\n矢印キーもしくはWASDキーもしくはタップで操作。\nじっと地面を見ると針が見えますがこれによってすりおろされます。(イメージ)\n他のPlatformerと基本ルールは同じですが体がスリオロシ切られると消えてやり直しになるので気をつけてください!頑張ってね!
真逆!?プラットフォーマーplatformer
@Stage\n\n@すていじ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <(旗) = [1]> then\n switch costume to (コスチューム2 v)\n end\n if <(旗) = [2]> then\n switch costume to (コスチューム3 v)\n end\n if <(旗) = [3]> then\n switch costume to (コスチューム1 v)\n end\n if <(旗) = [4]> then\n switch costume to (コスチューム4 v)\n end\n if <(旗) = [5]> then\n switch costume to (コスチューム5 v)\n end\n if <(旗) = [6]> then\n switch costume to (コスチューム6 v)\n end\n if <(旗) = [7]> then\n switch costume to (コスチューム7 v)\n end\n if <(旗) = [8]> then\n switch costume to (コスチューム8 v)\n end\n if <(旗) = [9]> then\n show variable [☁ 世界記録を出した人\(表\) v]\n switch costume to (コスチューム9 v)\n broadcast (終わり v)\n show variable [☁ 世界記録\(表\) v]\n show variable [あなたの記録\(表\) v]\n if <(あなたの記録\(表\)) < (☁ 世界記録\(表\))> then\n set [☁ 世界記録\(表\) v] to (あなたの記録\(表\))\n set [☁ 世界記録を出した人\(表\) v] to (username)\n end\n end\n if <(旗) = [10]> then\n hide variable [☁ 世界記録を出した人\(表\) v]\n hide variable [あなたの記録\(表\) v]\n hide variable [☁ 世界記録\(表\) v]\n switch costume to (コスチューム10 v)\n switch backdrop to (背景2 v)\n end\n if <(旗) = [11]> then\n switch costume to (コスチューム11 v)\n end\n if <(旗) = [12]> then\n switch costume to (コスチューム12 v)\n end\n if <(旗) = [13]> then\n switch costume to (コスチューム13 v)\n end\n if <(旗) = [14]> then\n switch costume to (コスチューム14 v)\n end\n if <(旗) = [15]> then\n switch costume to (コスチューム1 v)\n end\n if <(旗) = [16]> then\n switch costume to (コスチューム16 v)\n end\n if <(旗) = [17]> then\n show variable [☁ 世界記録を出した人 v]\n switch costume to (コスチューム15 v)\n show variable [☁ 世界記録 v]\n show variable [あなたの記録 v]\n if <(あなたの記録) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (あなたの記録)\n set [☁ 世界記録を出した人 v] to (username)\n end\n end\nend\n\nwhen flag clicked\nset [旗 v] to [0]\n\nwhen flag clicked\n\nwhen I receive [終わり v]\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\n\nwhen I receive [終わり v]\nset [止める v] to [1]\n\nwhen [space v] key pressed\ngo to [front v] layer\nswitch costume to (コスチューム17 v)\n\nwhen flag clicked\nplay sound [MUSIC v] until done\n\nwhen flag clicked\nreset timer\n\nwhen flag clicked\nhide variable [☁ 世界記録\(表\) v]\nhide variable [あなたの記録\(表\) v]\nhide variable [☁ 世界記録 v]\nhide variable [あなたの記録 v]\nhide variable [☁ 世界記録を出した人 v]\nhide variable [☁ 世界記録を出した人\(表\) v]\n\nwhen flag clicked\nforever\n if <(旗) = [9]> then\n set [あなたの記録\(表\) v] to (timer)\n set [あなたの記録\(表\) v] to (round (あなたの記録\(表\)))\n wait until <(旗) = [100000000000000000000000000000000]>\n end\nend\n\nwhen flag clicked\nforever\n if <(旗) = [15]> then\n set [あなたの記録 v] to (timer)\n set [あなたの記録 v] to (round (あなたの記録))\n wait until <(旗) = [100000000000000000000000000000000]>\n end\nend\n\nwhen I receive [スタート v]\nreset timer\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 (クローン 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 <(右) = [1]>> then\n switch costume to (右 v)\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <(左) = [1]>> 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 (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <(上) = [1]>> 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 <(上) = [1]>> then\n if <touching (すていじ v)?> then\n set [y v] to [15]\n end\n end\n if <touching color (#0026ff)?> then\n set [y v] to [22]\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 then\n switch costume to (コスチューム2 v)\n else\n switch costume to (右 v)\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 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\nend\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [星とハート欲しい v]\nset size to (100) %\ngo to x: (-207) y: (-77)\n\nwhen flag clicked\nforever\n if <touching (旗 v)?> then\n change [旗 v] by (1)\n go to x: (-207) y: (-77)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (当たったらだめ v)?> then\n go to x: (-207) y: (-77)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (next v)?> then\n repeat until <not <touching (next v)?>>\n go to x: (-207) y: (-77)\n end\n end\nend\n\n@旗\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\n\nwhen flag clicked\nforever\n if <(旗) = [4]> then\n go to x: (177) y: (124)\n end\n if <(旗) = [5]> then\n go to x: (186) y: (-35)\n end\n if <(旗) = [10]> then\n switch costume to (コスチューム2 v)\n go to x: (213) y: (146)\n end\n if <(旗) = [11]> then\n go to x: (214) y: (-10)\n end\n if <(旗) = [12]> then\n go to x: (181) y: (133)\n end\n if <(旗) = [13]> then\n go to x: (172) y: (-9)\n end\n if <(旗) = [17]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (172) y: (-10)\nshow\n\nwhen I receive [終わり v]\nswitch costume to (コスチューム3 v)\n\n@当たったらだめ\n\nwhen flag clicked\nhide\ngo to x: (36) y: (29)\nforever\n if <(旗) = [3]> then\n go to [front v] layer\n show\n switch costume to (コスチューム1 v)\n end\n if <(旗) = [4]> then\n hide\n end\n if <(旗) = [6]> then\n show\n switch costume to (コスチューム2 v)\n end\n if <(旗) = [7]> then\n switch costume to (コスチューム3 v)\n end\n if <(旗) = [8]> then\n switch costume to (コスチューム4 v)\n end\n if <(旗) = [10]> then\n hide\n end\n if <(旗) = [12]> then\n show\n switch costume to (コスチューム6 v)\n end\n if <(旗) = [13]> then\n hide\n end\n if <(旗) = [14]> then\n show\n switch costume to (コスチューム7 v)\n if <(distance to [キャラ v]) < [40]> then\n repeat (25)\n change y by (-20)\n end\n end\n end\n if <(旗) = [15]> then\n go to x: (32) y: (43)\n switch costume to (コスチューム8 v)\n repeat (10)\n change y by (-5)\n end\n repeat (10)\n change y by (5)\n end\n switch costume to (コスチューム3 v)\n repeat (10)\n change y by (-5)\n end\n repeat (10)\n change y by (5)\n end\n end\n if <(旗) = [16]> then\n hide\n end\nend\n\nwhen I receive [終わり v]\nswitch costume to (コスチューム5 v)\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\n\n@落ちる地面\n\nwhen flag clicked\nhide\ngo to x: (-11) y: (-8)\nforever\n if <(旗) = [13]> then\n show\n if <touching (キャラ v)?> then\n repeat (10)\n change y by (-5)\n end\n end\n end\n if <(旗) = [14]> then\n hide\n end\nend\n\nif <(旗) = [14]> then\n\n@スプライト1\n\nwhen flag clicked\nset size to (100) %\nrepeat until <(旗) = [10]>\n show\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\nwhen backdrop switches to [背景2 v]\nhide\n\n@NEXT\n\nwhen flag clicked\nhide\n\ndefine NEXT\ngo to [front v] layer\ngo to x: (0) y: (342)\npoint in direction (45)\nshow\nrepeat (9)\n change y by (-38)\n turn right (5) degrees\nend\nwait (0.2) seconds\nrepeat (10)\n change y by (10)\n turn right (5) degrees\nend\nrepeat (15)\n change y by (-50)\n turn right (5) degrees\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(旗) = [1]> then\n NEXT\n wait until <(旗) = [2]>\n end\n if <(旗) = [2]> then\n NEXT\n wait until <(旗) = [3]>\n end\n if <(旗) = [3]> then\n go to [front v] layer\n NEXT\n wait until <(旗) = [4]>\n end\n if <(旗) = [4]> then\n NEXT\n wait until <(旗) = [5]>\n end\n if <(旗) = [5]> then\n NEXT\n wait until <(旗) = [6]>\n end\n if <(旗) = [6]> then\n NEXT\n wait until <(旗) = [7]>\n end\n if <(旗) = [7]> then\n NEXT\n wait until <(旗) = [8]>\n end\n if <(旗) = [8]> then\n NEXT\n wait until <(旗) = [9]>\n end\n if <(旗) = [9]> then\n NEXT\n wait until <(旗) = [10]>\n end\n if <(旗) = [10]> then\n NEXT\n wait until <(旗) = [11]>\n end\n if <(旗) = [11]> then\n NEXT\n wait until <(旗) = [12]>\n end\n if <(旗) = [12]> then\n NEXT\n wait until <(旗) = [13]>\n end\n if <(旗) = [13]> then\n NEXT\n wait until <(旗) = [14]>\n end\n if <(旗) = [14]> then\n NEXT\n wait until <(旗) = [15]>\n end\n if <(旗) = [15]> then\n NEXT\n wait until <(旗) = [16]>\n end\n if <(旗) = [16]> then\n NEXT\n wait until <(旗) = [17]>\n end\n if <(旗) = [17]> then\n NEXT\n wait until <(旗) = [18]>\n end\nend\n\n@スプライト2\n\nwhen I receive [スマホ v]\nset drag mode [draggable v]\nshow\n\nwhen flag clicked\ngo to x: (-191) y: (-164)\nhide\n\nwhen I receive [スタート v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [左 v] to [1]\n else\n set [左 v] to [0]\n end\nend\n\nwhen I receive [カウントダウン v]\nset drag mode [not draggable v]\n\n@スプライト3\n\nwhen I receive [スマホ v]\nset drag mode [draggable v]\nshow\n\nwhen flag clicked\ngo to x: (-91) y: (-157)\nhide\n\nwhen I receive [スタート v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [右 v] to [1]\n else\n set [右 v] to [0]\n end\nend\n\nwhen I receive [カウントダウン v]\nset drag mode [not draggable v]\n\n@スプライト4\n\nwhen I receive [スマホ v]\nset drag mode [draggable v]\nshow\n\nwhen flag clicked\ngo to x: (-144) y: (-109)\nhide\n\nwhen I receive [スタート v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [上 v] to [1]\n else\n set [上 v] to [0]\n end\nend\n\nwhen I receive [カウントダウン v]\nset drag mode [not draggable v]\n\n@スプライト5\n\nwhen flag clicked\nshow\n\nwhen I receive [スマホ v]\nhide\n\nwhen this sprite clicked\nbroadcast (カウントダウン v)\n\nwhen I receive [カウントダウン v]\nhide\n\n@スプライト6\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\n\nwhen this sprite clicked\nbroadcast (スマホ v)\nswitch costume to (コスチューム2 v)\n\nwhen I receive [カウントダウン v]\n\nwhen I receive [カウントダウン v]\nhide\n\n@スプライト7\n\nwhen I receive [スマホ v]\nshow\n\nwhen this sprite clicked\nbroadcast (カウントダウン v)\n\nwhen flag clicked\nhide\n\nwhen I receive [カウントダウン v]\nhide\n\n@Glow-3\n\nwhen I receive [カウントダウン v]\nshow\nswitch costume to (glow-3 v)\nwait (1) seconds\nswitch costume to (glow-2 v)\nwait (1) seconds\nswitch costume to (glow-1 v)\nwait (1) seconds\nswitch costume to (コスチューム1 v)\nbroadcast (スタート v)\nwait (1) seconds\nhide\n\nwhen flag clicked\nhide\n\n@スプライト8\n\nwhen flag clicked\nforever\n if <(旗) = [9]> then\n if <(あなたの記録\(表\)) < (☁ 世界記録\(表\))> then\n wait (1) seconds\n show\n switch costume to (コスチューム1 v)\n wait (1) seconds\n hide\n end\n end\n if <(旗) = [17]> then\n if <(あなたの記録) < (☁ 世界記録)> then\n wait (1) seconds\n show\n switch costume to (コスチューム2 v)\n wait (1) seconds\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
おかしくなったら旗をもう一回押してください。\n矢印キーで操作\nモバイルだと矢印みたいので操作\nサムネのとおり棘が地面で地面に当たったらタヒにます!\n裏(?)ステージみたいなものもあります!\n結構簡単かもしれません。\n裏(?)みたいの行けたら次は世界記録更新だ‼\nちなみに作者の記録は表が31で表と裏合わせて82でした‼\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nここを見てくれているそこの君‼\n今から❤と⭐押さないとこのへんな四角い一つ目のやつが家に来る可能性が99.99999999999999999%になるぞ!
Among us platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [end of intro v]\nswitch backdrop to (backdrop1 v)\n\n@level\n\nwhen flag clicked\nhide\nset [level v] to [1.0]\nforever\n switch costume to (level)\nend\n\nset [level v] to [1.7]\n\nwhen I receive [skip v]\nchange [level v] by (.1)\n\nswitch costume to (level)\n\nnext costume\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\n\n@player\n\nwhen flag clicked\nbroadcast (reset v)\nhide\n\ndefine Touch ground <something above>\nchange [in air? v] by (1)\nrepeat until <not <touching (level v)?>>\n if <something above> then\n change y by (-1)\n else\n change y by (1)\n set [in air? v] to [0]\n end\n set [yv v] to [0]\nend\n\nwhen I receive [reset v]\ngo to [front v] layer\nset [power v] to [0]\nset size to (20) %\ngo to x: (-210) y: (-60)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [xv v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [xv v] to ((xv) * (.86))\n change x by (xv)\n change x by (((0) - (xv)) * <touching (level v)?>)\n change [yv v] by (-1)\n change y by (yv)\n Touch ground <(yv) > [0]>\n if <key (up arrow v) pressed?> then\n if <(in air?) < [4]> then\n set [yv v] to [10]\n broadcast (up v)\n end\n end\n if <touching color (#ff3737)?> then\n broadcast (reset v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n set [my x v] to (x position)\n if <key (right arrow v) pressed?> then\n switch costume to (Color)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (join (Color) [2])\n end\n if <touching color (#ff0000)?> then\n broadcast (reset v)\n end\n if <touching color (#c60909)?> then\n broadcast (reset v)\n end\n if <touching color (#0084ff)?> then\n if <(level) = [1.8]> then\n go to x: (204) y: (-23)\n else\n go to x: (-170) y: (90)\n end\n end\n if <touching color (#ffc500)?> then\n set [yv v] to [20]\n end\n \n broadcast (reset v)\n end\n if <touching color (#37ff00)?> then\n set size to (10) %\n end\n if <touching color (#00ffc3)?> then\n set [power v] to [speed]\n end\n if <(power) = [speed]> then\n repeat until <not <(power) = [speed]>>\n if <key (left arrow v) pressed?> then\n change [xv v] by (-2)\n switch costume to (cyan2 v)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (2)\n switch costume to (cyan v)\n end\n end\n end\nend\n\nchange [lives v] by (-1)\n\nchange [lives v] by (-1)\n\ngo to x: (-200) y: (170)\n\nbroadcast (up v)\n\nset size to (100) %\n\nbroadcast (reset v)\n\nchange [lives v] by (-1)\n\nset size to (10) %\n\nchange [ghost v] effect by (10)\n\nwhen flag clicked\nset [level v] to [1.0]\nforever\n if <(level) = [1.0]> then\n if <(x position) > [220]> then\n set x to (-200)\n set [level v] to [1.1]\n broadcast (reset v)\n end\n end\n if <(level) = [1.1]> then\n if <(x position) > [220]> then\n set x to (-200)\n set [level v] to [1.2]\n broadcast (reset v)\n end\n end\n if <(level) = [1.2]> then\n if <(x position) > [220]> then\n set x to (-200)\n set [level v] to [1.3]\n broadcast (reset v)\n end\n end\n if <(level) = [1.3]> then\n if <(x position) > [220]> then\n set x to (-200)\n set [level v] to [1.4]\n broadcast (reset v)\n end\n end\n if <(level) = [1.4]> then\n if <(x position) > [220]> then\n set x to (-200)\n set [level v] to [1.5]\n broadcast (reset v)\n end\n end\n if <(level) = [1.5]> then\n if <(x position) > [220]> then\n set x to (-200)\n set [level v] to [1.6]\n broadcast (reset v)\n end\n end\n if <(level) = [1.6]> then\n if <(x position) > [220]> then\n set x to (-200)\n set [level v] to [1.7]\n broadcast (reset v)\n end\n end\n if <(level) = [1.7]> then\n if <(x position) > [220]> then\n set x to (-200)\n set [level v] to [1.8]\n broadcast (reset v)\n end\n end\n if <(level) = [1.8]> then\n if <(x position) > [220]> then\n set x to (-200)\n set [level v] to [1.9]\n broadcast (reset v)\n end\n end\n if <(level) = [1.9]> then\n if <(x position) > [220]> then\n set x to (-200)\n set [level v] to [1.11]\n broadcast (reset v)\n end\n end\n if <(level) = [1.11]> then\n if <(x position) > [220]> then\n set x to (-200)\n set [level v] to [1.12]\n broadcast (reset v)\n end\n end\nend\n\nif <touching color (#0084ff)?> then\n go to x: (-170) y: (90)\nend\nif <touching color (#ffc500)?> then\n set [yv v] to [20]\nend\nif <touching color (#aeaeae)?> then\n broadcast (reset v)\nend\nif <touching color (#37ff00)?> then\n set size to (10) %\nend\nif <touching color (#00ffc3)?> then\n set [power v] to [speed]\nend\nif <(power) = [speed]> then\n repeat until <not <(power) = [speed]>>\n if <key (left arrow v) pressed?> then\n change [xv v] by (-2)\n switch costume to (cyan2 v)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (2)\n switch costume to (cyan v)\n end\n end\nend\n\nwhen flag clicked\nforever\n set [player x v] to (x position)\n set [player y v] to (y position)\nend\n\nwhen I receive [start v]\nswitch costume to (Color)\n\nwhen I receive [ded v]\nbroadcast (reset v)\nhide\nwait (2) seconds\n\nshow\n\nwhen I receive [ded v]\n\nhide\n\nwait (2) seconds\n\nbroadcast (reset v)\n\nshow\n\ngo [forward v] (1) layers\n\nwhen I receive [end of intro v]\nhide\n\nwhen I receive [start v]\nshow\n\n@enemy ai\n\nwhen flag clicked\nbroadcast (reset v)\n\ndefine Touch ground <something above>\nchange [in air?2 v] by (1)\nrepeat until <not <touching (level v)?>>\n if <something above> then\n change y by (-1)\n else\n change y by (1)\n set [in air?2 v] to [0]\n end\n set [yv2 v] to [0]\nend\n\ndefine Wall detection, movement, friction (value)\nchange [xv2 v] by (value)\nset [xv2 v] to ((xv2) * (.85))\nchange x by (xv2)\nif <touching (level v)?> then\n change x by ((0) - (xv2))\n if <(in air?2) < [4]> then\n set [yv2 v] to [10]\n end\nend\n\nwhen I receive [up v]\nwait (0.6) seconds\nif <(in air?2) < [4]> then\n set [yv2 v] to [10]\nend\n\nwhen I receive [reset v]\nif <(level) = [1.11]> then\n go to x: (178) y: (160)\nelse\n go to x: (220) y: (50)\nend\nset [yv2 v] to [0]\nset [xv2 v] to [0]\nforever\n change [yv2 v] by (-1)\n change y by (yv2)\n Touch ground <(yv2) > [0]>\n if <([x position v] of [player v]) > (x position)> then\n Wall detection, movement, friction [0.5]\n else\n Wall detection, movement, friction [-0.5]\n end\nend\n\ngo to x: (220) y: (50)\n\nwhen flag clicked\nforever\n if <(x position) < (My x)> then\n switch costume to (red v)\n else\n switch costume to (red2 v)\n end\n if <touching color (#ff0000)?> then\n if <(level) = [1.11]> then\n go to x: (178) y: (160)\n else\n go to x: (220) y: (50)\n end\n end\n if <touching color (#0084ff)?> then\n go to x: (-170) y: (0)\n end\n if <touching color (#ffc500)?> then\n set [yv2 v] to [20]\n end\nend\n\nbroadcast (reset v)\n\nforever\n change [yv2 v] by (-1)\n change y by (yv2)\n Touch ground <(yv2) > [0]>\n if <([x position v] of [player v]) > (x position)> then\n Wall detection, movement, friction [0.5]\n else\n Wall detection, movement, friction [-0.5]\n end\nend\n\nset [yv2 v] to [0]\nset [xv2 v] to [0]\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <(level) = [1.2]> then\n show\n end\n if <(level) = [1.4]> then\n hide\n end\n if <(level) = [1.7]> then\n hide\n end\n if <(level) = [1.8]> then\n show\n end\n if <(level) = [1.9]> then\n hide\n end\n if <(level) = [1.11]> then\n show\n end\n if <(level) = [1.12]> then\n hide\n end\nend\n\nhide\n\ngo to x: (178) y: (160)\n\nshow\n\n@Start Button\n\nwhen this sprite clicked\nbroadcast (Start v)\n\nwhen I receive [end of intro v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\n@Lobby Background\n\nwhen flag clicked\nhide\n\nif <(☁ Pets Unlocked) = [1]> then\n\nswitch costume to (costume3 v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [free rewards v]\nswitch costume to (costume3 v)\n\ngo [forward v] (1) layers\n\nwhen I receive [end of intro v]\nshow\n\n@Color2\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Color v)\n\nwhen I receive [end of intro v]\nshow\n\nwhen I receive [start v]\nhide\n\n@player2\n\nwhen flag clicked\nforever\n switch costume to (Color)\nend\n\nbroadcast (reset v)\n\nchange [lives v] by (-1)\n\ngo to x: (-200) y: (170)\n\nbroadcast (up v)\n\nbroadcast (reset v)\n\nchange [lives v] by (-1)\n\nset size to (10) %\n\nchange [ghost v] effect by (10)\n\ndefine Touch ground <something above>\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [end of intro v]\ngo to [front v] layer\nshow\n\n@Color\n\nwhen flag clicked\nshow\nforever\n go to (mouse-pointer v)\nend\n\nwhen I receive [color v]\nif <touching color (#c60909)?> then\n set [color v] to [Red]\nend\nif <touching color (#ef7e05)?> then\n set [color v] to [Orange]\nend\nif <touching color (#f5f556)?> then\n set [color v] to [Yellow]\nend\nif <touching color (#088029)?> then\n set [color v] to [Green]\nend\nif <touching color (#0b2ad2)?> then\n set [color v] to [Blue]\nend\nif <touching color (#35fedd)?> then\n set [color v] to [Cyan]\nend\nif <touching color (#6b2bbc)?> then\n set [color v] to [Purple]\nend\nif <touching color (#ed53bb)?> then\n set [color v] to [Pink]\nend\nif <touching color (#d7e1f0)?> then\n set [color v] to [White]\nend\nif <touching color (#724718)?> then\n set [color v] to [Brown]\nend\nif <touching color (#3d464d)?> then\n set [color v] to [Black]\nend\nif <touching color (#4fef37)?> then\n set [color v] to [Lime]\nend\n\nwhen I receive [start v]\nhide\n\n@Vent\n\n@Details\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1.0]\nforever\n switch costume to (level)\n go to (level v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\ngo [backward v] (1) layers\n\n@Background\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Stars\n\nwhen I receive [start v]\ngo [backward v] (1) layers\nshow\ngo to x: (-796) y: (296)\nswitch costume to (pick random (1) to (3))\nforever\n repeat until <(x position) = [600]>\n change x by (1)\n wait (.04) seconds\n end\n go to x: (-796) y: (296)\n next costume\nend\n\nrepeat until <(x position) = [1074]>\n change x by (1)\n wait (.04) seconds\nend\ngo to x: (-796) y: (296)\nrepeat until <(x position) = [1074]>\n change x by (1)\n wait (.04) seconds\nend\ngo to x: (-796) y: (296)\nrepeat until <(x position) = [1074]>\n change x by (1)\n wait (.04) seconds\nend\n\nchange [color v] effect by (1)\n\nwhen flag clicked\nhide\n\n@Boi\n\nwhen flag clicked\nhide\nforever\n go to x: ((Player X) - (19)) y: ((Player Y) - (10))\nend\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nswitch costume to (Color)\nif <(Pet) = [Ya]> then\n show\nend\n\nwhen flag clicked\nhide\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (Color)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (join (Color) [2])\n end\nend\n\nwhen I receive [ded v]\n\nstop [other scripts in sprite v]\n\nwhen I receive [reset v]\n\nwait (2) seconds\n\n@Slug\n\nwhen flag clicked\nhide\nforever\n go to x: ((Player X) - (19)) y: ((Player Y) - (10))\nend\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nif <(Pet) = [SLUG]> then\n show\nend\n\nwhen flag clicked\nhide\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (brainslug boi v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (brainslug boi2 v)\n end\nend\n\n@Doge\n\nwhen flag clicked\nhide\nforever\n go to x: ((Player X) - (19)) y: ((Player Y) - (10))\nend\n\ngo to x: (-193) y: (-112)\n\nwhen I receive [start v]\nif <(Pet) = [DOGE]> then\n show\nend\n\nwhen flag clicked\nhide\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (doge v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (doge2 v)\n end\nend\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\n@Detector\n\nwhen flag clicked\nset [loved faved v] to [0]\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)\nset [loved faved v] to [Yes]\nset [☁ pets unlocked v] to [1]\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nwait (.1) seconds\nif <(☁ Pets Unlocked) = [1]> then\n set [loved faved v] to [Yes]\nend\n\n@No button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (Hide pet v)\nset [pet v] to [0]\n\nwhen I receive [end of intro v]\ngo to [front v] layer\nshow\n\n@Boi Button\n\nwhen flag clicked\nswitch costume to (boi v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [free rewards v]\n\nswitch costume to (boi v)\n\nwhen this sprite clicked\nbroadcast (BOI v)\nif <(costume [name v]) = [BOI]> then\n set [pet v] to [Ya]\nend\n\nwhen I receive [end of intro v]\ngo to [front v] layer\nshow\n\n@Doge button\n\nwhen flag clicked\nswitch costume to (boi v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [free rewards v]\n\nswitch costume to (boi v)\n\nwhen this sprite clicked\nbroadcast (DOGE v)\nif <(costume [name v]) = [BOI]> then\n set [pet v] to [DOGE]\nend\n\nwhen I receive [end of intro v]\ngo to [front v] layer\nshow\n\n@Slug Button\n\nwhen flag clicked\nswitch costume to (boi v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [free rewards v]\n\nswitch costume to (boi v)\n\nwhen this sprite clicked\nbroadcast (SLUG v)\nif <(costume [name v]) = [BOI]> then\n set [pet v] to [SLUG]\nend\n\nwhen I receive [end of intro v]\ngo to [front v] layer\nshow\n\n@Boi Preview\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nforever\n hide\nend\n\nwhen flag clicked\nhide\nforever\n switch costume to (Color)\n if <(Pet) = [Ya]> then\n show\n end\n if <not <(Pet) = [Ya]>> then\n hide\n end\nend\n\nset [pet v] to [0]\n\nwhen I receive [boi v]\n\n@Doge Preveiw\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nforever\n hide\nend\n\nwhen flag clicked\nhide\nforever\n switch costume to (Color)\n if <(Pet) = [DOGE]> then\n go to [front v] layer\n show\n end\n if <not <(Pet) = [DOGE]>> then\n hide\n end\nend\n\nset [pet v] to [0]\n\nwhen I receive [doge v]\n\n@Slug Preview\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nforever\n hide\nend\n\nwhen flag clicked\nhide\nforever\n switch costume to (Color)\n if <(Pet) = [SLUG]> then\n go to [front v] layer\n show\n end\n if <not <(Pet) = [SLUG]>> then\n hide\n end\nend\n\nset [pet v] to [0]\n\nwhen I receive [slug v]\n\n@ThumbNail\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [end of intro v]\nshow\n\n@Skip On Off\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\n\nshow\n\nbroadcast (Start v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [skip v] to [on]\nelse\n set [skip v] to [off]\nend\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\nwhen I receive [start v]\n\nshow\n\nwhen flag clicked\nhide\n\n@Doge2\n\nwhen flag clicked\nhide\nforever\n go to x: (Player X) y: ((Player Y) + (25))\nend\n\ngo to x: (-193) y: (-112)\n\nwhen I receive [start v]\nif <(Pet) = [DOGE]> then\nend\n\nshow\n\nwhen flag clicked\nhide\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (doge v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (doge2 v)\n end\nend\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\n@Dead Bodie\n\nwhen flag clicked\nhide\nforever\n switch costume to (Color)\nend\n\nwhen I receive [ded v]\nwait (.1) seconds\ngo to (player v)\nshow\nwait (1.5) seconds\nhide\n\nwhen I receive [ded v]\n\ngo to (player v)\nshow\nwait (1.5) seconds\nhide\n\nhide\n\n@Menu Hat\n\nwhen flag clicked\nforever\n\ngo to (player2 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (Hat)\nend\n\nwhen flag clicked\nshow\n\nif <(Menu) = [open]> then\n\nforever\n\nwhen I receive [start v]\nhide\n\n@HATTSSS\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [hat v] to [No]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (Hat)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (join (Hat) [2])\n end\nend\n\nset [hat v] to [StickGuy]\n\nwhen I receive [start v]\nswitch costume to (Hat)\nshow\nforever\n go to (player v)\nend\n\n@No hat\n\nwhen this sprite clicked\nset [hat v] to [No]\n\nwhen flag clicked\nforever\n if <not <(Menu) = [open]>> then\n hide\n end\nend\n\nwhen I receive [menu hat v]\nshow\n\nwhen I receive [menu color v]\nhide\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [hat v] to [No]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [end of intro v]\nshow\n\nwhen this sprite clicked\nset [hat v] to [Hat]\n\nwhen I receive [start v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [hat v] to [Ballon]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [hat v] to [Knife]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [hat v] to [Mira secerity]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [hat v] to [Top Hat]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [hat v] to [Planty]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [hat v] to [Beanie]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [hat v] to [Crown]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [hat v] to [Party]\n\nwhen I receive [end of intro v]\nshow\n\n@Birde\n\nwhen flag clicked\nhide\nforever\n go to x: ((Player X) - (19)) y: ((Player Y) - (15))\nend\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nif <(Pet) = [MrBlue]> then\n show\nend\n\nwhen flag clicked\nhide\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (birde v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (birde2 v)\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [hat v] to [Police]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [hat v] to [BrainSlug]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [pet v] to [MrBlue]\n\nwhen I receive [end of intro v]\nshow\n\n@Slug Preview2\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nforever\n hide\nend\n\nwhen flag clicked\nset [pet v] to [0]\nhide\nforever\n switch costume to (Color)\n if <(Pet) = [MrBlue]> then\n show\n end\n if <not <(Pet) = [MrBlue]>> then\n hide\n end\nend\n\ngo to [front v] layer\n\ngo [forward v] (1) layers\n\n@Astro\n\nwhen I receive [start v]\ngo to [front v] layer\nif <(Skin) = [Astro]> then\n show\nend\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen flag clicked\nhide\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (astronaut v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (astronaut2 v)\n end\nend\n\nset [skin v] to [0]\n\n@Doc\n\nwhen I receive [start v]\ngo to [front v] layer\nif <(Skin) = [Doc]> then\n show\nend\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen flag clicked\nhide\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (doc v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (doc2 v)\n end\nend\n\nset [skin v] to [0]\n\n@Police\n\nwhen I receive [start v]\ngo to [front v] layer\nif <(Skin) = [Police]> then\n show\nend\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen flag clicked\nhide\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (police v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (police2 v)\n end\nend\n\nset [skin v] to [0]\n\n@Mira\n\nwhen I receive [start v]\ngo to [front v] layer\nif <(Skin) = [Mira]> then\n show\nend\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen flag clicked\nset [skin v] to [0]\nhide\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (mira v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (mira2 v)\n end\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [skin v] to [Doc]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [skin v] to [Police]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite18\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [skin v] to [Mira]\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [skin v] to [Astro]\n\nwhen I receive [end of intro v]\nshow\n\n@Preveiw\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n switch costume to (Skin)\nend\n\nwhen I receive [end of intro v]\nshow\n\n@Sprite19\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [skin v] to [0]\n\nwhen I receive [end of intro v]\nshow\n\n@Birde2\n\nwhen flag clicked\nhide\nforever\n go to x: ((Player X) - (19)) y: ((Player Y) - (15))\nend\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nif <(Pet) = [Frosty]> then\n show\nend\n\nwhen flag clicked\nhide\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (frosty v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (frosty2 v)\n end\nend\n\n@Slug Preview3\n\ngo to x: (-193) y: (-112)\ngo to (player v)\ngo to x: (-212) y: (-122)\n\nwhen I receive [start v]\nforever\n hide\nend\n\nwhen flag clicked\nset [pet v] to [0]\nhide\nforever\n if <(Pet) = [Frosty]> then\n show\n end\n if <not <(Pet) = [Frosty]>> then\n hide\n end\nend\n\nswitch costume to (Color)\n\ngo to [front v] layer\n\ngo [forward v] (1) layers\n\n@Sprite20\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [pet v] to [Frosty]\n\ngo [forward v] (1) layers\n\nwhen I receive [end of intro v]\nshow\n\n@level2\n\nwhen flag clicked\n\nset [level v] to [1.0]\nforever\n switch costume to (level)\nend\n\nset [level v] to [1.7]\n\nwhen I receive [skip v]\n\nchange [level v] by (.1)\n\nswitch costume to (level)\n\nnext costume\n\n@Intro\n\ndefine Smooth Glide to x: y: (x) (y) speed (speed) direction: (dir) size: (size)\nset rotation style [all around v]\npoint in direction (dir)\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <(round (size)) = (size)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine size hacks (size) (costume)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume)\n\ndefine clones (id) (amount\(optional\))\nrepeat (amount\(optional\))\n set [cloneid v] to (id)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nset [cloneid v] to []\nclones [Background] [1]\nclones [Logo] [1]\n\ndefine Shockwave (size) (x) (y) color: (color)\nshow\nset [color v] effect to (color)\ngo to x: (x) y: (y)\nsize hacks (size) [Shockwave]\nset [\(shockwave\) v] to ((size) / (10))\nset [fisheye v] effect to (0)\nrepeat (50)\n change [fisheye v] effect by (\(shockwave\))\n change [\(shockwave\) v] by ((\(shockwave\)) / (4))\nend\nhide\n\ndefine simple beat to size 1: (size) (costume) size 2: (size2) direction: (dir) speed beat back: (spd)\nset rotation style [all around v]\npoint in direction (dir)\nsize hacks (size) (costume)\nSmooth grow (size2) ((size2) / (10))\nrepeat until <(round (direction)) = [90]>\n turn left (((direction) - (90)) / (spd)) degrees\nend\n\ndefine Smooth grow (size) (speed)\nrepeat until <(round (size)) = (size)>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\nwhen I start as a clone\nif <(cloneid) = [Logo]> then\n show\n go to [front v] layer\n switch costume to (logo v)\n go to x: (260) y: (180)\n Smooth Glide to x: y: [0] [0] speed [10] direction: [130] size: [100]\n wait (.2) seconds\n clones [Shockwave] [1]\n simple beat to size 1: [300] [Logo] size 2: [100] direction: [80] speed beat back: [5]\n wait (1) seconds\n Smooth Glide to x: y: [-50] [0] speed [5] direction: [70] size: [100]\n simple beat to size 1: [100] [Logo] size 2: [100] direction: [70] speed beat back: [5]\n clones [words part] [1]\nend\n\nwhen I start as a clone\nif <(cloneid) = [Background]> then\n show\n switch costume to (background v)\n go to [back v] layer\n go to x: (-400) y: (0)\n Smooth Glide to x: y: [0] [0] speed [10] direction: [90] size: [100]\n clones [Background2] [1]\nend\n\nwhen I start as a clone\nif <(cloneid) = [Shockwave]> then\n go to [front v] layer\n go [backward v] (3) layers\n Shockwave [300] [0] [0] color: [120]\n wait (.5) seconds\n Shockwave [250] [0] [0] color: [120]\n wait (1) seconds\n Shockwave [500] [0] [0] color: [120]\nend\n\nwhen I start as a clone\nif <(cloneid) = [Background2]> then\n show\n switch costume to (background2 v)\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (400) y: (0)\n Smooth Glide to x: y: [0] [0] speed [10] direction: [90] size: [100]\n wait (.2) seconds\n Smooth Glide to x: y: [0] [-400] speed [10] direction: [90] size: [100]\nend\n\nwhen I start as a clone\nif <(cloneid) = [words part]> then\n go to x: (-100) y: (0)\n set size to (30) %\n switch costume to (words part v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n Smooth Glide to x: y: [55] [-20] speed [5] direction: [90] size: [250]\n wait (1) seconds\n clones [end] [1]\nend\n\nwhen I start as a clone\nif <(cloneid) = [end]> then\n go to x: (0) y: (0)\n show\n set size to (1) %\n switch costume to (end v)\n go to [front v] layer\n Frame size grow [100] speed [5]\n wait (.5) seconds\n broadcast (end of intro v)\nend\n\ndefine Frame size grow (to: size) speed (speed)\nrepeat until <(size) = (to: size)>\n change size by (((to: size) - (size)) / (speed))\nend\nsize hacks (to: size) [end]\n\nwhen I receive [end of intro v]\ndelete this clone\n\nwhen I receive [end of intro v]\nswitch costume to (end v)\nset size to (100) %\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nplay sound [Bang! v] until done\n\nwhen I receive [end of intro v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\n\nwhen flag clicked\nset volume to (100) %\n\n
I make this project to to congratulate me on reaching 200 followers.\nWell, remeber this: NEVER FORGET TO LOVE AND FAVOURITE.\nThank you so much.
Winter a platformer
@Stage\n\nwhen flag clicked\nset [poziom v] to [1]\nforever\n if <(poziom) = [1]> then\n switch backdrop to (tło1 v)\n end\n if <(poziom) = [2]> then\n switch backdrop to (tło2 v)\n end\n if <(poziom) = [3]> then\n switch backdrop to (tło3 v)\n end\n if <(poziom) = [4]> then\n switch backdrop to (tło4 v)\n end\n if <(poziom) = [5]> then\n switch backdrop to (tło5 v)\n end\n if <(poziom) = [6]> then\n switch backdrop to (tło6 v)\n end\n if <(poziom) = [7]> then\n switch backdrop to (tło7 v)\n end\n if <(poziom) = [8]> then\n switch backdrop to (tło8 v)\n end\n if <(poziom) = [9]> then\n switch backdrop to (tło9 v)\n end\n if <(poziom) = [10]> then\n switch backdrop to (tło10 v)\n end\n if <(poziom) = [11]> then\n switch backdrop to (tło11 v)\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (kostium2 v)\nset [y v] to [0]\nset [x v] to [0]\nshow\ngo to x: (-222) y: (-68)\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (kostium2 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (kostium1 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#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 end\n if <touching color (#ffffff)?> 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 <(x) > [0]> then\n set [y v] to [-5]\n else\n set [y v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#fbfdfe)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [13]\n end\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <touching color (#c9c9c9)?>> then\n go to x: (-200) y: (-27)\n end\n if <touching (flag v)?> then\n go to x: (-199) y: (-26)\n change [poziom v] by (1)\n end\nend\n\n@Flag\n\nwhen flag clicked\nshow\ngo to [back v] layer\nshow\nforever\n if <(backdrop [number v]) = [1]> then\n show\n go to x: (200) y: (-94)\n end\n if <(backdrop [number v]) = [2]> then\n show\n go to x: (198) y: (144)\n end\n if <(backdrop [number v]) = [3]> then\n show\n go to x: (-79) y: (126)\n end\n if <(backdrop [number v]) = [4]> then\n show\n go to x: (214) y: (-95)\n end\n if <(backdrop [number v]) = [5]> then\n show\n go to x: (-211) y: (100)\n end\n if <(backdrop [number v]) = [6]> then\n show\n go to x: (165) y: (-94)\n end\n if <(backdrop [number v]) = [7]> then\n show\n go to x: (-207) y: (143)\n end\n if <(backdrop [number v]) = [8]> then\n show\n go to x: (-207) y: (143)\n end\n if <(backdrop [number v]) = [9]> then\n show\n go to x: (-200) y: (83)\n end\n if <(backdrop [number v]) = [10]> then\n show\n go to x: (196) y: (123)\n end\n if <(backdrop [number v]) = [11]> then\n hide\n end\nend\n\n@dźwięk\n\nwhen flag clicked\nset volume to (85) %\nforever\n play sound [NCS Heroes Tonight v] until done\nend\n\n@napis\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [11]> then\n change [color v] effect by (30)\n show\n else\n hide\n end\nend\n\n@Duszek1\n\nwhen flag clicked\nhide\n\n
PL/EN\nCześć to mój nowy projekt.\n\n#2 na trendach! OMG\n\nPoruszanie W,S,A,D lub strzałkami.\nWiem że można by było dodać więcej leveli ale to jeszcze zrobię :D\n\nwersja 2.0\nplanowane: Śnieg, Fajerwerki na końcu.\n\nMuzyka: Heroes Tonight\n\njeśli doceniasz moją pracę zostaw ❤i⭐\n\nKolejny Projekt już w krótce może zrobię drugą część?\n\nRemix można zrobić pod warunkiem że nie będzie to kopia 1:1\n\nzobacz to https://scratch.mit.edu/projects/615933460\n\nEN\nHello, this is my new project.\n\nMove with W, S, A, D or Arrows.\nI know that more levels could be added but I will do that: D\n\nversion 2.0\nplanned: snow, fireworks at the end.\n\nMusic: Heroes Tonight\n\nif you appreciate my work leave ❤i⭐\n\nAnother project is coming soon, maybe I'll do the second part?\n\nRemix can be done as long as it is not a 1: 1 copy\n\nlook this https://scratch.mit.edu/projects/615933460
Broken City (A platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (black v)\nforever\n play sound [ninja music 1 v] until done\nend\n\nwhen I receive [start v]\nswitch backdrop to (white v)\n\n@Cover\n\nwhen flag clicked\nwait (0.2) seconds\nhide\n\n@Story\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [pixelate v] effect to (100)\nset [ghost v] effect to (0)\nrepeat (50)\n change [pixelate v] effect by (-2)\nend\nwait until <<mouse down?> or <<key (right arrow v) pressed?> or <key (space v) pressed?>>>\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nswitch costume to (costume2 v)\nrepeat (50)\n change [pixelate v] effect by (-2)\nend\nwait until <<mouse down?> or <<key (right arrow v) pressed?> or <key (space v) pressed?>>>\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nswitch costume to (costume3 v)\nrepeat (50)\n change [pixelate v] effect by (-2)\nend\nwait until <<mouse down?> or <<key (right arrow v) pressed?> or <key (space v) pressed?>>>\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nswitch costume to (costume4 v)\nrepeat (50)\n change [pixelate v] effect by (-2)\nend\nwait until <<mouse down?> or <<key (right arrow v) pressed?> or <key (space v) pressed?>>>\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nswitch costume to (costume5 v)\nrepeat (50)\n change [pixelate v] effect by (-2)\nend\nwait until <<mouse down?> or <<key (right arrow v) pressed?> or <key (space v) pressed?>>>\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nswitch costume to (costume6 v)\nrepeat (50)\n change [pixelate v] effect by (-2)\nend\nwait until <<mouse down?> or <<key (right arrow v) pressed?> or <key (space v) pressed?>>>\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nswitch costume to (costume7 v)\nrepeat (50)\n change [pixelate v] effect by (-2)\nend\nwait until <<mouse down?> or <<key (right arrow v) pressed?> or <key (space v) pressed?>>>\nrepeat (50)\n change [ghost v] effect by (5)\nend\nbroadcast (start v)\n\nwhen flag clicked\nwait until <key (s v) pressed?>\nwait until <key (k v) pressed?>\nwait until <key (i v) pressed?>\nwait until <key (p v) pressed?>\nrepeat (50)\n change [ghost v] effect by (5)\nend\nbroadcast (start v)\n\n@Player\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (left v)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n switch costume to (right v)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\nend\nchange y by (1)\nif <<([y position v] of [level v]) > [700]> or <touching color (#ff0000)?>> then\n set [scrollx v] to [810]\n set [scrolly v] to [400]\nend\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <touching color (#2affff)?> then\n broadcast (Next Level v) and wait\nend\nif <touching color (#ffe300)?> then\n set [yv v] to [16]\nend\nif <touching color (#24ff00)?> then\n set [yv v] to [30]\nend\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [restart v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\n\nwhen I receive [start v]\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (tick v)\nend\n\nwhen flag clicked\nset size to (130) %\nhide\ngo to [front v] layer\n\nwhen I receive [start v]\nforever\n wait until <key (r v) pressed?>\n broadcast (Restart v)\nend\n\nwhen I receive [end v]\nhide\n\n@Level\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nwait (1) seconds\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume2]> then\n ask [What is the code?] and wait\n if <(answer) = [529]> then\n switch backdrop to (end v)\n broadcast (end v)\n hide\n switch costume to (level 1 v)\n end\n end\nend\n\n@rain\n\nwhen I start as a clone\nhide\nswitch costume to (costume1 v)\nwait (pick random (0.2) to (1)) seconds\nset x to (pick random (-240) to (240))\nrepeat (6)\n next costume\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nset y to (15)\nforever\n set x to (pick random (-240) to (240))\n repeat (6)\n next costume\n end\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\n
GAME - Broken City (A platformer)\n\nART - @RainFreeze\n\nCODE - @RainFreeze\n\nSTORY - Once Upon a Time a computer was in a shop, and only wanted to be bought, but everyone only took the other computers, and that computer was left alone. Eventually, all the other computers sold out, and no one needed a computer anymore. And that computer was never needed again. When one day, that computer wanted revenge. He took everything into his software, people, buildings, life, cars, everything. After that the city was in ruins. Only one thing stood in its way to destroy everything, YOU.\n\nHOW TO PLAY - \nUse arrow keys to move, Touch for mobile.\nPress R to Restart\nType SKIP to skip story\nRemember the numbers\nLike, Star, and Follow!\n\nVOTE FOR ME HERE!!!\nhttps://scratch.mit.edu/studios/30691113\n\nFAMOUS ACTIVITY -\n\n@prodannau - "cool"\nLOVED, STARED, FOLLOWED\n\nOTHER NOTES - \nTHANKS!!! IM AT 1000 VEIWS!!! YES!!! 12/7/21
Sizes- A Platformer
@Stage\n\n@Sprite6\n\nwhen I receive [nl v]\nnext costume\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop2 v)\nwait (3) seconds\nswitch backdrop to (backdrop1 v)\nshow\nswitch costume to (unnamed v)\nforever\n go to [front v] layer\n go to x: (36) y: (28)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop2 v)\nwait (3) seconds\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-200) y: (130)\nset size to (110) %\nswitch costume to (costume1 v)\nforever\n if <[0] = [0]> then\n change [y v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n change [x v] by (-0.6)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.6)\n switch costume to (costume1 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n end\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 end\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n 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 change y by (-0.5)\n if <<touching (sprite2 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <key (z v) pressed?> then\n change size by (-30)\n wait (.5) seconds\n end\n if <key (x v) pressed?> then\n change size by (30)\n wait (.5) seconds\n end\n if <key (g v) pressed?> then\n set y to (130)\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (150)\n set size to (110) %\n switch costume to (costume1 v)\n end\n if <(x position) > [215]> then\n broadcast (NL v)\n go to x: (-200) y: (130)\n set size to (110) %\n end\n if <(y position) = [-193]> then\n go to x: (-200) y: (130)\n set size to (110) %\n end\n if <touching (sprite4 v)?> then\n go to x: (-200) y: (130)\n set size to (110) %\n broadcast (Dead v)\n end\nend\n\n@Sprite3\n\nwhen I receive [nl v]\nnext costume\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop2 v)\nwait (3) seconds\nswitch backdrop to (backdrop1 v)\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (15)\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop2 v)\nwait (3) seconds\nswitch backdrop to (backdrop1 v)\nshow\ngo to [back v] layer\ncreate clone of (_myself_ v)\nforever\n go to x: (-310) y: (pick random (150) to (80))\n show\n glide (pick random (10) to (15)) secs to x: (310) y: (75)\n hide\nend\n\nwhen I start as a clone\nhide\nwait (4) seconds\ngo to [back v] layer\nforever\n go to x: (-310) y: (pick random (80) to (0))\n show\n glide (pick random (10) to (15)) secs to x: (310) y: (75)\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop2 v)\nwait (3) seconds\nswitch backdrop to (backdrop1 v)\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (15)\nend\n\nwhen I receive [nl v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop2 v)\nwait (3) seconds\nswitch backdrop to (backdrop1 v)\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (15)\nend\n\nwhen I receive [nl v]\nnext costume\n\n@Sprite7\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop2 v)\nwait (3) seconds\nswitch backdrop to (backdrop1 v)\nshow\ngo to [back v] layer\nset size to (95) %\nforever\n go to (sprite1 v)\n if <key (z v) pressed?> then\n change size by (-30)\n wait (.5) seconds\n end\n if <key (x v) pressed?> then\n change size by (30)\n wait (.5) seconds\n end\n if <key (r v) pressed?> then\n set size to (95) %\n end\nend\n\nwhen I start as a clone\nwait (.25) seconds\ndelete this clone\n\nwhen I receive [nl v]\nset size to (95) %\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (.001) seconds\nend\n\nwhen I receive [dead v]\nset size to (95) %\n\n
PLAY THE BETTER VERSION HERE: https://scratch.mit.edu/projects/1013796572/\n\n12/9/21--- 100 views in 4 days?? Thank you!\n3/11/22--- 300 views!!\n5/12/22---500+ views!!\n\n✨ Arrow keys or W, A, D to move\n✨ Get to the other side of the screen to proceed to the next level\n✨ Don't touch red\n✨ If you get stuck in the ground, press g to fix the glitch\n✨ Press r to restart a level\n✨ This platformer has 20 levels
Underwater platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\nforever\n play sound [y2meta v] until done\nend\n\nwhen flag clicked\nbroadcast (E v)\n\n@player\n\ndefine Slow Down\nchange [xv v] by ((Xv) * (-0.08))\n\nwhen I start as a clone\nswitch costume to (4 v)\nrepeat (10)\n change [ghost v] effect by (15)\n change size by (-1.5)\nend\ndelete this clone\n\nwhen I receive [game v]\nforever\n if <<[240] < (x position)> and <(Dead) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n reset\n end\nend\n\ndefine Dead\nset [dead v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nreset\n\ndefine reset\nclear graphic effects\npoint in direction (90)\ngo to x: (-200) y: (30)\nswitch costume to (player1 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nshow\n\ndefine Start\nset [dead v] to [0]\nset [level v] to [1]\nset size to (20) %\nreset\nforever\n create clone of (_myself_ v)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (player1 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)>>> then\n switch costume to (player2 v)\n change [xv v] by (-1)\n end\n Slow Down\n set [xv v] to ((Xv) * (1))\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 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 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)>>>> 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) < [-170]> then\n Dead\n end\nend\n\nwhen flag clicked\nbroadcast (game v)\nStart\n\nwhen backdrop switches to [dave-jo v]\nhide\n\n@ground\n\nwhen flag clicked\n\nwhen backdrop switches to [sky v]\ngo to [front v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [e v]\ngo [backward v] (1) layers\n\n@spike\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen backdrop switches to [sky v]\ngo to [front v] layer\n\n
⭐Platformer Engine⭐\nIt is a platformer engine :)\n-WASD or Arrow Keys To Move.\n-Up Arrow To Jump.\n-Don't Touch Spikes.\n-You Can Wall Jump.\nRemix:✅\n-WASD키나 화살표키로 움직이세요.\n-위쪽 화살표키로 점프하세요.\n-가시에 닿지 마세요.\n-벽을 뛰어넘을 수 있습니다.\nRemix:✅
ᴅᴀʀᴋ ɴɪɢʜᴛ 4 || 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: (-60)\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)?> or <<touching (invisible v)?> or <touching (button v)?>>> or <touching (door v)?>> then\n change y by (1)\n if <<touching (door v)?> or <<touching (level v)?> or <<touching (invisible v)?> or <touching (button v)?>>>> then\n change y by (1)\n if <<touching (door v)?> or <<touching (level v)?> or <<touching (invisible v)?> or <touching (button v)?>>>> then\n change y by (1)\n if <<touching (door v)?> or <<touching (level v)?> or <<touching (invisible v)?> or <touching (button v)?>>>> then\n change y by (1)\n if <<touching (door v)?> or <<touching (level v)?> or <<touching (invisible v)?> or <touching (button v)?>>>> then\n change y by (1)\n if <<touching (door v)?> or <<touching (level v)?> or <<touching (invisible v)?> or <touching (button 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)?> or <<touching (invisible v)?> or <touching (button v)?>>> or <touching (door 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)?> or <<touching (invisible v)?> or <touching (button v)?>>> or <touching (door 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: (-60)\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: (-60)\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 (enemy v)?> or <<<touching (spikey v)?> or <touching (lava v)?>> or <touching (saw 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 [-60]\nset x to (-210)\nset y to (-60)\nstop [this script v]\n\nhide\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@SPIKEY\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n switch costume to (costume2 v)\n go to [back v] layer\n else\n if <(level) = [2]> then\n switch costume to (costume1 v)\n show\n go to [back v] layer\n else\n if <(level) = [3]> then\n switch costume to (costume5 v)\n show\n go to [back v] layer\n else\n if <(level) = [4]> then\n switch costume to (costume3 v)\n show\n go to [back v] layer\n else\n if <(level) = [6]> then\n switch costume to (costume6 v)\n go to [back v] layer\n else\n if <(level) = [7]> then\n switch costume to (costume4 v)\n show\n go to [back v] layer\n else\n if <(level) = [10]> then\n switch costume to (costume7 v)\n show\n go to [back v] layer\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nhide\n\nshow\n\n@Lava\n\nwhen flag clicked\nhide\n\nforever\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n switch costume to (costume2 v)\n show\n go to [back v] layer\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nelse\n if <(level) = [6]> then\n switch costume to (costume2 v)\n show\n go to [back v] layer\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\n else\n if <(level) = [6]> then\n switch costume to (costume2 v)\n show\n go to [back v] layer\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\n else\n if <(level) = [8]> then\n forever\n hide\n go to x: (0) y: (-200)\n wait (1) seconds\n switch costume to (costume2 v)\n show\n go to [back v] layer\n glide (3) secs to x: (0) y: (170)\n wait (1) seconds\n glide (3) secs to x: (0) y: (-200)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\n else\n if <(level) = [10]> then\n switch costume to (costume2 v)\n show\n go to [back v] layer\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\n else\n hide\n end\n end\n end\n end\nend\n\n@Saw\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n set size to (100) %\n go to x: (7) y: (-103)\n turn right (15) degrees\n switch costume to (sharpy2 v)\n go to [back v] layer\n show\n else\n if <(level) = [6]> then\n go to x: (0) y: (0)\n set size to (90) %\n switch costume to (sharpy v)\n turn right (5) degrees\n go to [back v] layer\n show\n else\n if <(level) = [4]> then\n go to x: (-233) y: (56)\n set size to (90) %\n switch costume to (sharpy2 v)\n turn right (15) degrees\n go to [back v] layer\n show\n else\n hide\n end\n end\n end\nend\n\n@Invisible\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n switch costume to (level7 v)\n set [ghost v] effect to (100)\n show\n else\n if <(level) = [7]> then\n switch costume to (level2 v)\n set [color v] effect to (1)\n show\n else\n if <(level) = [11]> then\n hide\n else\n hide\n end\n end\n end\nend\n\nswitch costume to (level3 v)\nshow\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Invisible2\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n go to x: (0) y: (0)\n switch costume to (level7 v)\n else\n hide\n end\nend\n\nset [ghost v] effect to (100)\n\nswitch costume to (level3 v)\nshow\n\n@Enemy\n\nwhen I receive [next level v]\nforever\n if <(level) = [4]> then\n show\n go to x: (-143) y: (-92)\n repeat until <(level) = [6]>\n glide (0.8) secs to x: (7) y: (-92)\n wait (0.5) seconds\n glide (0.8) secs to x: (-143) y: (-92)\n wait (0.5) seconds\n end\n else\n if <(level) = [10]> then\n show\n go to x: (133) y: (-62)\n repeat until <(level) = [6]>\n glide (0.5) secs to x: (205) y: (-62)\n wait (0.5) seconds\n glide (0.5) secs to x: (133) y: (-62)\n wait (0.5) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n show\n switch costume to (costume1 v)\nelse\n if <(level) = [6]> then\n show\n switch costume to (costume2 v)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (0)\n\n@Button\n\nwhen flag clicked\nhide\n\nforever\n\nwhen I receive [on \(⊙o⊙\)? v]\nswitch costume to (on v)\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n show\n go to [back v] layer\n go to x: (-75) y: (83)\n switch costume to (off v)\nelse\n if <(level) = [4]> then\n show\n go to [back v] layer\n go to x: (-139) y: (29)\n switch costume to (off v)\n else\n if <(level) = [7]> then\n show\n go to [back v] layer\n go to x: (-19) y: (123)\n switch costume to (off v)\n else\n if <(level) = [9]> then\n show\n go to [back v] layer\n go to x: (-61) y: (77)\n switch costume to (off v)\n else\n if <(level) = [11]> then\n show\n go to [back v] layer\n go to x: (126) y: (126)\n switch costume to (off v)\n else\n hide\n end\n end\n end\n end\nend\n\n@Door\n\nwhen I receive [on \(⊙o⊙\)? v]\nif <(level) = [9]> then\n show\n glide (1.5) secs to x: (131) y: (180)\n hide\nelse\n show\n glide (1.5) secs to x: (216) y: (180)\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n go to x: (216) y: (126)\n show\nelse\n if <(level) = [4]> then\n go to x: (216) y: (126)\n show\n else\n if <(level) = [7]> then\n go to x: (214) y: (-49)\n show\n else\n if <(level) = [9]> then\n go to x: (131) y: (-49)\n show\n else\n if <(level) = [11]> then\n go to x: (195) y: (-64)\n show\n else\n hide\n end\n end\n end\n end\nend\n\n@Button2\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n show\n go to (button v)\n set [ghost v] effect to (100)\n if <touching (red v)?> then\n broadcast (On \(⊙o⊙\)? v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n go to (button v)\n set [ghost v] effect to (100)\n if <touching (red v)?> then\n broadcast (On \(⊙o⊙\)? v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n go to (button v)\n set [ghost v] effect to (100)\n if <touching (red v)?> then\n broadcast (On \(⊙o⊙\)? v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n go to (button v)\n set [ghost v] effect to (100)\n if <touching (red v)?> then\n broadcast (On \(⊙o⊙\)? v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [A_Bit_Puzzled v] until done\nend\n\nshow\ngo to [front v] layer\n\n
Parts\nPart 1: https://scratch.mit.edu/projects/588685230/\nPart 2: https://scratch.mit.edu/projects/594311391/\nPart 3: https://scratch.mit.edu/projects/604491171/\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 \n ~ᴅᴀʀᴋ ɴɪɢʜᴛ 4~\nWelcome to ᴅᴀʀᴋ ɴɪɢʜᴛ 4! \nLove, Star and Remix!\nFollow me @hern1 for more amazing platformer!\n ~How to play~\nSpam the Green Flag!!! :D\nUse WAD , arrow keys or drag to move.\nAvoid red spikes, saw, lava and enemy!\nPress the button to open the door.\nALL level is possible.\n\nPart 1: https://scratch.mit.edu/projects/588685230/\nPart 2: https://scratch.mit.edu/projects/594311391/\nPart 3: https://scratch.mit.edu/projects/604491171/\n\nCredits:\nThanks to @Capt_Boanerges for the background music.\nThanks to @holybird3 for the button and the door idea.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLove and star and follow me if you see this. :DDDD\n\n\n\n\n\n\n\n\n\n\n\n\n\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#games #all #fun #platformer #spikes #saw #lava #like #fav #art #follow #hern1 #enjoy #lol #good #enemy #ground #hope #you #enjoy #thumbnail #music #door
Fish platformer #platformer #teamseas
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop8 v)\nwait (9) seconds\nforever\n play sound [LAKEY INSPIRED - Better Days \(1\) v] until done\nend\n\nwhen I receive [level up v]\nnext backdrop\n\n@deco\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [level up v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [team seas v]\nnext costume\n\n@Sprite1Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (-186) y: (-101)\nforever\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\n if <key (right arrow v) pressed?> then\n change x by (4)\n end\n if <key (down arrow v) pressed?> then\n change y by (-4)\n end\n if <<key (up arrow v) pressed?> or > then\n change y by (4)\n end\n if <touching (deco v)?> then\n change y by (1)\n if <touching (deco v)?> then\n change y by (1)\n if <touching (deco v)?> then\n change y by (1)\n if <touching (deco v)?> then\n change y by (1)\n if <touching (deco v)?> then\n change y by (1)\n if <touching (deco v)?> then\n change x by ((Xv) * (-1))\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [234]> then\n broadcast (Level Up v)\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-186) y: (-119)\n\nwhen [right arrow v] key pressed\npoint in direction (90)\nwait (0.02) seconds\n\nwhen [up arrow v] key pressed\npoint in direction (0)\nwait (0.02) seconds\n\nwhen [down arrow v] key pressed\npoint in direction (180)\nwait (0.02) seconds\n\nwhen [right arrow v] key pressed\nrepeat (2)\n switch costume to (costume2 v)\n wait (0.02) seconds\n switch costume to (costume1 v)\nend\n\nwhen [up arrow v] key pressed\nrepeat (2)\n switch costume to (costume2 v)\n wait (0.02) seconds\n switch costume to (costume1 v)\nend\n\nwhen [down arrow v] key pressed\nrepeat (2)\n switch costume to (costume2 v)\n wait (0.02) seconds\n switch costume to (costume1 v)\nend\n\nwhen [left arrow v] key pressed\nrepeat (2)\n switch costume to (costume3 v)\n wait (0.02) seconds\n switch costume to (costume4 v)\nend\n\nwhen [left arrow v] key pressed\npoint in direction (90)\nwait (0.02) seconds\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen [left arrow v] key pressed\nrepeat (2)\n switch costume to (costume3 v)\n wait (0.02) seconds\n switch costume to (costume4 v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n broadcast (reset v)\n end\nend\n\nwhen I receive [level up v]\ngo to x: (-186) y: (-119)\n\nwhen flag clicked\nforever\n if <mouse down?> then\n point towards (mouse-pointer v)\n glide (1) secs to (mouse-pointer v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo [forward v] (1) layers\nswitch costume to (costume1 v)\n\nwhen I receive [level up v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [team seas v]\nswitch costume to (costume7 v)\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (danger v)\n\nwhen I receive [level up v]\nnext costume\n\n@BUBBLE\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (10) to (50))\nset size to (pick random (10) to (20)) %\nswitch costume to (costume3 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@BUBBLE2\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (10) to (50))\nset size to (pick random (10) to (20)) %\nswitch costume to (costume3 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@BUBBLE3\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (10) to (50))\nset size to (pick random (10) to (20)) %\nswitch costume to (costume3 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@extra\n\nwhen I receive [level up v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (reset v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Sprite3\n\nwhen this sprite clicked\nbroadcast (Level Up v)\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [team seas v]\nhide\n\n@Sprite4\n\nwhen this sprite clicked\nbroadcast (team seas v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\ngo to x: (36) y: (28)\n\nwhen I receive [team seas v]\nnext costume\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [team seas v]\ngo to [front v] layer\nshow\nwait (1.5) seconds\nnext costume\nwait (1.5) seconds\nnext costume\nwait (2) seconds\nhide\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\ngo to x: (0) y: (0)\nwait (5.5) seconds\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3.3) seconds\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ngo to [front v] layer\n\n
Hey guys just go to end how to move is in the game\n\n
The Light Knight || A Scrolling Platformer - TEST
@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1047]\n set [y v] to [0]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2233]\n set [y v] to [144]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\nwhen [any v] key pressed\nif <touching (mouse-pointer v)?> then\n set [level v] to [1]\nend\n\nwhen [space v] key pressed\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (player2 v)\n\n@Fireball\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n point in direction ([direction v] of [player v])\n go to (player v)\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I start as a clone\nshow\nrepeat until <<<touching (_edge_ v)?> or <touching (enemy v)?>> or <touching (platform v)?>>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen flag clicked\nswitch costume to (costume4 v)\n\n@Player3\n\n
Love it: https://scratch.mit.edu/projects/622711073/\nHey everyone, I apologize for being inactive for a few months.. I haven't been noticed for a long while, so I was away because there was lack of motivation for me. I have returned back to start my new series that I'm excited to share: [ The Light Knight ] Anyways I've had a long follower drought.. so it is appreciated if you leave a follow for me ~ Matthew_K1\n
Purple - Parallax platformer || #games #all #parallax #platformer #purple
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player \n\nwhen flag clicked\nhide\npoint in direction (90)\nswitch costume to (player1 v)\n\nwhen flag clicked\nset [level v] to [1]\nset [time v] to [0]\nhide variable [level v]\nshow variable [time v]\n\nwhen I receive [mort v]\ngo to x: (-208) y: (48)\nchange [mort v] by (1)\n\nwhen I receive [mort v]\ngo to x: (-183) y: (-64)\n\nwhen I receive [niveau v]\ngo to x: (-183) y: (-64)\n\nwhen [timer v] > (0)\nhide variable [level v]\nhide variable [time v]\n\nwhen flag clicked\nshow\nswitch costume to (droit v)\ngo to x: (-208) y: (48)\nset size to (30) %\nforever\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((X) * (0.8))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (droit v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (gauche v)\n change [x v] by (-1)\n end\n change x by (X)\n if <touching (plateformer v)?> then\n change y by (1)\n end\n if <touching (plateformer v)?> then\n change y by (1)\n end\n if <touching (plateformer v)?> then\n change y by (1)\n end\n if <touching (plateformer v)?> then\n change y by (1)\n end\n if <touching (plateformer v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching (plateformer 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 (plateformer v)?>> then\n change [y v] by (13)\n end\n change y by (1)\n if <touching (boiing v)?> then\n set [y v] to [20]\n end\n end\nend\n\nwhen flag clicked\nhide variable [time v]\nrepeat until <(Level) = [11]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nforever\n play sound [Wavecont-Motivate-Full-Length v] until done\nend\n\nset [level v] to [11]\n\nwhen flag clicked\nforever\n if <touching (pic v)?> then\n broadcast (Mort v)\n end\n if <touching (flag v)?> then\n broadcast (Niveau v)\n end\nend\n\nwhen flag clicked\nforever\n if <[11] = (Level)> then\n say (join (Time) [ seconds])\n end\nend\n\n@Plateformer\n\nwhen flag clicked\nshow\nrepeat (10)\n switch costume to (costume1 v)\nend\n\nwhen I receive [niveau v]\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Pic\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [niveau v]\nnext costume\n\n@flag\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (flag v)\n\nwhen I receive [niveau v]\nnext costume\n\n@Boiing\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nhide\nforever\n if <<[4] = (Level)> or <[5] = (Level)>> then\n show\n switch costume to (costume1 v)\n else\n hide\n end\nend\n\nwhen I receive [niveau v]\nchange [level v] by (1)\n\nwhen I receive [end v]\nhide\n\n@Sprite1\n\ngo to [back v] layer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (((mouse x) / (2)) - (110)) y: (((mouse y) / (2)) - (5))\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (((mouse x) / (1.3)) - (70)) y: (((mouse y) / (1.3)) - (5))\nend\n\n@Sprite3\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\ngo to [back v] layer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-30)\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n go to x: (((mouse x) / (1)) - (10)) y: (((mouse y) / (1)) - (10))\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go to x: ((mouse x) / (2)) y: (((mouse y) / (2)) - (10))\nend\n\n@Vignette\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0)\nwait (0.15) seconds\nshow\nswitch costume to (minia flou v)\nset size to (200) %\nset [ghost v] effect to (100)\nrepeat (10)\n switch costume to (minia flou v)\n go to [front v] layer\n change size by (((size) - (100)) / (-3))\n change [ghost v] effect by (-10)\n change size by (((size) - (100)) / (-8))\nend\n\n@Time\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [clones v] to [Numbers serial1]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clones v] to [Numbers serial2]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clones v] to [Numbers serial3]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clones v] to [Numbers serial4]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <[Numbers serial1] = (Clones)> then\n go to x: (0) y: (0)\n show\n forever\n switch costume to (letter (1) of (Time))\n if <[11] = (Level)> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <[Numbers serial2] = (Clones)> then\n go to x: (25) y: (0)\n wait (10.4) seconds\n show\n forever\n switch costume to (letter (2) of (Time))\n if <[11] = (Level)> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <[Numbers serial3] = (Clones)> then\n go to x: (50) y: (0)\n wait (100) seconds\n forever\n show\n switch costume to (letter (3) of (Time))\n if <[11] = (Level)> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <[Numbers serial4] = (Clones)> then\n go to x: (75) y: (0)\n wait (1000) seconds\n show\n forever\n switch costume to (letter (4) of (Time))\n if <[11] = (Level)> then\n delete this clone\n end\n end\nend\n\nforever\n\n
a platformer and a parallax... Purple - Parallax platformer\n\nThis platformer is not really normal because with the mouse, there is a parallax effect\nGood game !\n\nC r e d i t s\n\n- @TimMcCool for the thumbail code\n- Thanks to @KrashCat for the help\n\nT a g s\n\n#games #games #games #games\n#all #all #all #all #all #all #all #all\n#platformer #platformer #platformer #platformer #platformer #platformer \n#parallax #parallax #parallax #parallax #parallax #parallax #parallax \n#purple #purple #purple #purple #purple #purple #purple #purple #purple #purple #purple #purple
Platformer Tutorial
@Stage\n\nwhen flag clicked\nset [whirl v] effect to (0)\nswitch backdrop to (backdrop1 v)\n\nwhen [space v] key pressed\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nnext backdrop\nrepeat (50)\n change [pixelate v] effect by (-2)\nend\nwait (0.1) seconds\n\nwhen [right arrow v] key pressed\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nnext backdrop\nrepeat (50)\n change [pixelate v] effect by (-2)\nend\nwait (0.1) seconds\n\nwhen [left arrow v] key pressed\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nswitch backdrop to ((backdrop [number v]) - (1))\nrepeat (50)\n change [pixelate v] effect by (-2)\nend\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n play sound [TIN - Ticking v] until done\nend\n\n@block\n\ndefine Run Game\nchange [speed y v] by (-1)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (2)\nend\nset [speed x v] to ((Speed X) * (0.7))\nchange x by (Speed X)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (ground v)?> then\n change y by (-8)\n repeat until <not <touching (ground v)?>>\n change x by ((Speed X) * (-1))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [speed y v] to [10]\n if <(Speed X) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [-16]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching (ground v)?>> then\n set [speed y v] to [14]\nend\nchange y by (1)\n\nwhen flag clicked\nforever\n if <(x position) = [241]> then\n go to x: (-241) y: (0)\n broadcast (next v)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-179]> then\n go to x: (-241) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange [brightness v] effect by (50)\nwait (0.5) seconds\ndelete this clone\n\nwhen flag clicked\nshow\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-200) y: (0)\nset rotation style [left-right v]\nforever\n Run Game\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@Ground\n\nwhen I receive [next v]\nnext costume\nwait (0.2) seconds\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nforever\n hide\nend\n\n@Jump block (1)2 (1)\n\nwhen flag clicked\nhide\n\n
TUTORIAL: PLATFORMER\n\nART - @RainFreeze_Tutorials\n\nCODE - @RainFreeze_Tutorials\n\nEXAMPLE -\nhttps://scratch.mit.edu/projects/614995856\n\nHOW TO USE - \nUse Right arrow or Space to go next slide\nUse Left arrow to go to previous slide\n\nOTHER NOTES - \nSee inside project to read it better\nStart making Platformers!\n\nIts only working for some people. If you know how to fix it, please help me! I will credit you majorly!\n\n9TH ON TRENDING TUTORIALS!?!?!?!? 12/13/21
Back Again 5 || Platformer #all #games #art #music
@Stage\n\nwhen I receive [play v]\nset [time v] to [0]\nhide variable [☁ world record v]\nset [level skipped v] to [0]\nforever\n if <(level skipped) = [0]> then\n if <(LEVEL) = [15]> then\n if <(round (Time)) < (☁ World Record)> then\n repeat (10)\n set [☁ world record v] to (round (Time))\n end\n stop [this script v]\n end\n end\n end\n if <key (s v) pressed?> then\n set [level skipped v] to [1]\n forever\n set [time v] to [Level skipped]\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <(LEVEL) = [15]> then\n show variable [☁ world record v]\n end\nend\n\nwhen I receive [play v]\nreset timer\nforever\n if <<not <(LEVEL) = [15]>> and <(level skipped) = [0]>> then\n set [time v] to (timer)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Castle \(Clarx & Harddope\) v] until done\nend\n\nwhen [s v] key pressed\nif <not <(LEVEL) = [15]>> then\n change [level v] by (1)\n broadcast (Reset v)\nend\n\nwhen [r v] key pressed\nbroadcast (Reset v)\n\nwhen [b v] key pressed\nif <not <(LEVEL) = [1]>> then\n change [level v] by (-1)\n broadcast (Reset v)\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen [l v] key pressed\nif <(Lag) = [0]> then\n set [lag v] to [1]\nelse\n set [lag v] to [0]\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Play v)\n\nwhen I receive [play v]\nbroadcast (Reset v)\nswitch costume to (player body v)\nshow\nset [clone type v] to [Eye]\ncreate clone of (_myself_ v)\nforever\n Moved - by moving platform\n PLATFORM PHYSICS | Acceleration: (ACCELERATION) Gravity: (GRAVITY) Friction: (FRICTION) Jump Height: (JUMP HEIGHT)\n set [x pos v] to (x position)\n set [y pos v] to (y position)\n if <<touching (spikes v)?> or <<touching (saw v)?> or <(y position) < [-179]>>> then\n start sound [splat v]\n if <(Lag) = [0]> then\n set [deathx v] to (x position)\n set [deathy v] to (y position)\n repeat (3)\n create clone of (player death v)\n create clone of (player death v)\n create clone of (player death v)\n end\n broadcast (shake v)\n end\n broadcast (Reset v)\n wait (0.1) seconds\n end\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 (ground v)?> or <touching (moving v)?>> then\n collide x\n end\n set [last value v] to (y position)\n if <touching (bouncy v)?> then\n set [speed y v] to ((27) * (((GRAVITY) / (1.7)) * (-1)))\n end\n change y by ((Speed y) / (steps))\n if <<touching (ground v)?> or <touching (moving v)?>> then\n collide y\n end\nend\n\ndefine PLATFORM PHYSICS | Acceleration: (acceleration) Gravity: (gravity) Friction: (friction) Jump Height: (jump height)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(([y position v] of [mobile2 v]) - ([y position v] of [mobile v])) > [10]>>>> then\n if <(Falling) < [3]> then\n set [speed y v] to ((jump height) * (((GRAVITY) / (1.7)) * (-1)))\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(([x position v] of [mobile v]) - ([x position v] of [mobile2 v])) > [10]>>>> then\n change [speed x v] by ((acceleration) * (-1))\n set [x eye v] to [-5]\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(([x position v] of [mobile2 v]) - ([x position v] of [mobile v])) > [10]>>>> then\n change [speed x v] by (acceleration)\n set [x eye v] to [5]\nend\nif <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(([x position v] of [mobile2 v]) - ([x position v] of [mobile v])) > [10]>> or <<mouse down?> and <(([x position v] of [mobile v]) - ([x position v] of [mobile2 v])) > [10]>>>>>>>> then\n set [x eye v] to [0]\nend\nset [speed x v] to ((Speed x) * (friction))\nchange [speed y v] by (gravity)\nMove - In steps (([abs v] of (Speed x) ) + ([abs v] of (Speed y) ))\n\nwhen I start as a clone\nif <(Clone type) = [Eye]> then\n switch costume to (eye v)\n go to [front v] layer\n forever\n go to x: (X pos) y: (Y pos)\n change x by ((x eye) / (2))\n change y by ((Speed y) / (3))\n set size to (player size) %\n end\nend\nif <(Clone type) = [trail]> then\n switch costume to (clone v)\n repeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [reset v]\nset size to (100) %\nset [player size v] to [100]\ngo to x: (-180) y: (-50)\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [acceleration v] to [1.9]\nset [gravity v] to [-1.7]\nset [friction v] to [0.85]\nset [jump height v] to [15]\n\nwhen I receive [play v]\nwait (0.01) seconds\nforever\n if <(Lag) = [0]> then\n set [clone type v] to [trail]\n create clone of (_myself_ v)\n end\nend\n\ndefine collide x\nchange y by (((round (GRAVITY)) / (2)) * (-1))\nif <<touching (ground v)?> or <touching (moving v)?>> then\n change y by (((round (GRAVITY)) / (2)) * (-1))\n if <<touching (ground v)?> or <touching (moving v)?>> then\n change y by (round (GRAVITY))\n set x to (Last Value)\n set [speed x v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(([y position v] of [mobile2 v]) - ([y position v] of [mobile v])) > [10]>>>> then\n if <(Speed x) < [0]> then\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(([x position v] of [mobile v]) - ([x position v] of [mobile2 v])) > [10]>>>> then\n set [speed x v] to [10]\n set [speed y v] to [12]\n end\n else\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(([x position v] of [mobile2 v]) - ([x position v] of [mobile v])) > [10]>>>> then\n set [speed x v] to [-10]\n set [speed y v] to [12]\n end\n end\n end\n stop [this script v]\n end\n set [speed x v] to ((Speed x) * (0.8))\nend\nset [speed x v] to ((Speed x) * (0.95))\n\ndefine collide y\nset y to (Last Value)\nif <[0] < ((Speed y) * (((GRAVITY) / (1.7)) * (-1)))> then\n set [speed y v] to [0]\n stop [this script v]\nend\nset [falling v] to [0]\nset [speed y v] to [0]\n\nwhen I receive [play v]\nswitch costume to (player body v)\nforever\n wait (pick random (10) to (12)) seconds\n repeat (15)\n next costume\n end\n repeat (15)\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n end\nend\n\ndefine Moved - by moving platform\nif <touching (moving v)?> then\n if <(LEVEL) = [6]> then\n replace item (5) of [moving distances v] with (x position)\n repeat until <not <touching (moving v)?>>\n change x by (1)\n end\n replace item (6) of [moving distances v] with ((x position) - (item (5) of [moving distances v]))\n set x to (item (5) of [moving distances v])\n replace item (7) of [moving distances v] with (x position)\n repeat until <not <touching (moving v)?>>\n change x by (-1)\n end\n replace item (8) of [moving distances v] with ((x position) - (item (7) of [moving distances v]))\n set x to (item (7) of [moving distances v])\n if <([abs v] of (item (6) of [moving distances v]) ) > ([abs v] of (item (8) of [moving distances v]) )> then\n change x by (item (8) of [moving distances v])\n else\n change x by (item (6) of [moving distances v])\n end\n end\n if <<(LEVEL) = [12]> or <(LEVEL) = [14]>> then\n replace item (1) of [moving distances v] with (y position)\n repeat until <<not <touching (moving v)?>> or <(y position) > [180]>>\n change y by (1)\n end\n replace item (2) of [moving distances v] with ((y position) - (item (1) of [moving distances v]))\n set y to (item (1) of [moving distances v])\n replace item (3) of [moving distances v] with (y position)\n repeat until <<not <touching (moving v)?>> or <[-180] > (y position)>>\n change y by (-1)\n end\n replace item (4) of [moving distances v] with ((y position) - (item (3) of [moving distances v]))\n set y to (item (3) of [moving distances v])\n if <([abs v] of (item (2) of [moving distances v]) ) > ([abs v] of (item (4) of [moving distances v]) )> then\n change y by (item (4) of [moving distances v])\n else\n change y by (item (2) of [moving distances v])\n end\n end\n if <touching (ground v)?> then\n set [deathx v] to (x position)\n set [deathy v] to (y position)\n broadcast (Reset v)\n if <(Lag) = [0]> then\n repeat (3)\n create clone of (player death v)\n create clone of (player death v)\n create clone of (player death v)\n end\n end\n end\nend\n\nwhen flag clicked\ndelete all of [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\nadd [0] to [moving distances v]\n\nwhen I receive [play v]\nset [player size v] to [100]\nforever\n if <touching (shrink v)?> then\n if <(size) = [100]> then\n repeat (5)\n change size by (-10)\n change [player size v] by (-10)\n end\n else\n repeat (5)\n change size by (10)\n change [player size v] by (10)\n end\n end\n if <touching (ground v)?> then\n start sound [splat v]\n if <(Lag) = [0]> then\n set [deathx v] to (x position)\n set [deathy v] to (y position)\n repeat (3)\n create clone of (player death v)\n create clone of (player death v)\n create clone of (player death v)\n end\n broadcast (shake v)\n end\n broadcast (Reset v)\n end\n wait until <not <touching (shrink v)?>>\n end\nend\n\n@Ground\n\nwhen I receive [reset v]\nswitch costume to (LEVEL)\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\ngo to x: (0) y: (0)\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\n@Spikes\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I receive [reset v]\nswitch costume to (LEVEL)\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\ngo to x: (0) y: (0)\n\n@Saw\n\nwhen flag clicked\nwait (0.01) seconds\nhide\nset [moving v] to [0]\nforever\n if <(LEVEL) = [10]> then\n go to x: (-90) y: (-100)\n set [moving v] to [1]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [10]>>\n end\n if <(LEVEL) = [11]> then\n go to x: (0) y: (-100)\n set [moving v] to [1]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [11]>>\n end\n if <(LEVEL) = [12]> then\n go to x: (0) y: (20)\n set [moving v] to [0]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [12]>>\n end\n if <(LEVEL) = [13]> then\n go to x: (0) y: (-100)\n set [moving v] to [0]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [13]>>\n end\n if <(LEVEL) = [14]> then\n go to x: (100) y: (-100)\n set [moving v] to [2]\n create clone of (_myself_ v)\n go to x: (-100) y: (-100)\n set [moving v] to [1]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [14]>>\n end\nend\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I start as a clone\nshow\nset [spin v] to [20]\nset [current level# v] to (LEVEL)\nforever\n repeat (40)\n if <(Lag) = [0]> then\n turn right (spin) degrees\n change [spin v] by (-1)\n end\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n repeat (40)\n if <(Lag) = [0]> then\n turn right (spin) degrees\n change [spin v] by (1)\n end\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nset [current level# v] to (LEVEL)\nset [motion v] to [0]\nif <(moving) = [1]> then\n repeat (14)\n change [motion v] by (1)\n change x by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n forever\n repeat (28)\n change [motion v] by (-1)\n change x by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n repeat (28)\n change [motion v] by (1)\n change x by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n end\nend\nif <(moving) = [2]> then\n repeat (14)\n change [motion v] by (-1)\n change x by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n forever\n repeat (28)\n change [motion v] by (1)\n change x by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n repeat (28)\n change [motion v] by (-1)\n change x by (motion)\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n end\nend\n\n@Bouncy\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I receive [reset v]\nswitch costume to (LEVEL)\nset rotation style [don't rotate v]\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\ngo to x: (0) y: (0)\n\n@Player Death\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (pick random (80) to (120)) %\nset [y v] to (pick random (8) to (12))\nset [x v] to (pick random (-4) to (4))\ngo to x: (deathx) y: (deathy)\nrepeat (10)\n change x by (x)\n change y by (y)\n change [y v] by (-1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Mobile\n\nwhen I receive [play v]\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mouse-pointer v)\n show\n wait until <not <mouse down?>>\n hide\n end\nend\n\nset [joystickx v] to (x position)\nset [joysticky v] to (y position)\n\n@Mobile2\n\ndefine block name\nif <(mouse x) > (x position)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [mobile v]) + (19))>>\n change x by (1)\n end\nelse\n if <(x position) > (mouse x)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [mobile v]) + (-19)) > (round (x position))>>\n change x by (-1)\n end\n end\nend\nif <(mouse y) > (y position)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [mobile v]) + (19))>>\n change y by (1)\n end\nelse\n if <(y position) > (mouse y)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [mobile v]) + (-19)) > (round (y position))>>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [play v]\npoint in direction (90)\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mobile v)\n show\n repeat until <not <mouse down?>>\n block name\n end\n hide\n end\nend\n\nforever\n \n say [Hello!]\n else\n say []\n end\nend\n\n\n move (1) steps\nend\n\n@Flag\n\nwhen I receive [play v]\nswitch costume to (flag v)\nset [level v] to [1]\ngo to x: (190) y: (-110)\npoint in direction (90)\nforever\n if <touching (player v)?> then\n change [level v] by (1)\n start sound [ding v]\n broadcast (Reset v)\n broadcast (throw clones v)\n if <(Lag) = [0]> then\n turn right (-4) degrees\n repeat (2)\n repeat (2)\n turn right (4) degrees\n end\n repeat (2)\n turn right (-4) degrees\n end\n end\n turn right (4) degrees\n end\n end\nend\n\nwhen I receive [throw clones v]\nif <(Lag) = [0]> then\n repeat (5)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (clone v)\nset size to (pick random (80) to (120)) %\nset [y v] to (pick random (8) to (12))\nset [x v] to (pick random (-4) to (4))\nrepeat (10)\n change x by (x)\n change y by (y)\n change [y v] by (-1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I receive [play v]\nforever\n if <(LEVEL) = [7]> then\n go to x: (190) y: (-25)\n else\n go to x: (190) y: (-110)\n end\nend\n\n@Words\n\nwhen I receive [reset v]\npoint in direction (90)\nset size to (100) %\nif <not <(LEVEL) = [15]>> then\n go to x: (0) y: (0)\n set [ghost v] effect to (20)\n switch costume to (LEVEL)\n wait (5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nelse\n go to x: (-50) y: (50)\n set [ghost v] effect to (0)\n switch costume to (LEVEL)\n repeat (5)\n turn right (-0.5) degrees\n end\n forever\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (2)\n change size by (5)\n end\n repeat (2)\n change size by (-5)\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (2)\n change size by (5)\n end\n repeat (2)\n change size by (-5)\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Love, Fav, and Follow\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (-130) y: (-212)\nset [follow time v] to (pick random (5) to (8))\nforever\n wait (pick random (follow time) to ((follow time) + (10))) seconds\n go to x: (-130) y: (-200)\n show\n repeat (10)\n change y by (5)\n end\n wait (1) seconds\n turn left (5) degrees\n repeat (2)\n repeat (2)\n turn right (5) degrees\n end\n repeat (2)\n turn right (-5) degrees\n end\n end\n turn left (-5) degrees\n wait (1) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n change [follow time v] by (pick random (9) to (11))\nend\n\n@earth\n\nwhen I receive [play v]\nset size to (40) %\npoint in direction (90)\nshow\ngo to [back v] layer\ngo to x: (-170) y: (120)\nswitch costume to (earth v)\nset [size v] to [0]\nrepeat (10)\n turn right (-0.1) degrees\n change size by (Size)\n change [size v] by (0.05)\n switch costume to (earth v)\nend\nforever\n if <(Lag) = [0]> then\n repeat (20)\n turn right (0.1) degrees\n change size by (Size)\n change [size v] by (-0.05)\n switch costume to (earth v)\n end\n repeat (20)\n turn right (-0.1) degrees\n change size by (Size)\n change [size v] by (0.05)\n switch costume to (earth v)\n end\n end\nend\n\n@moving\n\nwhen I receive [shake v]\nif <<not <(LEVEL) = [12]>> and <not <(LEVEL) = [6]>>> then\n shake [45]\n shake [-45]\n shake [135]\n shake [-150]\nend\nif <(LEVEL) = [14]> then\n set x to (0)\nend\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction (45)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I start as a clone\nshow\nif <(moving) = [1]> then\n forever\n repeat (12)\n change x by (7)\n end\n wait (0.5) seconds\n repeat (12)\n change x by (-7)\n end\n wait (0.5) seconds\n end\nend\nif <(moving) = [2]> then\n forever\n turn right (2) degrees\n end\nend\nif <(moving) = [3]> then\n forever\n repeat (13)\n change y by (-5)\n end\n repeat (13)\n change y by (5)\n end\n end\nend\nif <(moving) = [4]> then\n forever\n change y by (-2)\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nhide\nset [moving v] to [0]\nforever\n if <(LEVEL) = [6]> then\n switch costume to (costume1 v)\n go to x: (-60) y: (-50)\n set [moving v] to [1]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [6]>>\n end\n if <(LEVEL) = [12]> then\n switch costume to (costume2 v)\n go to x: (0) y: (20)\n set [moving v] to [2]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [12]>>\n end\n if <(LEVEL) = [14]> then\n switch costume to (costume3 v)\n go to x: (0) y: (349)\n set [moving v] to [4]\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [14]>>\n end\nend\n\nwhen I start as a clone\nset [current level v] to (LEVEL)\nforever\n if <not <(current level) = (LEVEL)>> then\n delete this clone\n end\nend\n\nwhen I receive [reset v]\nif <<(LEVEL) = [14]> and <touching (player v)?>> then\n go to x: (0) y: (349)\nend\n\nset x to (-60)\n\nif <(LEVEL) = [6]> then\n set y to (-50)\nend\n\n@gravity reverse\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(LEVEL) = [5]> then\n go to x: (-40) y: (-75)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [5]>>\n end\n if <(LEVEL) = [7]> then\n go to x: (200) y: (-75)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [7]>>\n end\n if <(LEVEL) = [13]> then\n go to x: (-100) y: (60)\n create clone of (_myself_ v)\n go to x: (-100) y: (150)\n create clone of (_myself_ v)\n wait until <not <(LEVEL) = [13]>>\n end\nend\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I start as a clone\nshow\nset [current level# v] to (LEVEL)\nset size to (100) %\npoint in direction (90)\nforever\n repeat (20)\n if <(Lag) = [0]> then\n change size by (-0.4)\n turn right (15) degrees\n else\n set size to (100) %\n point in direction (90)\n end\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\n repeat (20)\n if <(Lag) = [0]> then\n change size by (0.4)\n turn right (15) degrees\n else\n set size to (100) %\n point in direction (90)\n end\n if <not <(LEVEL) = (current level#)>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [gravity v] to ((GRAVITY) * (-1))\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n repeat (10)\n change [brightness v] effect by (5)\n end\n repeat (10)\n change [brightness v] effect by (-5)\n end\n wait until <not <touching (player v)?>>\n end\nend\n\n@Stars\n\nwhen I receive [play v]\ngo to [back v] layer\nhide\nwait (0.1) seconds\nforever\n if <(Lag) = [0]> then\n wait (pick random (0) to (0.1)) seconds\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset size to (pick random (80) to (200)) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (pick random (-240) to (240)) y: (pick random (180) to (-100))\nrepeat (20)\n go to [back v] layer\n if <(Lag) = [0]> then\n change [ghost v] effect by (-5)\n end\nend\nrepeat (20)\n go to [back v] layer\n if <(Lag) = [0]> then\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\n@shrink\n\nwhen I receive [reset v]\nswitch costume to (LEVEL)\nset rotation style [don't rotate v]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\ngo to x: (0) y: (0)\n\n
Hey guys! Thanks so much for 2000 loves on "Back Again 4"!!! Here is part 5.\n\nALL PARTS: https://scratch.mit.edu/studios/30694888/\nPART 1: https://scratch.mit.edu/projects/603561759/\nPART 2: https://scratch.mit.edu/projects/605046222/\nPART 3: https://scratch.mit.edu/projects/606735170/\nPART 4: https://scratch.mit.edu/projects/608314738/\n\nGET A SHOUTOUT!!! https://scratch.mit.edu/projects/615028671/\n\nALL LEVELS ARE POSSIBLE\n\nDO NOT ADVERTISE AS IT WILL BE REPORTED!\n\nINSTRUCTIONS\nComputer - \nWASD or Arrow keys to move\n"S" to skip\n"B" to go back\n"R" to restart\n"M" to mute\n"L" to turn off lag\n❤️ + ⭐= Thanks so much! :D\n\nMobile - \nTap the screen, and drag in a direction to move the joystick. You will move in that direction.\n❤️ + ⭐= Thanks so much! :D\n\nHighscore: 52 seconds by @-canCode-\n\nLevel 7 inspired by AquaJ6610
TechnoTopia (a Mario Brothers style scrolling platformer)
@Stage\n\n@Mario\n\ndefine move camera\nset [camera x v] to (x)\nchange [camera y v] by (((y) - (CAMERA Y)) / (4))\nif <(EDITOR) > [0]> then\n limit camera edge x: [240] edge y: [180]\nelse\n limit camera edge x: [272] edge y: [180]\nend\n\ndefine reset player\ngo to [front v] layer\nset [-tiny v] to [-0.000001]\nif <(spawn index) > [0]> then\n set [x v] to ([floor v] of (((spawn index) - (1)) / (GRID HEIGHT)) )\n set [y v] to (((spawn index) - (1)) mod (GRID HEIGHT))\nelse\n set [x v] to [3]\n set [y v] to [3]\nend\nset [x v] to (((x) * (32)) + (16))\nset [y v] to (((y) * (32)) + (height))\nset [height v] to [24]\nset [width v] to [8]\nset [camera y v] to (x)\nset [camera x v] to (y)\nset [jumping v] to [99]\nset [falling v] to [99]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [mario v] to [Mini]\nset [invulnerable v] to [0]\npoint in direction (90)\nmove camera\n\ndefine game loop\nforever\n broadcast (check controls v)\n broadcast (move player v)\n broadcast (move enemy v)\n broadcast (move player after enemy v)\n broadcast (position tiles v)\nend\n\nwhen I receive [move player v]\nset [bump index v] to []\nif <(EDITOR) > [0]> then\n Handle - god mode\nelse\n if <<(falling) > [2]> and <(speed y) < [-1]>> then\n set [bop y v] to (y)\n else\n set [bop y v] to []\n end\n handle keys - left right\n handle keys - jump / crouch\n move sprite x\n move sprite y\n check around player\nend\npaint sprite\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nrepeat (2)\n fix collision at point x: ((x) - (width)) y: ((y) - (height)) Part: [feet]\n fix collision at point x: (((x) + (width)) + (-TINY)) y: ((y) - (height)) Part: [feet]\n fix collision at point x: ((x) - (width)) y: (y) Part: []\n fix collision at point x: (((x) + (width)) + (-TINY)) y: (y) Part: []\n if <not <(player action) = [crouch]>> then\n fix collision at point x: ((x) - (width)) y: ((y) + (height)) Part: []\n fix collision at point x: (((x) + (width)) + (-TINY)) y: ((y) + (height)) Part: []\n end\n if <(solid) < [1]> then\n stop [this script v]\n end\nend\n\ndefine fix collision at point x: (x) y: (y) Part: (part)\nget tile at x: (x) y: (y)\nif <(tile shape) = []> then\n stop [this script v]\nend\nset [mod x v] to ((x) mod (32))\nset [mod y v] to ((y) mod (32))\nset [temp v] to (letter (1) of (tile shape))\nif <<(temp) = [/]> or <(temp) = [\]>> then\n set [m v] to ((1) / (letter (2) of (tile shape)))\n set [c v] to ((letter (3) of (tile shape)) * ((32) * (m)))\n if <(temp) = [\]> then\n set [m v] to (() - (m))\n set [c v] to ((32) - (c))\n end\n set [offset y v] to ((mod y) - (((mod x) * (m)) + (c)))\n if <not <(offset y) < [0]>> then\n stop [this script v]\n end\n if <(fix dy) < [0]> then\n change [y v] by ((0) - (offset y))\n set [solid v] to [10]\n stop [this script v]\n end\n if <<(fix dy) = [0]> and <<(fix dx) > [0]> = <(m) > [0]>>> then\n change [x v] by ((offset y) / (m))\n set [solid v] to [10]\n stop [this script v]\n end\nend\nif <(tile shape) = [=]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\n if <([down v] of [controls v]) > [0]> then\n if <[2] > (falling)> then\n stop [this script v]\n end\n end\nend\nset [solid v] to [10]\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\nend\nif <(fix dy) > [0]> then\n change [y v] by ((-TINY) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((-TINY) - (mod x))\nend\n\ndefine handle keys - left right\nif <(player action) = [crouch]> then\n if <([abs v] of (speed x) ) > [0.4]> then\n change [speed x v] by ((-0.4) * (([abs v] of (speed x) ) / (speed x)))\n made skid smoke\n else\n set [speed x v] to [0]\n set [player frame v] to [0]\n end\nelse\n set [player action v] to [walk]\n set [key walk v] to ([x axis v] of [controls v])\n if <(KEY WALK) = [0]> then\n if <(falling) < [2]> then\n if <(speed x) > [0.4]> then\n change [speed x v] by (-0.4)\n else\n if <(speed x) < [-0.4]> then\n change [speed x v] by (0.4)\n else\n set [speed x v] to [0]\n set [player frame v] to [0]\n end\n end\n end\n else\n point in direction ((90) * (KEY WALK))\n if <((KEY WALK) * (speed x)) < [10]> then\n if <((KEY WALK) * (speed x)) < [0]> then\n change [speed x v] by ((KEY WALK) * (0.8))\n if <(falling) < [2]> then\n set [player action v] to [turn]\n made skid smoke\n end\n else\n change [speed x v] by ((KEY WALK) * (0.4))\n end\n end\n end\n set [temp v] to (([abs v] of (speed x) ) / (19))\n if <(temp) < [0.2]> then\n set [temp v] to [0.2]\n end\n change [player frame v] by (temp)\nend\n\ndefine handle keys - jump / crouch\nchange [speed y v] by (-2)\nif <(speed y) < [-22]> then\n set [speed y v] to [-22]\nend\nif <<([down v] of [controls v]) > [0]> and <not <(MARIO) = [Mini]>>> then\n if <(falling) < [2]> then\n set [player action v] to [crouch]\n end\n set [jumping v] to [0]\nelse\n if <(player action) = [crouch]> then\n handle - get up\n else\n if <([up v] of [controls v]) > [0]> then\n if <<(falling) < [2]> or <(jumping) > [0]>> then\n change [jumping v] by (1)\n if <(jumping) < [11]> then\n set [speed y v] to [13]\n if <(jumping) = [1]> then\n start sound [Jump v]\n end\n end\n end\n else\n set [jumping v] to [0]\n end\n end\nend\n\ndefine move sprite y\nchange [y v] by (speed y)\nchange [falling v] by (1)\nfix collision in direction dx: [0] dy: (speed y)\nif <(solid) > [0]> then\n if <(speed y) < [0]> then\n set [falling v] to [0]\n else\n set [jumping v] to [99]\n Bump head\n end\n set [speed y v] to [0]\nend\n\ndefine paint sprite\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <(player action) = [crouch]> then\n switch costume to (join (MARIO) [Crouch])\n stop [this script v]\nend\nif <(player action) = [lose life]> then\n switch costume to (join (MARIO) [Death])\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (join (MARIO) [Jump])\n else\n switch costume to (join (MARIO) [Walk3])\n end\n stop [this script v]\nend\nif <(player action) = [turn]> then\n switch costume to (join (MARIO) [Turn])\n stop [this script v]\nend\nswitch costume to (join (MARIO) [Walk1])\nswitch costume to ((costume [number v]) + (([floor v] of (player frame) ) mod (4)))\n\ndefine made skid smoke\nchange [player frame v] by (1)\nif <((player frame) mod (3)) < [1]> then\n add [smoke] to [particles v]\n add (x) to [particles v]\n add ((y) - (20)) to [particles v]\n start sound [Skid v]\nend\n\ndefine Handle - god mode\nchange [speed x v] by ((6) * ([x axis v] of [controls v]))\nchange [speed y v] by ((6) * ([y axis v] of [controls v]))\nset [speed x v] to ((0.7) * (speed x))\nset [speed y v] to ((0.7) * (speed y))\nchange [x v] by (speed x)\nchange [y v] by (speed y)\n\ndefine check around player\nbroadcast (check for lava v)\nif <(y) < [0]> then\n broadcast (Mario - Lose life v)\nend\nCheck around player at x: (x) y: ((y) - (8))\nCheck around player at x: (x) y: ((y) + (8))\n\ndefine limit camera edge x: (edge x) edge y: (edge y)\nif <(CAMERA X) < (edge x)> then\n set [camera x v] to (edge x)\nend\nif <(CAMERA Y) < (edge y)> then\n set [camera y v] to (edge y)\nend\nif <(CAMERA X) > (((32) * (GRID WIDTH)) - (edge x))> then\n set [camera x v] to (((32) * (GRID WIDTH)) - (edge x))\nend\nif <(CAMERA Y) > (((32) * (GRID HEIGHT)) - (edge y))> then\n set [camera y v] to (((32) * (GRID HEIGHT)) - (edge y))\nend\n\nwhen I receive [level - stop! v]\nstop [other scripts in sprite v]\n\nwhen I receive [level - start game loop v]\nset [coins v] to (total score)\ngame loop\n\ndefine Check around player at x: (x) y: (y)\nget tile at x: (x) y: (y)\nif <(tile) = [24]> then\n replace item (tile index) of [tile grid v] with [2]\n change [coins v] by (1)\n start sound [Coin v]\nend\n\nwhen I receive [level - start game loop - respawn v]\nreset player\nset [coins v] to (total score)\ngame loop\n\nwhen I receive [level - done loading... v]\nset [spawn index v] to (item # of [28] in [tile grid v])\nif <(EDITOR) < [1]> then\n replace item (spawn index) of [tile grid v] with [2]\nend\n\nwhen I receive [move player after enemy v]\nif <(BOUNCE PLAYER) > [0]> then\n change [bounce player v] by (-1)\n set [speed y v] to [13]\n set [falling v] to [2]\n set [jumping v] to [1]\nend\nmove camera\npaint sprite\n\ndefine Bump head\nget tile at x: (x) y: ((y) + ((height) + (8)))\nif <(tile) = [20]> then\n set [bump index v] to (tile index)\nend\n\nwhen I receive [mario - lose life v]\nstart sound [Lose Life v]\nset [player action v] to [lose life]\nstop [other scripts in sprite v]\nrepeat (25)\n paint sprite\n broadcast (position tiles v)\nend\nset [speed y v] to [17]\nrepeat until <((y) - (CAMERA Y)) < [-200]>\n change [speed y v] by (-1)\n change [y v] by (speed y)\n paint sprite\n broadcast (position tiles v)\nend\nrepeat (30)\n broadcast (position tiles v)\nend\nbroadcast (LEVEL - Load v) and wait\nbroadcast (Level - Start Game Loop - Respawn v) and wait\n\nwhen I receive [mario - level complete v]\nstart sound [GoalCard1 v]\nstop [other scripts in sprite v]\nset [speed x v] to [0]\nrepeat until <(falling) < [1]>\n handle keys - jump / crouch\n move sprite x\n move sprite y\n paint sprite\n broadcast (position tiles v)\nend\npoint in direction (90)\nrepeat until <(x position) > [260]>\n change [x v] by (5)\n change [player frame v] by (0.5)\n paint sprite\n broadcast (position tiles v)\nend\nrepeat (30)\n broadcast (position tiles v)\nend\nchange [level # v] by (1)\nset [total score v] to (COINS)\nbroadcast (LEVEL - Load v) and wait\nbroadcast (Level - Start Game Loop - Respawn v) and wait\n\nset [speed y v] to [17]\nrepeat until <((y) - (CAMERA Y)) < [-200]>\n change [speed y v] by (-1)\n change [y v] by (speed y)\n paint sprite\n broadcast (position tiles v)\nend\n\ndefine handle - get up\nset [player action v] to []\nset [orig y v] to (y)\nfix collision in direction dx: [0] dy: [1]\nif <(solid) > [0]> then\n set [player action v] to [crouch]\n set [y v] to (orig y)\n change [speed x v] by ((direction) / (-200))\nend\n\nwhen I receive [collect 1up v]\nif <not <(MARIO) = [Mini]>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nstart sound [Power Up v]\nwait (0) seconds\nLoop Transformation\nset [mario v] to [Mario]\nLoop Transformation\nbroadcast (LEVEL - Continue Game Loop v)\n\ndefine Loop Transformation\nrepeat (3)\n switch costume to (mariotransform v)\n repeat (2)\n broadcast (position tiles v)\n end\n switch costume to (join (MARIO) [Walk1])\n repeat (3)\n broadcast (position tiles v)\n end\nend\n\nwhen I receive [level - continue game loop v]\ngame loop\n\nwhen I receive [mario - hurt v]\nif <(invulnerable) > [0]> then\n stop [this script v]\nend\nif <(MARIO) = [Mini]> then\n broadcast (Mario - Lose life v)\n stop [this script v]\nend\nstop [other scripts in sprite v]\nstart sound [Power Down v]\nwait (0) seconds\nset [invulnerable v] to [70]\nLoop Transformation\nset [mario v] to [Mini]\nLoop Transformation\nbroadcast (LEVEL - Continue Game Loop v)\n\nwhen I receive [position tiles v]\nif <(invulnerable) > [0]> then\n change [invulnerable v] by (-1)\nend\nif <((invulnerable) mod (2)) < [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (99)\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nbroadcast (generate level v) and wait\nbroadcast (clone level tiles v) and wait\nbroadcast (LEVEL - Done Loading... v) and wait\nbroadcast (Level - Start Game Loop - Respawn v) and wait\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [start v]\nset [coins v] to (total score)\n\nwhen flag clicked\nset [total score v] to [0]\nset [coins v] to (total score)\nhide variable [level # v]\n\nwhen I receive [level - continue game loop v]\ncheck for lava\nbroadcast (check for lava v)\n\ndefine check for lava\nif <touching color (#ff0000)?> then\n broadcast (Mario - Hurt v)\nend\n\nforever\n\nwhen I receive [check for lava v]\ncheck for lava\n\nwhen I receive [start v]\nset [coins v] to [0]\nset [total score v] to [0]\n\ndefine move sprite x\nset [orig y v] to (y)\nchange [x v] by (speed x)\nfix collision in direction dx: [0] dy: [-1]\nif <(y) > ((orig y) + (([abs v] of (speed x) ) + (4)))> then\n set [y v] to (orig y)\n fix collision in direction dx: (speed x) dy: [0]\n if <(solid) > [0]> then\n set [speed x v] to [0]\n end\nelse\n if <(y) > (orig y)> then\n set [speed x v] to ((speed x) * (0.85))\n end\nend\n\n@Tiles\n\ndefine setup\nshow\nset [tile index v] to [1]\nset [tile x v] to [16]\nrepeat (CLONE COUNT X)\n set [tile y v] to [16]\n repeat (CLONE COUNT Y)\n create clone of (_myself_ v)\n change [tile y v] by (32)\n change [tile index v] by (1)\n end\n change [tile x v] by (32)\n change [tile index v] by ((GRID HEIGHT) - (CLONE COUNT Y))\nend\nhide\nset [tile index v] to []\n\nwhen I receive [position tiles v]\nif <(tile index) = []> then\n editor brush\nelse\n if <([abs v] of ((tile x) - (CAMERA X)) ) > ((CLONE COUNT X) * (16))> then\n if <(tile x) < (CAMERA X)> then\n loop tile x (CLONE COUNT X)\n else\n loop tile x (() - (CLONE COUNT X))\n end\n end\n if <([abs v] of ((tile y) - (CAMERA Y)) ) > ((CLONE COUNT Y) * (16))> then\n if <(tile y) < (CAMERA Y)> then\n loop tile y (CLONE COUNT Y)\n else\n loop tile y (() - (CLONE COUNT Y))\n end\n end\n set [tile v] to (item (tile index) of [tile grid v])\nend\nswitch costume to (big v)\ngo to x: ((tile x) - (CAMERA X)) y: ((tile y) - (CAMERA Y))\nif <(tile) < [2]> then\n set [tile v] to [2]\nelse\n if <<(tile) = [20]> or <(tile) = [24]>> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\n if <(EDITOR) < [1]> then\n if <(BUMP INDEX) = (tile index)> then\n replace item (tile index) of [tile grid v] with [9]\n set [bumped v] to [180]\n if <(item # of (tile index) in [object idx v]) = [0]> then\n add [coin] to [particles v]\n add (tile x) to [particles v]\n add ((tile y) + (32)) to [particles v]\n end\n end\n end\n end\nend\nif <(bumped) > [0]> then\n change [bumped v] by (-30)\n change y by ((24) * ([sin v] of (bumped) ))\nend\nswitch costume to (tile)\n\ndefine loop tile x (tile skip)\nchange [tile x v] by ((tile skip) * (32))\nchange [tile index v] by ((tile skip) * (GRID HEIGHT))\n\ndefine loop tile y (tile skip)\nchange [tile y v] by ((tile skip) * (32))\nchange [tile index v] by (tile skip)\n\nwhen I receive [clone level tiles v]\nset size to (200) %\nset [clone count x v] to [16]\nset [clone count y v] to [13]\nsetup\n\ndefine editor brush\nif <<(EDITOR) < [1]> or <mouse down?>> then\n hide\n stop [this script v]\nend\nset [tile x v] to (((32) * ([tile grid x v] of [edtior v])) + (16))\nset [tile y v] to (((32) * ([tile grid y v] of [edtior v])) + (16))\nset [tile v] to ([chosen brush v] of [edtior v])\nset [ghost v] effect to (60)\nshow\n\nwhen I receive [level - done loading... v]\nif <(tile index) > []> then\n set [tile index v] to ((1) + ([floor v] of ((tile y) / (32)) ))\n change [tile index v] by ((GRID HEIGHT) * ([floor v] of ((tile x) / (32)) ))\nend\n\n@Enemy\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine fix collision at point x: (x) y: (y) Part: (part)\nget tile at x: (x) y: (y)\nif <(tile shape) = []> then\n stop [this script v]\nend\nset [mod x v] to ((x) mod (32))\nset [mod y v] to ((y) mod (32))\nset [temp v] to (letter (1) of (tile shape))\nif <<(temp) = [/]> or <(temp) = [\]>> then\n set [m v] to ((1) / (letter (2) of (tile shape)))\n set [c v] to ((letter (3) of (tile shape)) * ((32) * (m)))\n if <(temp) = [\]> then\n set [m v] to (() - (m))\n set [c v] to ((32) - (c))\n end\n set [offset y v] to ((mod y) - (((mod x) * (m)) + (c)))\n if <not <(offset y) < [0]>> then\n stop [this script v]\n end\n if <(fix dy) < [0]> then\n change [y v] by ((0) - (offset y))\n set [solid v] to [10]\n stop [this script v]\n end\n if <<(fix dy) = [0]> and <<(fix dx) > [0]> = <(m) > [0]>>> then\n change [x v] by ((offset y) / (m))\n set [solid v] to [10]\n stop [this script v]\n end\nend\nif <(tile shape) = [=]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\nend\nset [solid v] to [10]\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\nend\nif <(fix dy) > [0]> then\n change [y v] by ((-TINY) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((-TINY) - (mod x))\nend\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nrepeat (2)\n fix collision at point x: ((x) - (width)) y: ((y) - (height)) Part: [feet]\n fix collision at point x: ((x) - (width)) y: (y) Part: []\n fix collision at point x: ((x) - (width)) y: ((y) + (height)) Part: []\n fix collision at point x: (((x) + (width)) + (-TINY)) y: ((y) - (height)) Part: [feet]\n fix collision at point x: (((x) + (width)) + (-TINY)) y: (y) Part: []\n fix collision at point x: (((x) + (width)) + (-TINY)) y: ((y) + (height)) Part: []\n if <(solid) < [1]> then\n stop [this script v]\n end\nend\n\ndefine move sprite y\nchange [y v] by (speed y)\nchange [falling v] by (1)\nfix collision in direction dx: [0] dy: (speed y)\nif <(solid) > [0]> then\n if <(speed y) < [0]> then\n set [falling v] to [0]\n else\n set [jumping v] to [99]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\n\ndefine Paint sprite\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nswitch costume to (costume)\n\nwhen I receive [position tiles v]\nif <(type) > []> then\n Paint sprite\nend\n\nwhen I receive [move enemy v]\nif <<(EDITOR) > [0]> or <(type) = []>> then\n stop [this script v]\nend\nMove Enemy\nif <(visible) = [1]> then\n hide\nend\n\ndefine tick goomba\nchange [speed y v] by (-1)\nmove sprite y\nif <(direction) > [0]> then\n if <(speed x) < [1]> then\n change [speed x v] by (0.1)\n end\nelse\n if <(speed x) > [-1]> then\n change [speed x v] by (-0.1)\n end\nend\nmove sprite x\nchange [frame v] by (0.25)\nset [costume v] to ((root costume) + ([floor v] of ((frame) mod (2)) ))\nPaint sprite\nif <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n if <(type) = [Goomba]> then\n start sound [Stomped v]\n point in direction (90)\n set [frame v] to [0]\n set [type v] to [squish]\n set [costume v] to [Goomba Squish]\n set [bounce player v] to [5]\n else\n if <(type) = [Koopa]> then\n set [type v] to [Koopa Shell]\n set [root costume v] to [26]\n set [height v] to [15]\n end\n end\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n else\n broadcast (Mario - Hurt v)\n end\nend\nCheck Flip\n\ndefine spawn type (tile type)\nset [frame v] to []\nif <(tile type) = [29]> then\n Set Type [Goomba] costume [2] width [14] height [14]\nend\nif <(tile type) = [30]> then\n set [frame v] to [-1]\n Set Type [Life] costume [Life] width [16] height [16]\nend\nif <(tile type) = [47]> then\n Set Type [EndBox] costume [EndBox] width [16] height [16]\nend\nif <(tile type) = [68]> then\n Set Type [Piranha] costume [9] width [16] height [32]\nend\nif <(tile type) = [69]> then\n Set Type [Koopa] costume [5] width [16] height [24]\nend\nif <(tile type) = [70]> then\n Set Type [lava] costume [lava] width [16] height [16]\nend\nif <(tile type) = [71]> then\n Set Type [Drone] costume [Drone] width [16] height [16]\nend\n\nwhen I receive [level - done loading... v]\nbroadcast (ENITIY - clear v)\nbroadcast (ENITIY - SETUP v)\n\nwhen I receive [enitiy - clear v]\ndelete this clone\n\nwhen I receive [enitiy - setup v]\nspawn loop\n\ndefine spawn loop\nset [object item # v] to [1]\nrepeat (length of [object idx v])\n set [spawn index v] to (item (object item #) of [object idx v])\n spawn type (item (object item #) of [object type v])\n hide\n change [object item # v] by (1)\nend\nset [object item # v] to []\nset [type v] to []\n\ndefine Set Type (type) costume (costume) width (width) height (height)\nset [type v] to (type)\nset [costume v] to (costume)\nset [root costume v] to (costume)\nset [width v] to (width)\nset [height v] to (height)\nset [x v] to ([floor v] of (((spawn index) - (1)) / (GRID HEIGHT)) )\nset [y v] to (((spawn index) - (1)) mod (GRID HEIGHT))\nset [x v] to (((x) * (32)) + (16))\nset [y v] to (((y) * (32)) + (height))\npoint in direction ([direction v] of [mario v])\nPaint sprite\nif <<(EDITOR) > [0]> or <(frame) = []>> then\n set [visible v] to [1]\nend\ncreate clone of (_myself_ v)\nset [visible v] to []\n\nshow\n\ndefine Tick Life\nchange [frame v] by (1)\nif <(frame) < [16]> then\n stop [this script v]\nend\nif <(frame) < [48]> then\n if <(frame) = [16]> then\n start sound [ItemSprout v]\n end\n set [visible v] to [1]\n change [y v] by (-1)\nelse\n if <touching (mario v)?> then\n broadcast (Collect 1up v)\n delete this clone\n end\nend\n\nstart sound [1up v]\n\ndefine Check Flip\nif <(BUMP INDEX) < [1]> then\n stop [this script v]\nend\nget tile at x: ((x) - (width)) y: (((y) - (height)) - (8))\nif <not <(tile index) = (BUMP INDEX)>> then\n get tile at x: ((x) + (width)) y: (((y) - (height)) - (8))\n if <not <(tile index) = (BUMP INDEX)>> then\n stop [this script v]\n end\nend\nFlip\n\nwhen I start as a clone\nif <(type) = [Piranha]> then\n change [x v] by (16)\n if <(EDITOR) < [1]> then\n change [y v] by (-64)\n go to [back v] layer\n go [forward v] (LAYERS - BACKGROUND) layers\n end\nend\n\ndefine Tick Piranha\nchange [frame v] by (1)\nset [costume v] to ((9) + (([floor v] of ((frame) / (4)) ) mod (2)))\nset [temp v] to (((frame) / (16)) mod (8))\nif <([floor v] of (temp) ) = [2]> then\n change [y v] by (4)\nend\nif <([floor v] of (temp) ) = [7]> then\n change [y v] by (-4)\nend\nif <(temp) > [2.5]> then\n if <touching (mario v)?> then\n broadcast (Mario - Hurt v)\n end\nend\n\ndefine Tick - Shell\nset [costume v] to (root costume)\nchange [speed y v] by (-1)\nmove sprite y\nif <(frame) < [3]> then\n change [frame v] by (1)\n stop [this script v]\nend\nif <(frame) = [3]> then\n if <not <touching (mario v)?>> then\n stop [this script v]\n end\n if <([x v] of [mario v]) < (x)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set [visible v] to [2]\nend\nchange [frame v] by (0.5)\nset [speed x v] to ((direction) / (9))\nmove sprite x\nchange [costume v] by ([floor v] of ((frame) mod (4)) )\nPaint sprite\nif <<(frame) > [10]> and <touching (mario v)?>> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n set [frame v] to [0]\n set [bounce player v] to [5]\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n set [visible v] to [1]\n else\n broadcast (Mario - Hurt v)\n end\nend\nCheck Flip\nCheck around player at x: (x) y: (y)\n\nset [type v] to [squish]\nset [costume v] to [Goomba Squish]\n\nwhen I receive [position tiles v]\nif <(visible) > [0]> then\n show\nend\n\ndefine Move Enemy\nif <(type) = [Flip]> then\n change [x v] by (speed x)\n change [speed y v] by (-1)\n change [y v] by (speed y)\n if <(y) < ((CAMERA Y) - (200))> then\n delete this clone\n end\n stop [this script v]\nend\nif <(type) = [squish]> then\n change [frame v] by (1)\n if <(frame) > [10]> then\n delete this clone\n end\nend\nif <(frame) < [0]> then\n if <(frame) = [-1]> then\n if <(BUMP INDEX) = (spawn index)> then\n set [frame v] to [0]\n point in direction ([direction v] of [mario v])\n go to [back v] layer\n go [forward v] (LAYERS - BACKGROUND) layers\n end\n stop [this script v]\n end\n if <([abs v] of ((x) - (CAMERA X)) ) > [260]> then\n stop [this script v]\n end\n if <([abs v] of ((y) - (CAMERA Y)) ) > [200]> then\n stop [this script v]\n end\n if <(x) > ([x v] of [mario v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\nend\nif <(type) = [Goomba]> then\n tick goomba\n stop [this script v]\nend\nif <(type) = [Life]> then\n Tick Life\n stop [this script v]\nend\nif <(type) = [lava]> then\n Tick - lava\n stop [this script v]\nend\nif <(type) = [EndBox]> then\n change [frame v] by (0.15)\n set [costume v] to ((23) + (([floor v] of (frame) ) mod (3)))\n if <touching (mario v)?> then\n if <(distance to [mario v]) < [28]> then\n broadcast (Mario - Level Complete v)\n set [type v] to [costume]\n set [costume v] to [EndBox]\n end\n end\n stop [this script v]\nend\nif <(type) = [Piranha]> then\n Tick Piranha\n stop [this script v]\nend\nif <(type) = [Koopa]> then\n tick goomba\n stop [this script v]\nend\nif <(type) = [Koopa Shell]> then\n Tick - Shell\n stop [this script v]\nend\nif <(type) = [Drone]> then\n Tick - Evil Drone \n stop [this script v]\nend\n\nwhen I receive [move player after enemy v]\nif <<(EDITOR) < [1]> and <(visible) = [1]>> then\n show\n if <touching (enemy v)?> then\n Flip\n end\n hide\nend\n\ndefine Flip\nset [speed y v] to [14]\nset [speed x v] to (([direction v] of [mario v]) / (45))\nset [type v] to [Flip]\nset rotation style [all around v]\npoint in direction (-90)\n\ndefine Check around player at x: (x) y: (y)\nget tile at x: (x) y: (y)\nif <(tile) = [24]> then\n replace item (tile index) of [tile grid v] with [2]\n change [coins v] by (1)\n start sound [Coin v]\nend\n\nwhen I receive [start v]\nset size to (200) %\nhide\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [type v] to []\nset [visible v] to []\n\ndefine Tick - lava\nchange [frame v] by (1)\nset [costume v] to ((34) + (([floor v] of ((frame) / (4)) ) mod (5)))\nmove sprite x\nPaint sprite\nif <(temp) > [2.5]> then\n if <touching (mario v)?> then\n broadcast (Mario - Hurt v)\n end\nend\n\nTick Life\n\ndefine Tick - Evil Drone \nchange [frame v] by (1)\nset [costume v] to ((39) + (([floor v] of ((frame) / (4)) ) mod (2)))\nset [temp v] to (((frame) / (16)) mod (8))\nif <([floor v] of (temp) ) = [2]> then\n change [y v] by (10)\nend\nif <([floor v] of (temp) ) = [7]> then\n change [y v] by (-10)\nend\nif <(temp) > [2.5]> then\n if <touching (mario v)?> then\n broadcast (Mario - Hurt v)\n end\nend\n\ndefine move sprite x\nset [orig y v] to (y)\nchange [x v] by (speed x)\nfix collision in direction dx: [0] dy: [-1]\nif <(y) > ((orig y) + (([abs v] of (speed x) ) + (4)))> then\n set [y v] to (orig y)\n fix collision in direction dx: (speed x) dy: [0]\n if <(solid) > [0]> then\n set [speed x v] to [0]\n turn right (180) degrees\n end\nelse\n if <(y) > (orig y)> then\n set [speed x v] to ((speed x) * (0.85))\n end\nend\n\n@particles\n\nwhen I start as a clone\nset [frame v] to [1]\nif <(type) = [coin]> then\n start sound [Coin v]\n set [speed y v] to [12]\nend\n\nwhen I receive [position tiles v]\nif <(frame) = []> then\n Spawn Particles\n stop [this script v]\nend\nif <(type) = [coin]> then\n Tick - Coin\n stop [this script v]\nend\nif < (type) contains [Score]?> then\n Tick Score\n stop [this script v]\nend\ntick - smoke\n\ndefine tick - smoke\nif <not <(frame) < [3]>> then\n delete this clone\nend\nPostion with costume ([floor v] of (frame) )\nchange [frame v] by (0.4)\n\ndefine Spawn Particles\nrepeat until <(length of [particles v]) = [0]>\n set [type v] to (item (1) of [particles v])\n set [x v] to (item (2) of [particles v])\n set [y v] to (item (3) of [particles v])\n create clone of (_myself_ v)\n repeat (3)\n delete (1) of [particles v]\n end\nend\n\ndefine Tick - Coin\nchange [speed y v] by (-1)\nif <(speed y) < [-12]> then\n change [coins v] by (1)\n delete this clone\nend\nchange [y v] by (speed y)\nPostion with costume ((3) + (([floor v] of (frame) ) mod (4)))\nchange [frame v] by (0.4)\n\ndefine Postion with costume (costume)\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nswitch costume to (costume)\nshow\n\ndefine Tick Score\ngo to [front v] layer\ngo [backward v] (1) layers\nchange [y v] by (1)\nPostion with costume (type)\nchange [frame v] by (1)\nif <(frame) > [60]> then\n delete this clone\nend\n\nwhen I receive [start v]\ndelete all of [particles v]\nset [frame v] to []\nset size to (200) %\nhide\n\n@Sounds\n\nwhen I receive [level - start game loop - respawn v]\nmusic\n\nwhen I receive [level - start game loop v]\nmusic\n\ndefine music\nstop [other scripts in sprite v]\nif <(EDITOR) < [1]> then\n forever\n play sound [Music L1 v] until done\n end\nend\n\nwhen I receive [mario - lose life v]\nstop [other scripts in sprite v]\n\nwhen I receive [level - stop! v]\nstop [other scripts in sprite v]\n\nwhen I receive [mario - level complete v]\nstop [other scripts in sprite v]\n\n@controls\n\nwhen I receive [check controls v]\nset [left v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\nset [right v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nset [down v] to <<key (down arrow v) pressed?> or <key (s v) pressed?>>\nset [up v] to <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>\nset [x axis v] to ((right) - (left))\nset [y axis v] to ((up) - (down))\n\nwhen I receive [enitiy - setup v]\nspawn loop\n\n@Background2\n\nwhen I receive [position tiles v]\nset [screen x v] to ((x) - ((CAMERA X) / (2)))\nset x to (((screen x) mod ((sprite width) * (2))) - (sprite width))\nset y to ((244) - ((CAMERA Y) / (2)))\n\nwhen I receive [start v]\nset [layers - background v] to [2]\nshow\ngo to [back v] layer\nswitch costume to (size 100% v)\nset size to (200) %\nswitch costume to (background-1-1 v)\nset [sprite width v] to ((256) * ((size) / (100)))\nset [x v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (sprite width)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [clicked the play button v]\ngo to [front v] layer\nclear graphic effects\nshow\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [6]>\n wait until <key (space v) pressed?>\n repeat (50)\n change [pixelate v] effect by (0.5)\n end\n next costume\n repeat (50)\n change [pixelate v] effect by (0.5)\n end\n clear graphic effects\nend\nwait until <key (space v) pressed?>\nbroadcast (Start v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide story v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nset size to (100) %\nwait (0.001) seconds\ngo to [front v] layer\nshow\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nbroadcast (clicked the play button v)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (120) %\n else\n clear graphic effects\n set size to (100) %\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [clicked the play button v]\nhide\n\n@Sprite1\n\n@Counter (not mine) we'll give credits\n\ndefine text: (text) size: (size) x: (x) y: (y) spacing: (spacing) centered: (centered) textID: (id)\nif <(centered) = [true]> then\n go to x: (((((length of (text)) * ((spacing) * (size))) * (-0.5)) + (((spacing) * (size)) / (2))) + (x)) y: (y)\nelse\n go to x: (x) y: (y)\nend\nset size to (size) %\nset [~i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (~i) of (text))\n set [~cloneid v] to (id)\n create clone of (_myself_ v)\n change x by ((spacing) * (size))\n change [~i v] by (1)\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [brightness v] effect to (100)\nset [~clonex v] to (x position)\nset [~cloney v] to (y position)\nif <(~cloneID) = [1]> then\n change y by (9)\nend\nforever\n change x by (((~cloneX) - (x position)) / (5))\n change y by (((~cloneY) - (y position)) / (5))\nend\n\nwhen I receive [deleteclones v]\ndelete this clone\n\nwhen I receive [start v]\nset [.value v] to []\nset [~updatecounter v] to ((.value) + (1))\nforever\n go to [front v] layer\n if <not <(~updateCounter) = (.value)>> then\n broadcast (deleteClones v)\n text: (COINS) size: [100] x: [-200] y: [135] spacing: [0.25] centered: [true] textID: [1]\n set [~updatecounter v] to (Points)\n end\nend\n\nshow\n\nwhen flag clicked\nhide\n\n@Level Store\n\ndefine write value (value) delimiter (letter)\nset [encoded v] to (join (encoded) (join (value) (letter)))\n\ndefine save level (level #)\nset [encoded v] to []\nwrite value [1] delimiter [_]\nsave - Tile Grid\nSave - Objects\nrepeat ((level #) - (length of [level store v]))\n add [] to [level store v]\nend\nreplace item (level #) of [level store v] with (encoded)\n\ndefine load level (level #)\nset [encoded v] to (item (level #) of [level store v])\nset [read index v] to [1]\nread value\nif <not <(value) = [1]>> then\n stop [this script v]\nend\nLoad - Tile Grid\nLoad - Objects\n\ndefine read letter\nset [letter v] to (letter (read index) of (encoded))\nchange [read index v] by (1)\n\ndefine read value\nset [value v] to []\nread letter\nrepeat until <<(letter) > [9]> or <(letter) = []>>\n set [value v] to (join (value) (letter))\n read letter\nend\n\nwhen I receive [level - save v]\nsave level (LEVEL #)\n\nwhen I receive [level - load v]\nload level (LEVEL #)\nbroadcast (LEVEL - Done Loading... v) and wait\n\nset [-tiny v] to [0]\n\ndefine save - Tile Grid\nwrite value (GRID WIDTH) delimiter [_]\nwrite value (GRID HEIGHT) delimiter [_]\nset [tile index v] to [1]\nset [tile v] to (item (tile index) of [tile grid v])\nset [length v] to [0]\nrepeat (GRID HEIGHT)\n repeat (GRID WIDTH)\n if <<(length) < [26]> and <(tile) = (item (tile index) of [tile grid v])>> then\n change [length v] by (1)\n else\n if <(tile) = [2]> then\n set [tile v] to []\n end\n write value (tile) delimiter (item (length) of [a to z v])\n set [tile v] to (item (tile index) of [tile grid v])\n set [length v] to [1]\n end\n change [tile index v] by (GRID HEIGHT)\n end\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\nend\nwrite value (tile) delimiter (item (length) of [a to z v])\n\ndefine Load - Tile Grid\ndelete all of [tile grid v]\nread value\nset [grid width v] to (value)\nread value\nset [grid height v] to (value)\nrepeat ((GRID WIDTH) * (GRID HEIGHT))\n add [00] to [tile grid v]\nend\nset [tile index v] to [1]\nrepeat until <(read index) > (length of (encoded))>\n read value\n if <(value) = []> then\n set [value v] to [2]\n end\n repeat (item # of (letter) in [a to z v])\n replace item (tile index) of [tile grid v] with (value)\n change [tile index v] by (GRID HEIGHT)\n if <(tile index) > ((GRID WIDTH) * (GRID HEIGHT))> then\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\n if <(tile index) > (GRID HEIGHT)> then\n stop [this script v]\n end\n end\n end\nend\n\ndefine Save - Objects\nset [row v] to [1]\nwrite value (length of [object idx v]) delimiter [_]\nrepeat (length of [object idx v])\n write value (item (row) of [object idx v]) delimiter [_]\n write value (item (row) of [object type v]) delimiter [_]\n change [row v] by (1)\nend\n\ndefine Load - Objects\ndelete all of [object idx v]\ndelete all of [object type v]\nread value\nrepeat (value)\n read value\n add (value) to [object idx v]\n read value\n add (value) to [object type v]\nend\n\n@Edtior\n\ndefine generate level\ndelete all of [tile grid v]\ndelete all of [object idx v]\ndelete all of [object type v]\nadd wall column\nrepeat ((GRID WIDTH) - (2))\n add boxed column\nend\nadd wall column\n\nset [grid width v] to [100]\nset [grid height v] to [40]\n\ndefine add wall column\nrepeat (GRID HEIGHT)\n add [10] to [tile grid v]\nend\n\ndefine add boxed column\nadd [7] to [tile grid v]\nrepeat ((GRID HEIGHT) - (2))\n add [2] to [tile grid v]\nend\nadd [10] to [tile grid v]\n\nwhen I receive [generate level v]\nset [chosen brush v] to [10]\nset [level # v] to [1]\nset [brush v] to [0]\nset [editor v] to [0]\ndelete all of [tile grid v]\nbroadcast (LEVEL - load v) and wait\nif <(length of [tile grid v]) = [0]> then\n generate level\nend\n\nwhen I receive [move player v]\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nget tile at x: ((mouse x) + (CAMERA X)) y: ((mouse y) + (CAMERA Y))\nif <not <mouse down?>> then\n set [brush v] to [0]\n delete all of [edited indexes v]\n stop [this script v]\nend\nif <(item (chosen brush) of [tile keymap v]) = [9]> then\n Paint Entity\n stop [this script v]\nend\nPaint Tile\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nset [tile v] to (item (tile index) of [tile grid v])\n\nwhen [1 v] key pressed\nnext brush [1]\n\nwhen [2 v] key pressed\nnext brush [2]\n\nwhen [0 v] key pressed\nif <(username) = [giddledude]> then\n if <(EDITOR) > [0]> then\n broadcast (LEVEL - STOP! v) and wait\n broadcast (LEVEL - save v) and wait\n set [editor v] to [0]\n hide variable [level # v]\n broadcast (LEVEL - Done Loading... v) and wait\n broadcast (LEVEL - Start Game Loop v)\n else\n set [editor v] to [1]\n show variable [level # v]\n broadcast (LEVEL - Load v) and wait\n broadcast (LEVEL - Start Game Loop v)\n end\nend\n\ndefine next brush (key)\nrepeat (length of [tile keymap v])\n if <(chosen brush) < (length of [tile keymap v])> then\n change [chosen brush v] by (1)\n else\n set [chosen brush v] to [0]\n end\n if <(item (chosen brush) of [tile keymap v]) = (key)> then\n set [tile group v] to (item (chosen brush) of [tile groups v])\n if <<(auto) < [1]> or <(tile group) = []>> then\n stop [this script v]\n end\n if <(item # of (tile group) in [tile groups v]) = (chosen brush)> then\n stop [this script v]\n end\n end\nend\n\nwhen [3 v] key pressed\nnext brush [3]\n\nwhen [e v] key pressed\nset [obj # v] to (item # of (tile index) in [object idx v])\nif <(obj #) > [0]> then\n set [chosen brush v] to (item (obj #) of [object type v])\nelse\n set [chosen brush v] to (tile)\nend\n\nwhen [4 v] key pressed\nnext brush [4]\n\nwhen [l v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask (join [enter Level Number \(Current ] (join (LEVEL #) [\)])) and wait\nif <(round (answer)) < [1]> then\n stop [this script v]\nend\nbroadcast (LEVEL - STOP! v) and wait\nbroadcast (LEVEL - Save v) and wait\nset [level # v] to (round (answer))\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop v)\n\nwhen [r v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask [Are you sure \(Y/N\)] and wait\nif <not <(answer) = [Y]>> then\n stop [this script v]\nend\nbroadcast (LEVEL - STOP! v) and wait\nask (join [Enter Level Width \(Current ] (join (GRID WIDTH) [\)])) and wait\nif <not <(answer) = []>> then\n set [grid width v] to (answer)\nend\nask (join [Enter Level Height \(Current ] (join (GRID HEIGHT) [\)])) and wait\nif <not <(answer) = []>> then\n set [grid height v] to (answer)\nend\ngenerate level\nbroadcast (LEVEL - Done Loading... v) and wait\nbroadcast (LEVEL - Start Game Loop v)\n\nwhen [9 v] key pressed\nnext brush [9]\n\ndefine Paint Entity\nif <(brush) > [0]> then\n stop [this script v]\nend\nset [brush v] to (chosen brush)\nset [found index v] to (item # of (tile index) in [object idx v])\nif <(found index) > [0]> then\n delete (found index) of [object idx v]\n delete (found index) of [object type v]\nelse\n add (tile index) to [object idx v]\n add (brush) to [object type v]\nend\nbroadcast (ENITIY - clear v)\nbroadcast (ENITIY - SETUP v)\n\ndefine Paint Tile\nif <(brush) = [0]> then\n if <(tile) = (chosen brush)> then\n set [brush v] to [2]\n else\n set [brush v] to (chosen brush)\n if <(auto) > [0]> then\n set [tile group v] to (item (chosen brush) of [tile groups v])\n if <(tile group) > [0]> then\n if <(tile group) = (item (tile) of [tile groups v])> then\n set [brush v] to [2]\n end\n end\n end\n end\nend\nif <(brush) = [28]> then\n set [found index v] to (item # of (brush) in [tile grid v])\n replace item (found index) of [tile grid v] with [2]\nend\nreplace item (tile index) of [tile grid v] with (brush)\nif <(auto) > [0]> then\n if <not <[edited indexes v] contains (tile index)?>> then\n add (tile index) to [edited indexes v]\n end\n fix costume at (tile index)\n fix costume at ((tile index) + (1))\n fix costume at ((tile index) + (GRID HEIGHT))\n fix costume at ((tile index) - (1))\n fix costume at ((tile index) - (GRID HEIGHT))\nend\n\ndefine fix costume at (idx)\nif <key (space v) pressed?> then\n if <not <[edited indexes v] contains (idx)?>> then\n stop [this script v]\n end\nend\nset [tile v] to (item (idx) of [tile grid v])\nif <(item (tile) of [tile recipes v]) = []> then\n stop [this script v]\nend\nset [tile group v] to (item (tile) of [tile groups v])\nif <(tile group) < [1]> then\n stop [this script v]\nend\nset [recipe v] to []\nBuild recipe ((idx) + (1))\nBuild recipe ((idx) + (GRID HEIGHT))\nBuild recipe ((idx) - (1))\nBuild recipe ((idx) - (GRID HEIGHT))\nset [tile v] to [1]\nrepeat (length of [tile groups v])\n if <(item (tile) of [tile groups v]) = (tile group)> then\n if < (item (tile) of [tile recipes v]) contains (recipe)?> then\n replace item (idx) of [tile grid v] with (tile)\n stop [this script v]\n end\n end\n change [tile v] by (1)\nend\n\ndefine Build recipe (edge index)\nif <key (space v) pressed?> then\n if <not <[edited indexes v] contains (edge index)?>> then\n set [recipe v] to (join (recipe) [0])\n stop [this script v]\n end\nend\nset [edge tile v] to (item (edge index) of [tile grid v])\nif <(tile group) = (item (edge tile) of [tile groups v])> then\n set [recipe v] to (join (recipe) [1])\nelse\n set [recipe v] to (join (recipe) [0])\nend\n\nwhen [q v] key pressed\nset [auto v] to ((1) - (auto))\n\nwhen [5 v] key pressed\nnext brush [5]\n\n@skip the story\n\nwhen flag clicked\nhide\n\nwhen I receive [clicked the play button v]\nshow\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait (0.01) seconds\n go to [front v] layer\nend\nbroadcast (hide story v) and wait\nbroadcast (Start v)\nhide\n\nwhen I receive [start v]\nhide\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nwait until <(LEVEL #) = [15]>\nshow\nforever\n repeat (5)\n go to [front v] layer\n end\n show\n stop [all v]\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nforever\n go to [front v] layer\n show\nend\n\n
INSTRUCTIONS: Arrow keys or wasd to move, down or S to drop through semi solid platforms, collect the SUPER battery to finish a level, dodge enemy's and lava, one last thing.... Save Techno-Topia.\n
Platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (1 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (9 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (7 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (8 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nset [x v] to [-216]\nset [y v] to [-87]\ngo to x: (x) y: (y)\nset [xy v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xy v] by (1)\n switch costume to (6 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xy v] by (-1)\n switch costume to (4 v)\n end\n change x by (XY)\n set [xy v] to ((XY) * (0.9))\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change x by ((XY) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(XY) > [0]> then\n set [xy v] to [-10]\n else\n set [xy v] to [10]\n end\n set [yv v] to [15]\n else\n set [xy v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (YV)\n if then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if then\n set [yv v] to [13]\n end\n end\n change y by (1)\n if <<touching (sprite3 v)?> or <touching color (#ff4444)?>> then\n go to x: (x) y: (y)\n end\n if <(y position) = [-179]> then\n go to x: (x) y: (y)\n end\n if <touching (sprite4 v)?> then\n set [yv v] to [17]\n end\n if <(x position) = [243]> then\n change [level v] by (1)\n go to x: (x) y: (y)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n go to (sprite1 v)\n create clone of (_myself_ v)\n go to [back v] layer\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen [space v] key pressed\nnext costume\n\nswitch costume to (costume6 v)\n\n@Sprite3\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Sprite4\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Sprite6\n\n@Sprite7\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nshow\n\ngo [backward v] (1) layers\n\n@Sprite8\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (message1 v)\n\n@thumbnail2\n\nwhen flag clicked\nforever\n go to [front v] layer\n change [ghost v] effect by (100)\nend\n\nwhen flag clicked\nforever\n play sound [OnlyMP3 v] until done\nend\n\n
Use arrow keys or wasd to move.\nDon't touch the spikes and lava.\n\nPls ❤️and⭐.\n
Christmas A Platformer || #Games #All
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Sons of Norway v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset [speed x v] to [0]\nset [gravity v] to [-1]\nset [speed y v] to [0]\ngo to x: (-156) y: (50)\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [15]> then\n set [speed y v] to [12]\n end\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\n change [camera x v] by (-6)\n change [speed v] by (-6)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\n change [camera x v] by (6)\n change [speed v] by (6)\n end\n set [speed x v] to ((speed x) * (0.8))\n change [speed y v] by (GRAVITY)\n Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\ndefine Move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching color (#ffffff)?> 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 (#ffffff)?> then\n set y to (last value)\n set [speed y v] to [0]\n set [falling v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if then\n go to x: (-150) y: (50)\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n if <(falling) < [13]> then\n set [speed y v] to [12]\n end\n end\n if <mouse down?> then\n change [speed x v] by (1.5)\n end\nend\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (1) to (5)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (4) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (0.5) to (5)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (6) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n
Christmas Is coming soon, So I make this project!\n\nIf you like it proposed it to be featured!\nAds will be deleted!
Christmas || A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Santa Claus Is Coming To Town - Instrumental v] until done\n wait (5) seconds\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (present v)\ngo to [front v] layer\nset [level v] to [1]\nshow\npoint in direction (90)\ngo to x: (-180) y: (-30)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n change x by (Speed X)\n if <touching (level v)?> then\n change x by ((Speed X) * (-1))\n set [speed x v] to [0]\n else\n set [speed x v] to ((Speed X) * (0.8))\n end\n change y by (Speed Y)\n if <touching (level v)?> then\n change y by ((Speed Y) * (-1))\n set [speed y v] to [0]\n if <(Lock) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n set [speed y v] to [11]\n set [lock v] to [1]\n end\n end\n else\n change [speed y v] by (-1)\n set [lock v] to [0]\n end\n if <<touching (icicles v)?> or <<touching (lava v)?> or <touching (icy saw v)?>>> then\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\n end\n wait (0.5) seconds\n point in direction (90)\n go to x: (-180) y: (-30)\n set [ghost v] effect to (0)\n end\n if <touching (next level v)?> then\n change [level v] by (1)\n start sound [Ding Sound Effect v]\n go to x: (-180) y: (-30)\n broadcast (Next Level v)\n end\n if <key (1 v) pressed?> then\n switch costume to (present v)\n end\n if <key (2 v) pressed?> then\n switch costume to (christmas tree v)\n end\n if <key (3 v) pressed?> then\n switch costume to (guy with christmas hat v)\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\n@Snow\n\nwhen flag clicked\nhide\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nnext costume\nshow\ngo to x: (pick random (-217) to (217)) y: (164)\npoint in direction (pick random (-217) to (217))\nforever\n change y by (-5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@Snow2\n\nwhen flag clicked\nhide\nforever\n wait (0.2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-217) to (217)) y: (164)\npoint in direction (pick random (-217) to (217))\nforever\n change y by (-5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@Next Level\n\n@Icicles\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\n@Icy Saw\n\nwhen flag clicked\nset y to (-100)\nforever\n switch costume to (Level)\n turn right (10) degrees\nend\n\n@Lava\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [front v] layer\nend\n\n@Level Counter\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n switch costume to (Level)\n go to [front v] layer\nend\n\n@Skin Change\n\nwhen flag clicked\nwait () seconds\ngo to [front v] layer\nhide\nforever\n if <key (s v) pressed?> then\n show\n end\n if <key (x v) pressed?> then\n hide\n end\nend\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Hello and welcome to my Christmas Platformer!\nUse w a d or arrow keys to move/jump with space,\npress the number keys to change your skin or\npress s to see which skins you can use. Press x to \nclose the skin menu. I hope you enjoy! (It's not mobile friendly because I don't know how to code it lol) MERRY CHRISTMAS!!!\n\n10 Levels!\nAll Levels are 100% Possible!\n\nThanks for 15 ❤️ and 132 ⭐️ !
The Beatles-a platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Beatles- Penny Lane v] until done\n wait (1) seconds\n play sound [Lucy In The Sky With Diamonds Remastered 2 v] until done\nend\n\n@Sprite1\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n forever\n stop all sounds\n end\n end\nend\n\n\n\nplay sound [All I Want For Christmas Is You v] until done\n\n@Paul McCartney\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\n@WW\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\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
arrow keys\nAs you may or may not know two members of the \nBeatles have passed away, George Harrison and John Lennon.So I made this project for them and the Beatles. \n PART TWO IS OUT!!! \n https://scratch.mit.edu/projects/796126019/
Snowblown | A Multiplayer Scrolling Platformer | 9 month special
@Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nforever\n switch backdrop to (backdrop 1 v)\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n set [x v] to [1182]\n set [y v] to [-91]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [3]> then\n set [x v] to [1914]\n set [y v] to [220]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n set [x v] to [3166]\n set [y v] to [-91]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.77))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n change [deaths v] by (1)\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <<(timout) > [999]> and <not <(username) = [sciencedolphin9]>>> then\n hide\n broadcast (timeout v)\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n change [deaths v] by (1)\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nset [ghost v] effect to (0)\nbroadcast (Game Complete v)\n\nwait (1) seconds\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\nset [checkpoint v] to [1]\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\nif <not <(username) = [sciencedolphin9]>> then\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (timeout v)\n show\n go to [front v] layer\n stop [all v]\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [760] [0]\nClone at [600] [0]\nClone at [500] [0]\nClone at [600] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Platforms_Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [280] [0]\nClone at [600] [0]\nClone at [500] [0]\nClone at [600] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [210] [30]\nClone at [1182] [-91]\nClone at [1914] [220]\nClone at [3166] [-91]\nset [x v] to [-99999]\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [555] [-102]\nClone at [1254] [-100]\nClone at [1343] [-100]\nClone at [1432] [-100]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nswitch costume to (bouncy2 v)\n\nwhen [space v] key pressed\n\ndelete this clone\n\n@Spinny\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [175] [-105]\nset size to (80) %\nClone at [2635] [-105]\nClone at [2675] [-105]\nClone at [2755] [-105]\nClone at [2795] [-105]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [760] [0]\nClone at [600] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [580] [60]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [1380] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [ghost v] effect to (99)\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [90] [-90]\nClone at [320] [-90]\nClone at [475] [-80]\nClone at [695] [227]\nClone at [940] [315]\nClone at [1157] [243]\nClone at [1340] [-64]\nClone at [1739] [26]\nClone at [1510] [-150]\nClone at [2653] [-57]\nClone at [2712] [-35]\nClone at [2777] [-57]\nClone at [1510] [-150]\nClone at [-99999] [0]\nClone at [-99999] [0]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nset [number of coins v] to [13]\n\n@Coin_counter\n\nwhen flag clicked\nset [deaths v] to [0]\nset size to (110) %\nset [line# v] to [1]\nrepeat (3)\n set [clone# v] to [1]\n repeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\n end\n change [line# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nif <(Line#) = [1]> then\n forever\n go to x: (((clone#) * (15)) - (-150)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\n end\nend\nif <(Line#) = [2]> then\n forever\n go to x: (((clone#) * (15)) - (-150)) y: (119)\n if <(length of ((Number Of Coins) - (COINS))) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of ((Number Of Coins) - (COINS)))\n end\n end\nend\nif <(Line#) = [3]> then\n forever\n go to x: (((clone#) * (15)) - (-150)) y: (83)\n if <(length of (Deaths)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (Deaths))\n end\n end\nend\n\nset [number of coins v] to [10]\n\n@Exit\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(COINS) = [13]> then\n switch costume to (star v)\n if <touching (player v)?> then\n set [exit v] to [win]\n end\nelse\n switch costume to (star2 v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [-100] [-90]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nset [number of coins v] to [13]\n\nClone at [320] [-90]\nClone at [475] [-80]\nClone at [695] [227]\nClone at [940] [315]\nClone at [1157] [243]\nClone at [1340] [-64]\nClone at [1739] [26]\nClone at [1510] [-150]\nClone at [2653] [-57]\nClone at [2712] [-35]\nClone at [2777] [-57]\nClone at [1510] [-150]\nClone at [-99999] [0]\nClone at [-99999] [0]\n\nchange [coins v] by (1)\ndelete this clone\n\n@Fin\n\nwhen flag clicked\nhide\n\nwhen I receive [game complete v]\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen [t v] key pressed\nhide\n\n
Server 2: https://scratch.mit.edu/projects/618612793/\n\nAfter 30+ hours of hard work, I present to you... Snowblown! Please love, favorite, and follow @sciencedolphin9! I hope you enjoy!\n==========================================\nStory:\nIt was a warm summer day, the sky was clear, but all of a sudden, a blizzard came in. The icy winds blew you far away, and now you must find your way back home.\n==========================================\nInstructions:\nWASD, arrow keys, or tap to move\nClouds are jump through\nCollect coins to unlock the portal\nGo in the portal (a star) to win\n==========================================\nNote: This project is still a work in progress.\nWhat I will add:\n- More levels and make this level longer\n- Moving platforms\n- A highscore\n- A lot more\n\nThe final version will be out January 1st.\n==========================================\nCredits:\n- Text from cooltext.com\n- @Griffpatch for the scrolling platformer tutorial\n- @CactusMaster for the cloud code and cloud engine\n- @CactusMaster for the ladder code edited by me\n- @StratfordJames for the cube\n- Everything else by me\n==========================================\n\n\n\n\n\n\n\n#Games #All #Snow #Ice #Holidays #Trending #Fun #Sciencedolphin9
Sonic platformer v1 (Added Lava)
@Stage\n\nwhen flag clicked\nswitch backdrop to (green hill v)\n\nwhen I receive [message1 v]\nswitch backdrop to (green hill v)\n\n@Sonic\n\nwhen flag clicked\ngo to x: (-179) y: (-89)\n\nwhen flag clicked\n\nwhen flag clicked\nwait until <key (space v) pressed?>\nset [y velocity v] to [0]\nforever\n if <touching (stage v)?> then\n set [y velocity v] to [0]\n if <key (up arrow v) pressed?> then\n set [y velocity v] to [9]\n switch costume to (jump or homing attack5 v)\n end\n else\n change [y velocity v] by (-1)\n end\n change y by (y velocity)\n if <<touching (stage v)?> or <touching (lava v)?>> then\n Replace\n end\n if <key (right arrow v) pressed?> then\n change x by (6)\n point in direction (90)\n switch costume to (run3 v)\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (jump or homing attack5 v)\n end\n end\n if <key (left arrow v) pressed?> then\n change x by (-6)\n point in direction (-90)\n switch costume to (run3 v)\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (jump or homing attack5 v)\n end\n end\n if <(Life) = [0]> then\n stop [this script v]\n end\nend\n\ndefine Replace\nchange y by (1)\nrepeat until <not <touching (stage v)?>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen flag clicked\nset size to (60) %\n\nwhen [right arrow v] key pressed\nwait until <not <key (right arrow v) pressed?>>\nswitch costume to (stand v)\nif <(Life) = [0]> then\n forever\n stop [this script v]\n end\nend\n\nwhen [left arrow v] key pressed\nwait until <not <key (left arrow v) pressed?>>\nswitch costume to (stand v)\nif <(Life) = [0]> then\n forever\n stop [this script v]\n end\nend\n\nwhen [up arrow v] key pressed\nwait until <key (space v) pressed?>\nplay sound [Sonic Jump Sound Effect v] until done\nwait until <touching (stage v)?>\nif <(Life) = [0]> then\n forever\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-234) y: (-93)\n change [life v] by (-1)\n end\n if <touching color (#ff0000)?> then\n go to x: (-234) y: (-93)\n change [life v] by (-1)\n end\n if <(Life) = [0]> then\n forever\n go to x: (0) y: (0)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (portal v)?> and <(backdrop [number v]) = [2]>> then\n go to x: (-234) y: (-65)\n broadcast (message2 v)\n end\nend\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nset [life v] to [5]\n\nwhen flag clicked\nforever\n if <(Life) = [0]> then\n forever\n set size to (30) %\n go to x: (0) y: (0)\n go to [front v] layer\n forever\n stop all sounds\n play sound [Sonic 1 Music_ Game Over v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n start sound [Sonic The Hedgehog OST - Green Hill Zone \(1\) v]\n end\nend\n\nwhen flag clicked\nwait until <(Life) = [0]>\nif <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n forever\n switch costume to (sonic death v)\n set [life v] to [0]\n set [y velocity v] to [0]\n hide variable [life v]\n hide variable [level# v]\n end\nend\n\nwhen flag clicked\nwait until <key (space v) pressed?>\nshow variable [life v]\nshow variable [level# v]\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n broadcast (message2 v)\n go to x: (-216) y: (-89)\n end\n if <(Life) = [0]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level#) = [8]> then\n set size to (0) %\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\ngo to x: (-182) y: (-63)\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen flag clicked\nswitch costume to (stand v)\npoint in direction (90)\n\n@Stage\n\nwhen flag clicked\nswitch costume to (level1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [message2 v]\nnext costume\nchange [level# v] by (1)\nchange [score v] by (100)\nif <(level#) = [8]> then\n stop all sounds\n forever\n play sound [Sonic victory theme v] until done\n end\nend\n\nwhen flag clicked\nset [level# v] to [1]\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen flag clicked\nset drag mode [not draggable v]\n\n@Portal\n\nwhen flag clicked\ngo to x: (199) y: (-46)\nforever\n change [color v] effect by (5)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nset size to (15) %\n\nwhen flag clicked\nswitch costume to (portal v)\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset drag mode [not draggable v]\n\n@Life icon\n\nwhen flag clicked\nset drag mode [not draggable v]\n\n@images\n\nwhen flag clicked\nset drag mode [not draggable v]\n\n@backup\n\nwhen flag clicked\nset drag mode [not draggable v]\n\n@Spikes \n\nwhen I receive [message2 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (spikes v)\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Start\n\nwhen flag clicked\nrepeat until <key (space v) pressed?>\n repeat (58)\n next costume\n wait (0.015) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (start v)\n\nwhen flag clicked\nstart sound [Sonic The Hedgehog Opening Title Screen Intro Sega Genesis v]\nif <key (space v) pressed?> then\n stop [this script v]\nend\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen [space v] key pressed\nstop all sounds\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\ngo to x: (-15) y: (-127)\n\nwhen flag clicked\ngo to [front v] layer\n\n
The left arrow goes left\nThe right arrow goes right \nthe up arrow is going up\ndon't touch the spikes and you have five lives\nspace to start \n\n2 months ago I didn't think I would get 100 views let alone 2,500 you guys are awesome thank you
☁Megacity☁ Multiplayer Scrolling Platformer #Multiplayer #Cloud #Game #Art #Platformer #Scrolling
@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@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\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@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 (player2 v)?> then\n change [collected v] by (1)\n start sound [Coin v]\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 show\n Clone at x: [-7] y: [63]\n Clone at x: [160] y: [10]\n Clone at x: [460] y: [40]\n Clone at x: [840] y: [40]\n Clone at x: [1400] y: [80]\n Clone at x: [1550] y: [100]\n Clone at x: [1900] y: [80]\n Clone at x: [2200] y: [40]\n Clone at x: [2500] y: [40]\n Clone at x: [3000] y: [40]\n Clone at x: [2800] y: [40]\n Clone at x: [3500] y: [40]\n Clone at x: [3200] y: [40]\n Clone at x: [3980] y: [100]\n Clone at x: [3830] y: [80]\n Clone at x: [4500] y: [80]\n Clone at x: [4325] y: [80]\n Clone at x: [4600] y: [80]\n Clone at x: [5000] y: [80]\n Clone at x: [5500] y: [80]\n Clone at x: [5550] y: [80]\n Clone at x: [5600] y: [80]\n Clone at x: [5650] y: [80]\n Clone at x: [5700] y: [80]\n Clone at x: [6500] y: [80]\n Clone at x: [6700] y: [80]\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 I start as a clone\nforever\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]\ngo to [front v] layer\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@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@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: [360] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [290] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] 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 go to [front v] layer\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nshow\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo [forward v] (1) layers\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 switch costume to (costume1 v)\n show\n Clone at x: [150] y: [-50]\n switch costume to (costume2 v)\n Clone at x: [150] y: [-500]\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@Player2\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\n@checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <touching (player2 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 show\n Clone at x: [1125] y: [0]\n go to [front v] layer\n Clone at x: [2200] y: [-135]\n Clone at x: [3900] y: [-135]\n Clone at x: [5800] y: [-135]\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\nClone at x: [0] y: [0]\n\nhide\n\n@TB2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
《Megacity》✨✨ ☁Multiplayer!☁ !!Re-spawning may be glitchy, if you do glitch, don't move, thats what I do!!\n==============================\nFeel free to like and fave! IF IT LAGS GO HERE: https://turbowarp.org/611461979\n=============================\n10 Players MAX. If server is full then you will be in single player\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment: Megacity\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nu?
Pixel 1 | A Mobile Friendly Platformer #games #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\nforever\n play sound [Music v] until done\nend\n\nwhen flag clicked\nrepeat until <(level) = (Levels)>\n set [time v] to (timer)\nend\nswitch backdrop to (bühnenbild6 v)\n\nwhen I receive [nachricht1 v]\nif <(backdrop [number v]) < [5]> then\n next backdrop\nend\n\n@Figur2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostüm1 v)\nset [pixel v] to [100]\n\nwhen I receive [nachricht1 v]\nnext costume\nrepeat (5)\n change [pixel v] by (-0.75)\nend\n\nwhen flag clicked\nforever\n if <(level) < [15]> then\n set [pixelate v] effect to ((pixel) / (2))\n end\nend\n\n@Player\n\nwhen flag clicked\nset [y v v] to [0]\nset [x v v] to [0]\ngo to x: (-200) y: (27)\nforever\n check\nend\n\ndefine check\nset rotation style [left-right v]\nset [level: v] to (join (join (level) [/]) (Levels))\nif <touching (figur1 v)?> then\n start sound [roblox death sound v]\n hide\n broadcast (effect v)\n wait (1) seconds\n go to x: (-200) y: (27)\n set [y v v] to [0]\n set [x v v] to [0]\n show\nend\nchange [y v v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [x v v] by (-1)\nend\nset [x v v] to ((x v) * (0.9))\nchange x by (x v)\nif <touching (figur2 v)?> then\n change y by (1)\nend\nif <touching (figur2 v)?> then\n change y by (1)\nend\nif <touching (figur2 v)?> then\n change y by (1)\nend\nif <touching (figur2 v)?> then\n change y by (1)\nend\nif <touching (figur2 v)?> then\n change y by (-4)\n change x by ((x v) * (-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 v] to [15]\n if <(x v) > [0]> then\n set [x v v] to [-9]\n else\n set [x v v] to [9]\n end\n else\n set [x v v] to [0]\n end\nend\nchange y by (y v)\nif <touching (figur2 v)?> then\n change y by ((y v) - ((y v) * (2)))\n set [y v v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (figur2 v)?>> then\n set [y v v] to [15]\nend\nchange y by (1)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [level v] to [1]\nset [levels v] to [20]\nset size to (66) %\nforever\n if <(x position) > [220]> then\n broadcast (Nachricht1 v)\n end\nend\n\nwhen I receive [nachricht1 v]\nstart sound [checkpoint v]\ngo to x: (-200) y: (27)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) < [15]> then\n set [pixelate v] effect to ((pixel) / (2))\n end\nend\n\n@Figur1\n\nwhen I receive [nachricht1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostüm1 v)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n set [pixelate v] effect to (pixel)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (10)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Figur3\n\ndefine Particle\nrepeat (27)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [pixelate v] effect to (pixel)\nswitch costume to (pick random (1) to (3))\nset [brightness v] effect to (pick random (-18) to (-100))\npoint in direction (pick random (-180) to (180))\nset [v v] to (pick random (3.0) to (9.0))\nset [effekt: y v] to [3]\nset size to (pick random (27) to (127)) %\ngo to [front v] layer\nrepeat (5)\n move (V) steps\n change y by (Effekt: Y)\n set [v v] to ((V) * (0.9))\n change [effekt: y v] by (-0.3)\nend\nrepeat (20)\n move (V) steps\n change y by (Effekt: Y)\n set [v v] to ((V) * (0.9))\n change [effekt: y v] by (-0.3)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [effect v]\ngo to (player v)\nParticle\n\nwhen flag clicked\nhide\n\n
Welcome to the first part of my new game: Pixel!\n\nPart 2: https://scratch.mit.edu/projects/614872245/\n\nPlease Like, Fave and Follow for more cool games :)\n100 Likes = Part 2! (out)\n\n-Instructions-\nMove with arrow keys, WASD or you finger (mobile)\nand don't touch spikes or lava!\nHave fun!\n\n-Tags-\n#pixel #platformer #mobile #friendly #O2009H #cool #games #all #music #art #animations
Ice || A platformer
@Stage\n\n@Figur1\n\nwhen flag clicked\ngo to [back v] layer\nstart sound [Vexento - Return of the Heroes2 v]\nswitch costume to (intro backround v)\ngo to x: (-8) y: (-356)\nglide (13) secs to x: (-8) y: (51)\n\nwhen I receive [intro over v]\nstop [other scripts in sprite v]\nswitch costume to (sky platformer v)\n\ngo to [back v] layer\n\nwhen flag clicked\nwait (1) seconds\ngo to [back v] layer\nforever\n\n@background\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen I receive [intro over v]\nshow\nforever\n play sound [music v] until done\nend\n\n@spikes\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen I receive [intro over v]\nshow\nforever\n switch costume to (level)\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen I receive [intro over v]\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwait (0.1) seconds\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (platform v)?> then\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen I receive [intro over v]\nshow\nreset X [-200] Y [0]\nset [ok v] to [0]\nset [level v] to [1]\nforever\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <<touching (spikes v)?> or <touching (void v)?>> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Crunch v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\nend\n\n@Figur7\n\nwhen flag clicked\nhide\nwait (7.5) seconds\nshow\nswitch costume to (kostüm1 v)\nrepeat (18)\n next costume\n wait (0.02) seconds\nend\nwait (3) seconds\nbroadcast (Intro over v)\nhide\n\n@Figur6\n\nwhen flag clicked\nwait (5.5) seconds\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n next costume\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nhide\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n next costume\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nhide\n\n@Figur5\n\nwhen flag clicked\nwait (4.5) seconds\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n next costume\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nhide\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n next costume\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nhide\n\n@Figur4\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nshow\nswitch costume to (kostüm1 v)\nrepeat (20)\n next costume\n wait (0.02) seconds\nend\n\n@Figur3\n\nwhen flag clicked\nwait (3) seconds\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n next costume\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nhide\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n next costume\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nhide\n\n@Figur2\n\nhide\nwait (0.1) seconds\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nwait (2.8) seconds\nshow\npoint in direction (90)\nwait (.25) seconds\nrepeat (3)\n turn right (32) degrees\nend\nrepeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (5)) degrees\nend\nshow\npoint in direction (90)\nwait (.25) seconds\nrepeat (3)\n turn right (32) degrees\nend\nrepeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (5)) degrees\nend\nshow\npoint in direction (90)\nwait (.25) seconds\nrepeat (3)\n turn right (32) degrees\nend\nrepeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (5)) degrees\nend\nturn right (180) degrees\nwait (0.2) seconds\nturn right (180) degrees\nwait (0.2) seconds\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nshow\nswitch costume to (kostüm1 v)\nrepeat (6)\n next costume\n wait (0.02) seconds\nend\n\nhide\n\n@void\n\nwhen flag clicked\nhide\ngo to x: (21) y: (6)\n\nwhen I receive [intro over v]\nshow\n\n
Welcome to Ice World\n\nIn this game you can move with arrow keys WASD and it's also mobile friendly. There are 10 levels. Beat all levels to win.\n\nIf you enjoyed the game, please like, fave and follow!\n\nAlso go check out my series:\nhttps://scratch.mit.edu/studios/30065038\n\n\n\n\n#games #platformer #Winter #Ice
griffpatch's platformer
@Stage\n\nwhen I receive [change scene v]\nif <(scene #) = [1]> then\n switch backdrop to (false2 v)\nelse\n switch backdrop to (backdrop1 v)\nend\n\n@player\n\nwhen flag clicked\nset [jump duration v] to [6]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nreset and begin level\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check touching soild\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 soild\n if <(Touching) > [0]> then\n Collide Y - Ceiling or floor\n end\nend\n\ndefine Check touching soild\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 [player v]\nMoved - by Moving Pladform\nup and down\nleft and right \nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nset costume \n\ndefine up and down\nif <<key (up arrow 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 [7]\n end\n if <<(jumping) = [0]> and <(falling) < [3]>> 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 sslide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine 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 <<(wall slide) < [1]> and <(falling) > [2]>> 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\nbegin scene # [1] go to x and y: [-150] [55]\nset [speed y v] to [0]\nset [speed x 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)\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 (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 and y: [-235] []\nend\nif <(x position) < [-235]> then\n begin scene # ((scene #) + (-1)) go to x and y: [235] []\nend\nif <(y position) > [180]> then\n begin scene # ((scene #) + (100)) go to x and y: [] [-160]\nend\nif <(y position) < [-180]> then\n begin scene # ((scene #) + (-100)) go to x and y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (lose life v)\nend\n\ndefine begin scene # (scene #) go to x and 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 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\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\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 Collide X - Slope or Wall\nCheck can wall sslide\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 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 soild\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 soild\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 sslide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck touching soild\nset [wall slide v] to (Touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\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 Pladform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck touching soild\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 soild\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\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (scene #))\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to ( v)\nswitch costume to (join [Scene] (scene #))\nif <(scene #) = [3]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@platform\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(scene #) = [1]> then\n show\n Animate1\nend\nif <(scene #) = [3]> then\n show\n Animate3\nend\nif <(scene #) = [102]> then\n show\n Animate102\nend\nif <(scene #) = [103]> then\n show\n animate103\nend\n\ndefine Animate1\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (16) y: (-54)\nforever\n glide (1) secs to x: (16) y: (83)\n wait (1) seconds\n glide (2) secs to x: (166) y: (51)\n wait (1) seconds\n glide (2) secs to x: (16) y: (-54)\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\ngo to x: (16) y: (-54)\nforever\n glide (2) secs to x: (16) y: (83)\n wait (1) seconds\n glide (2) secs to x: (3) y: (51)\n wait (1) seconds\nend\n\ndefine Animate3\nswitch costume to (costume1 v)\npoint in direction (0)\ngo to x: (99) y: (30)\nforever\n glide (0.5) secs to x: (99) y: (-53)\n wait (1) seconds\n glide (1) secs to x: (99) y: (30)\n wait (1) seconds\nend\n\ndefine Animate102\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (-146) y: (-31)\nwait (0.5) seconds\nforever\n glide (1) secs to x: (-12) y: (-31)\n wait (1) seconds\n glide (1) secs to x: (-145) y: (-31)\n wait (1) seconds\nend\n\ndefine animate103\nswitch costume to (costume2 v)\npoint in direction (90)\ngo to x: (-43) y: (-63)\nwait (0.5) seconds\nforever\n glide (2.5) secs to x: (365) y: (-63)\n wait (1) seconds\n glide (2.5) secs to x: (-43) y: (-63)\n wait (1) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n
If you want an updated version with collectibles, enemies, and more levels play this: https://scratch.mit.edu/projects/612050043/\n\nFrom his simple platformer tutorial on youtube.\nPre-collectables.\n\nArrow keys to move.\nYou can go up as well as right\n\nThis project has 521 Blocks, 5 sprites, and 33 scripts
Garrulous || a platformer #all #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [run v]\nswitch backdrop to (backdrop1 v)\n\n@Sprite2\n\n@Player (MOVEMENTS)\n\ndefine Run Game\nchange [speed y v] by (-1)\npoint in direction (90)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-4)\n point in direction (-90)\n switch costume to (pick random (8) to (16))\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (4)\n point in direction (90)\n switch costume to (pick random (8) to (16))\nend\nset [speed x v] to ((Speed X) * (0.7))\nchange x by (Speed X)\nif <touching (ground \(platform\) v)?> then\n change y by (1)\n if <touching (ground \(platform\) v)?> then\n change y by (1)\n if <touching (ground \(platform\) v)?> then\n change y by (1)\n if <touching (ground \(platform\) v)?> then\n change y by (1)\n if <touching (ground \(platform\) v)?> then\n change y by (1)\n if <touching (ground \(platform\) v)?> then\n change y by (1)\n if <touching (ground \(platform\) v)?> then\n change y by (1)\n if <touching (ground \(platform\) v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (ground \(platform\) v)?> then\n change y by (-8)\n repeat until <not <touching (ground \(platform\) v)?>>\n change x by ((Speed X) * (-1))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [speed y v] to [10]\n if <(Speed X) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [-16]\n switch costume to (fall v)\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <touching (ground \(platform\) v)?> then\n repeat until <not <touching (ground \(platform\) v)?>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching (ground \(platform\) v)?>> then\n switch costume to (jump v)\n set [speed y v] to [14]\nend\nchange y by (1)\nif <(y position) < [-180]> then\n Die/Reset\nend\nif <touching (level end\[reset\] v)?> then\n Die/Reset\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\nend\nif <key (r v) pressed?> then\n Die/Reset\nend\nif <<touching (spikes v)?> or <touching (saws v)?>> then\n Die/Reset\nend\nif <not <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (s v) pressed?> or <key (w v) pressed?>>>>>>>> then\n switch costume to (idle v)\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n switch costume to (crouch v)\nend\nif <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>> then\n switch costume to (slide v)\nend\nif <<key (z v) pressed?> and <(Level) = [8]>> then\n broadcast (Skipped lv 8 v)\n change [level v] by (1)\n Die/Reset\nend\n\ndefine Die/Reset\ngo to x: (-230) y: (0)\nif <(Level) = [11]> then\n go to x: (230) y: (0)\nend\n\nwhen I receive [run v]\nshow\nset [speed y v] to [5]\nset [speed x v] to [-193]\ngo to x: (-230) y: (-20)\nset rotation style [left-right v]\nset [level v] to [1]\nforever\n Run Game\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(Level) = [8]> and <<(x position) > [100]> and <(y position) > [-120]>>> then\n end\nend\n\nsay [XD] for (2) seconds\n\n@Ground (PlATFORM)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [run v]\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (Level)\nend\n\nchange [color v] effect by (25)\n\nchange size by (10)\n\nset size to (100) %\n\nwhen I receive [run v]\nswitch costume to (costume1 v)\nshow\nforever\n play sound [Voxel Revolution v] until done\nend\n\n@LEVEL END[RESET]\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [run v]\nswitch costume to (costume1 v)\nshow\n\n@SPIKES\n\nwhen flag clicked\nhide\n\nwhen I receive [run v]\nshow\nforever\n switch costume to (Level)\nend\n\n@SAWS\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n turn right (7) degrees\n go to x: (0) y: (-20)\n end\n if <(costume [number v]) = [3]> then\n turn right (7) degrees\n go to x: (160) y: (-105)\n end\n if <(costume [number v]) = [4]> then\n turn right (7) degrees\n go to x: (50) y: (-115)\n end\n if <(costume [number v]) = [8]> then\n turn right (7) degrees\n go to x: (-100) y: (-60)\n end\n if <(costume [number v]) = [9]> then\n turn right (7) degrees\n go to x: (110) y: (80)\n end\n if <(costume [number v]) = [10]> then\n point in direction (90)\n go to x: (-100) y: (-60)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [run v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Click Green Flag [20x]\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@PLAY [CLICK]\n\nwhen this sprite clicked\nhide\nbroadcast (Run v)\n\nwhen flag clicked\ngo to x: (0) y: (200)\nwait (2) seconds\nshow\nglide (.7) secs to x: (0) y: (-10)\nwait (0.03) seconds\nglide (.04) secs to x: (0) y: (0)\n\n@thumbnail ground\n\nwhen flag clicked\ngo to [front v] layer\nforever\n hide\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@Sprite1\n\nwhen I receive [next level v]\ngo [forward v] (7) layers\nshow\nrepeat (20)\n change x by (((0) - (x position)) / (4))\nend\nwait (0.8) seconds\nrepeat (20)\n change x by (((-490) - (x position)) / (4))\nend\nhide\n\nwhen flag clicked\nhide\ngo to x: (-476) y: (1)\n\n
MOVED TO: @GreenGeckoTV
Blooket - Animal Platformer #Platformer #Blooket #Animals
@Stage\n\nwhen I receive [intro ended v]\nforever\n play sound [Unity v] until done\nend\n\n@player\n\nwhen I receive [start v]\nforever\n if <<[240] < (x position)> and <(Dead) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n reset\n end\nend\n\ndefine reset\nclear graphic effects\npoint in direction (90)\ngo to x: (-220) y: (30)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (30) %\nshow\n\ndefine Tick\nset [dead v] to [0]\nset [level v] to [1]\nset size to (30) %\nreset\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (0.7)\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 [xv v] by (-0.7)\n end\n Slow Down\n set [xv v] to ((Xv) * (1))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change y by (-4)\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 [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 (-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)>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <touching (spike v)?> then\n Dead\n end\n if <(y position) < [-170]> then\n Dead\n end\nend\n\ndefine Dead\nset [dead v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nreset\n\nwhen I receive [change v]\nnext costume\n\ndefine Slow Down\nchange [xv v] by ((Xv) * (-0.08))\n\nwhen I receive [play v]\nbroadcast (game v)\nbroadcast (Start v)\nTick\n\nwhen flag clicked\nshow\nswitch costume to (empty v)\nset size to (70) %\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nforever\n if <[-240] > (x position)> then\n if on edge, bounce\n end\nend\n\nwhen I receive [skip v]\nreset\n\nwhen flag clicked\nset size to (25) %\n\nwhen I receive [play v]\nforever\n set size to (13) %\nend\n\n@ground\n\nwhen I receive [play v]\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\n@spike\n\nwhen I receive [play v]\ngo to [back v] layer\nshow\nswitch costume to (2 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@change\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\nset size to (70) %\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Change v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@sa\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to [back v] layer\nforever\n repeat (25)\n change size by (2)\n end\n repeat (25)\n change size by (-2)\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@play\n\nwhen this sprite clicked\nhide\nbroadcast (Play v)\n\nwhen flag clicked\nshow\nset size to (70) %\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\ngo to [front v] layer\n\n@emoji\n\nwhen flag clicked\nshow\n\nwhen I receive [play v]\nhide\n\n@sn\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (60) to (90)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen flag clicked\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n@Intro\n\nwhen flag clicked\nwait (12.5) seconds\nbroadcast (INTRO ENDED v)\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 [MUSIC v]\nwait (13.23) seconds\nstop all sounds\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n repeat (238)\n turn right (3) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (5.17) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (6.74) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (0) seconds\nCreate Clone [Name]\n\ndefine Shake (size)\nset size to (size) %\ngo to x: (0) y: (0)\nrepeat (26)\n go to [front v] layer\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (3.48) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.09) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (6.7) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (8.28) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.86) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (11.41) seconds\n repeat (34)\n change [ghost v] effect by (4)\n change size by (((30) - (size)) / (8))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (9.86) seconds\nCreate Clone [Cheveron]\n\ndefine Frame Tween Size: (s) speed: (spd)\nset [c v] to (costume [name v])\nswitch costume to (size hack v)\nchange size by (((round (s)) - (round (size))) / (spd))\nswitch costume to (c)\n\nwhen I start as a clone\nif <(Clone ID) = [Circles]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (circles v)\n go to x: (0) y: (0)\n set size to (1) %\n point in direction (0)\n set [ghost v] effect to (0)\n repeat (38)\n Frame Tween Size: [400] speed: [7]\n Frame tween rotation: [90] speed: [13]\n go to [front v] layer\n go [backward v] (2) layers\n change [ghost v] effect by ((100) / (38))\n change [brightness v] effect by (3.3333)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen flag clicked\nwait (3.49) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (8.29) seconds\nCreate Clone [Circles]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (grid v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n repeat (50)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (-2)\n end\n wait (2.9) seconds\n switch costume to (diamonds v)\n wait (1.65) seconds\n switch costume to (hexagon pattern v)\n wait (1.55) seconds\n switch costume to (triangle pattern v)\n wait (1.55) seconds\n switch costume to (checkerboard pattern v)\n wait (1.2) seconds\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (0) seconds\nwait (.5) seconds\nCreate Clone [Grid]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (4.6) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (6.24) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7.8) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (9.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (4.38) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.9) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (7.51) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.02) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (10.6) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3.88) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (5.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (8.5) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (10.1) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Lines]> then\n show\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n go to x: (0) y: (0)\n set size to (1) %\n switch costume to (1 v)\n set [line size v] to [20]\n repeat (15)\n change size by (Line Size)\n change [line size v] by (-1)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (20)\n change size by (Line Size)\n end\nend\n\nwhen flag clicked\nwait (4.4) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (5.92) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (7.53) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (10.62) seconds\nCreate Clone [Lines]\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (1.54) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (3.15) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (4.73) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (6.31) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (name v)\n\nwhen flag clicked\nwait (9.02) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen I receive [play v]\nhide\n\n
PC: WASD or Arrow Keys to move. It also follows the \n mouse pointer if you press.\nMobile: Tap/Press to jump and move.\n\nAll levels are 100% possible so don't complain you cannot finish it. \n- Added Mobile Support\n- Adding more animals and sprites soon\n\nNO ADVERTISING ON THE COMMENTS PLEASE\n\nEdit: Thanks for 8k Views and 150 hearts thanks so much guys
Platformer...but you are vanishing #all #games #trending
@Stage\n\nwhen flag clicked\nswitch backdrop to (pozadí1 v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nif <(Level) = [10]> then\n switch backdrop to (pozadí2 v)\nend\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 script\nif <<(Level) = [10]> or <<(username) = [Scratchboy179]> and <key (space v) pressed?>>> then\n set [ghost v] effect to (0)\nend\nchange y by (1)\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 (1)\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 (-1)\nend\nset [x_vel v] to ((x_vel) * (.9))\nchange x by (x_vel)\nif <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (-6)\n 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 [-7]\n else\n set [x_vel v] to [7]\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\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]\nset [ghost v] effect to (90)\nforever\n script\nend\n\nwhen flag clicked\nrepeat until <(Level) = [10]>\n wait (pick random (1) to (2)) seconds\n repeat (10)\n change [ghost v] effect by (1)\n end\n set [ghost v] effect to (100)\n reset timer\n wait until <<(x position) = [-220]> or <(timer) > (pick random (2) to (4))>>\n repeat (10)\n change [ghost v] effect by (-1)\n end\n set [ghost v] effect to (90)\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\nwhen flag clicked\nset [level v] to [1]\n\n@thumb\n\nwhen flag clicked\nhide\n\n
-------------------------------About----------------------------------\nHi everyone :D\nWelcome to my platformer :) It's nor very long because I will release my first cloud game soon :D\n\nNew part out!! https://scratch.mit.edu/projects/618929830/
Volcano | #Platformer #All #Games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro ended v]\nnext backdrop\n\n@Player\n\nwhen I start as a clone\nswitch costume to (black v)\nrepeat (7)\n change [ghost v] effect by (7)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [intro ended v]\nshow\ngo to x: (-154) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (player v)\n go to [front v] layer\n create clone of (_myself_ v)\n if <<<mouse down?> and <(mouse x) > (x position)>> or <key (right arrow v) pressed?>> then\n change [x v] by (2)\n switch costume to (right v)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n switch costume to (left v)\n change [x v] by (-2)\n end\n set [x v] to ((x) * (0.8))\n change x by (round (x))\n if <touching (level v)?> then\n change x by (round ((x) * (-1)))\n if <<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> then\n switch costume to (up v)\n if <(x) > [0]> then\n set [x v] to [-13]\n else\n set [x v] to [13]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>>> then\n set [y v] to [12]\n end\n change y by (1)\n if <(x position) > [233]> then\n set x to (-240)\n broadcast (next level v)\n end\n if <<<touching (danger v)?> or <touching (lava v)?>> or <(y position) < [-180]>> then\n change [ghost v] effect by (50)\n go to x: (-206) y: (-30)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n end\n if <touching (bounce v)?> then\n set [y v] to [21]\n end\nend\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [intro ended v]\nshow\nset [level v] to [1]\ngo to x: (0) y: (10)\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [intro ended v]\nshow\ngo to x: (0) y: (10)\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen I receive [next level v]\nforever\n if <([costume # v] of [level v]) = [6]> then\n wait (0) seconds\n show\n set size to (100) %\n go to x: (11) y: (-62)\n forever\n glide (0.8) secs to x: (11) y: (-50)\n wait (0.05) seconds\n glide (0.8) secs to x: (11) y: (-62)\n wait (0.05) seconds\n end\n end\n if <([costume # v] of [level v]) = [8]> then\n show\n set size to (100) %\n go to x: (11) y: (-62)\n forever\n glide (0.8) secs to x: (11) y: (-50)\n wait (0.05) seconds\n glide (0.8) secs to x: (11) y: (-62)\n wait (0.05) seconds\n end\n end\n if <([costume # v] of [level v]) = [17]> then\n show\n set size to (200) %\n go to x: (48) y: (-173)\n forever\n glide (0.8) secs to x: (48) y: (-153)\n wait (0.05) seconds\n glide (0.8) secs to x: (48) y: (-173)\n wait (0.05) seconds\n end\n end\nend\n\nwhen I receive [next level v]\nforever\n if <([costume # v] of [level v]) = [7]> then\n hide\n end\n if <([costume # v] of [level v]) = [9]> then\n hide\n end\n if <([costume # v] of [level v]) = [18]> then\n hide\n end\nend\n\nwhen I receive [intro ended v]\ngo to [back v] layer\nhide\n\n@Bounce\n\nwhen I receive [intro ended v]\nswitch costume to (1 v)\nforever\n if <<(Level) = [11]> or <(Level) = [13]>> then\n show\n if <(Level) = [11]> then\n go to x: (-113) y: (-66)\n end\n if <(Level) = [13]> then\n go to x: (-145) y: (-66)\n end\n else\n hide\n end\nend\n\nwhen I receive [intro ended v]\nforever\n if <touching (player v)?> then\n start sound [Big Boing v]\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@vol\n\nwhen [s v] key pressed\nchange [music v] by (1)\n\nwhen I receive [intro ended v]\nset [music v] to [1]\nhide\ngo to x: (213) y: (-112)\nforever\n if <(music) = [2]> then\n show\n end\n if <(music) = [3]> then\n hide\n end\n if <(music) > [2]> then\n set [music v] to [1]\n end\nend\n\nwhen flag clicked\nhide\n\n@slider\n\nwhen flag clicked\nhide\nset volume to (volume) %\ngo to (vol v)\ngo to [front v] layer\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n set [volume v] to ((mouse y) - (-169))\n if <(volume) < [0]> then\n set [volume v] to [0]\n else\n if <(volume) > [100]> then\n set [volume v] to [100]\n end\n end\n slider\n set y to (mouse y)\n if <(y position) > [-80]> then\n set [-80]\n end\n if <(y position) < [-146]> then\n set [-146]\n end\n end\n end\nend\n\ndefine set (y)\nset y to (y)\n\ndefine slider\ngo to x: (213) y: ((-169) + (volume))\n\nwhen I receive [intro ended v]\nhide\nforever\n if <(music) = [2]> then\n show\n end\n if <(music) = [3]> then\n hide\n end\nend\n\nwhen I receive [intro ended v]\nhide\nforever\n set volume to (volume) %\nend\n\nwhen I receive [intro ended v]\nset [volume v] to [50]\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@YOUR Intro\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nstart sound [Electro-Light - Symbolism v]\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [i v] by (-.4)\n else\n set [sides v] to [1]\n end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fbffe6)?>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n turn right (value) degrees\n change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [velocity v] to [0]\n set [value v] to [0]\n repeat (15)\n change [value v] by (1)\n turn right (value) degrees\n change [velocity v] by (1)\n change size by (velocity)\n end\n set [value v] to [8]\n repeat (30)\n set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n turn right (value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (value)\n go to x: (0) y: (0)\n set [i v] to (i)\n if <(sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [velocity v] to [0]\n set [value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (velocity) ) / (2)) degrees\n end\n delete this clone\nend\nwait (1.80) seconds\nbroadcast (INTRO ENDED v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
How to play: \n • Arrow keys to move\n • Avoid spikes and lava\n • S to show the sound slider\n • Try to play till the end\n\n\nHope you enjoy the game! :)\n\n\n\n#volcano #platfomer #trending #popular #all \n#games\n\n
Desert - A Platformer Game #Games #Games #Games #Games #All #All #All #All #All #All
@Stage\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 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) = [30]>\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\nend\n\nwhen flag clicked\nforever\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\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nrepeat until <(Level) = [30]>\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 <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (Ded v)\n end\nend\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\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\n@Text\n\nwhen I receive [next level v]\nnext costume\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\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@Sprite1\n\nwhen flag clicked\nhide\nforever\n play sound [bensound-adventure v] until done\nend\n\nshow\ngo to [front v] layer\n\n
Mobile friendly\n100% possible\nHave fun!\n@Ziyu3 for the engine \n\npls follow me @smallnoseman
ESCAPE ROOM - A HARD PLATFORMER
@Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Run the platformer v)\nhide\n\ndefine Reset the setup\nset size to (80) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [idk y v] to [0]\ngo to x: (-200) y: (35)\nclear graphic effects\npoint in direction (90)\nshow\n\ndefine death\nset [idk y v] to [1]\nrepeat (25)\n change size by (-5)\n change [ghost v] effect by (5)\nend\nReset the setup\n\nwhen I receive [run the platformer v]\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\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 [run the platformer v]\nforever\n if <<[235] < (x position)> and <(idk y) = [0]>> then\n broadcast (Next level please? v)\n change [level v] by (1)\n Reset the setup\n end\nend\n\nwhen I receive [run the platformer v]\nset size to (80) %\nset [idk y v] to [0]\nset [level v] to [1]\nReset the 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 <(idk y) = [0]>> then\n change [x velocity v] by (2)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(idk y) = [0]>> then\n change [x velocity v] by (-2)\n end\n set [x velocity v] to ((X velocity) * (0.8))\n change x by (X velocity)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change x by ((X velocity) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [13]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-0.8)\n change y by (Y velocity)\n if <touching (hitbox v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (hitbox v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y velocity v] to [12]\n end\n end\n change y by (1)\n if <<touching (danger v)?> or <touching (acid v)?>> then\n death\n end\n if <(y position) < [-180]> then\n death\n end\nend\n\nwhen I receive [run the platformer v]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (left v)\n end\n if <<<key (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 <<<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 <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 (default v)\n set size to (80) %\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 (default v)\n set size to (40) %\n end\nend\n\n@HITBOX\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@ACID\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\n@Glow\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to (player v)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nif <not <([x position v] of [alertsui v]) = [null]>> then\n switch costume to (tb v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@NEW EFFECT\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n go to x: (240) y: (pick random (-180) to (180))\n set [ghost v] effect to (pick random (40) to (80))\n set size to (pick random (50) to (200)) %\n glide (pick random (4) to (5)) secs to x: (-235) y: (y position)\n delete this clone\nend\n\n
HELP ME WIN...XD\n\nTHIS PROJECT GOT HIT! KINDA?\n124 views in 24 hours? kinda low?\n\nWoke up with 589 messages :o\n\nPART 2 AT 50 LIKES... YIKES!
griffpatch's platformer (COLLECTABLES)
@Stage\n\n@Sprite2\n\nwhen flag clicked\nif <(username) = [happyhotdog34]> then\n forever\n if <key (l v) pressed?> then\n change [lives v] by (1)\n end\n end\nend\n\n@player\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check touching soild\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 soild\n if <(Touching) > [0]> then\n Collide Y - Ceiling or floor\n end\nend\n\ndefine Check touching soild\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 [player v]\nMoved - by Moving Pladform\nswitch backdrop to <touching (level v)?>\nup and down\nleft and right \nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nset costume \n\ndefine up and down\nif <<key (up arrow 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 [7]\n end\n if <<(jumping) = [0]> and <(falling) < [3]>> 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 sslide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine 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 <<(wall slide) < [1]> and <(falling) > [2]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((key x) * (Acceleration))\n point in direction ((key x) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (Resistance))\n\ndefine reset and begin level\nset [invulnerable v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [long jump v] to [0]\nset [wall slide v] to [0]\nset [jumping v] to [0]\npoint in direction (90)\nbegin scene # (SPAWN SCENE) go to x and 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 (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 and y: [-235] []\nend\nif <(x position) < [-235]> then\n begin scene # ((scene #) + (-1)) go to x and y: [235] []\nend\nif <(y position) > [180]> then\n begin scene # ((scene #) + (100)) go to x and y: [] [-160]\nend\nif <(y position) < [-180]> then\n begin scene # ((scene #) + (-100)) go to x and y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (lose life v)\nend\n\ndefine begin scene # (scene #) go to x and 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 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\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\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 Collide X - Slope or Wall\nCheck can wall sslide\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 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 soild\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 soild\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 sslide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck touching soild\nset [wall slide v] to (Touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [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 Pladform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck touching soild\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 soild\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 [scene # v]\nshow variable [apples v]\nshow variable [lives v]\nset [jump duration v] to [6]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset game v) and wait\nbroadcast (setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nreset and begin level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\n@level\n\nwhen I receive [change scene v]\nerase all\nswitch costume to (join [Scene] (scene #))\nStamp Outline\nStamp Shadow\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@danger\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to ( v)\nswitch costume to (join [Scene] (scene #))\n\nif <(scene #) = [3]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@platform\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(scene #) = [4]> then\n Door at [-21] [71] Key [Key 1]\nend\n\nwhen I receive [tick - platforms v]\ntick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Door at (x) (y) Key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n wait until <not <touching (player v)?>>\n end\nend\n\n@Collectables\n\nwhen I receive [change scene v]\nif <(scene #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (Frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n start sound [Chomp v]\n change [apples v] by (1)\nelse\n if <(costume [name v]) = [Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (scene #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [apples v] to [0]\nset [frame v] to [0]\nhide\nPlace [apple] Scene [1] xy [115] [-45]\nPlace [apple] Scene [1] xy [-74] [40]\nPlace [apple] Scene [2] xy [24] [-73]\nPlace [Flag] Scene [2] xy [167] [-60]\nPlace [apple] Scene [103] xy [-138] [45]\nPlace [Key 1] Scene [103] xy [185] [-45]\nPlace [Flag] Scene [4] xy [130] [70]\nPlace [apple] Scene [104] xy [98] [-145]\nPlace [apple big] Scene [5] xy [108] [-15]\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\nPlace [apple] Scene [104] xy [218] [-150]\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: (40)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen I receive [main menu v]\nhide variable [apples v]\nhide variable [lives v]\nhide variable [scene # v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-94)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(scene #) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [200] [-80] dir [-90]\n else\n Spawn [Red] at [40] [-80] dir [90]\n end\n Spawn [Red] at [-20] [20] dir [-90]\nend\nif <(scene #) = [103]> then\n Spawn [Red] at [127] [-68] dir [-90]\nend\nif <(scene #) = [4]> then\n Spawn [Red] at [66] [40] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move down\nchange [speed y v] by (-1)\nchange y by (Speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [pop v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (lose life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [forward v] (21) layers\nshow\n\nhide\n\n@Safe zones\n\nwhen flag clicked\ngo [backward v] (3) layers\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 ( v)\nswitch costume to (join [Scene] (scene #))\n\n
For a version without collectibles but more levels play this: https://scratch.mit.edu/projects/611734959/\n\nFrom his simple platformer tutorial on youtube, I’m going to update this when he posts a new episode \n\nArrow keys to move.\nYou can go up as well as right\nThere are five apples total + the BIG one try to get them all\n\nThis project has 748 Blocks, 11 sprites, and 59 scripts
No Jump Part 2 A Platformer!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (1) seconds\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Ever Warmer v] until done\nend\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 [10]\n go to x: (-210) y: (117)\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 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 [-100]\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 [-100]\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\n\n\nmove (10) steps\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <<touching (trampoline v)?> or <touching (trampoline2 v)?>> then\n change [y vel v] by (8)\n end\nend\n\nwhen flag clicked\n\nwhen [right arrow v] key pressed\n\nwhen [left arrow v] key pressed\n\nwhen I receive [level 5 v]\ngo to x: (-210) y: (117)\n\nforever\n\nwhen I receive [level 5 v]\nforever\n if <touching (trampoline v)?> then\n set [x vel v] to [10]\n end\nend\n\n\n\nwhen I receive [level 5 v]\nif <touching (danger v)?> then\n go to x: (-210) y: (117)\nend\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait until <(costume [number v]) = [5]>\nbroadcast (Level 5 v)\n\nwhen flag clicked\nwait until <(costume [number v]) = [6]>\nbroadcast (END! v)\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\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 (20) to (25)) 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\nwhen I receive [end! v]\nforever\n hide\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@Trampoline\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end! v]\nhide\n\n@Trampoline2\n\nwhen I receive [level 5 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\n\n
See you soon :)**(:
Industrial || Platformer
@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n if <<(SCENE #) = [1]> or <<(SCENE #) = [2]> or <<(SCENE #) = [3]> or <<(SCENE #) = [4]> or <<(SCENE #) = [101]> or <<(SCENE #) = [102]> or <<(SCENE #) = [103]> or >>>>>>> then\n switch backdrop to (backdrop1 v)\n else\n if <<(SCENE #) = [5]> or <<(SCENE #) = [6]> or <<(SCENE #) = [7]> or >>> then\n switch backdrop to (backdrop1 v)\n else\n if <<(SCENE #) = [8]> or <<(SCENE #) = [9]> or <<(SCENE #) = [10]> or <<(SCENE #) = [11]> or <<(SCENE #) = [108]> or <<(SCENE #) = [109]> or <<(SCENE #) = [110]> or >>>>>>> then\n switch backdrop to (backdrop1 v)\n else\n if <<(SCENE #) = [12]> or <<(SCENE #) = [13]> or <<(SCENE #) = [14]> or <<(SCENE #) = [15]> or <<(SCENE #) = [112]> or <<(SCENE #) = [113]> or <<(SCENE #) = [114]> or >>>>>>> then\n switch backdrop to (backdrop1 v)\n end\n end\n end\n end\nend\n\nwhen [m v] key pressed\nif <(volume) = [50]> then\n set volume to (0) %\nelse\n set volume to (50) %\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n play sound [Music v] until done\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 [1.8]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\nbroadcast (Setup v) and wait\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 (breakable blocks v)?> or <<touching (lock 1 v)?> or <<touching (boat v)?> or >>>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick player v]\nMoved - by Moving Platform\nControls - UP and DOWN\nControls - LEFT and RIGHT\nMove In Steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - UP and DOWN\nif <key (up arrow v) pressed?> 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 [3]\n go to x: (-214) y: (57)\n else\n if <(CHECKPOINT#) = [2]> then\n set [scene # v] to [5]\n go to x: (-134) y: (-40)\n else\n if <(CHECKPOINT#) = [3]> then\n set [scene # v] to [7]\n go to x: (-210) y: (67)\n else\n if <(CHECKPOINT#) = [4]> then\n set [scene # v] to [11]\n go to x: (-203) y: (-32)\n else\n if <(CHECKPOINT#) = [5]> then\n set [scene # v] to [12]\n go to x: (-211) y: (-80)\n else\n if <(CHECKPOINT#) = [6]> then\n set [scene # v] to [115]\n go to x: (-214) y: (108)\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 <<touching (water v)?> or >> then\n broadcast (Change Scene v)\n if <<touching (spikes v)?> or > then\n start sound [Explode v]\n else\n if <touching (water v)?> then\n start sound [Splash v]\n end\n end\n broadcast (show v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n Restart and Begin Level\n broadcast (Next v)\n broadcast (reset breakable blocks 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\nif <touching (move area v)?> then\n change x by (3)\nend\nif <touching (rightmove v)?> then\n change x by (-3)\nend\nif <touching (upmove v)?> then\n set [speed y v] to [4]\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 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\nset [acceleration v] to [1.75]\n\nset [ghost v] effect to (0)\n\nset [scene # v] to [115]\ngo to x: (-214) y: (108)\n\nset [checkpoint# v] to [6]\n\nwhen I receive [lose v]\nstop [other scripts in sprite v]\nstart sound [Explode v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nRestart and Begin Level\nbroadcast (Next v)\n\nclear graphic effects\n\nset [acceleration v] to [1.8]\n\n@Button1\n\nwhen flag clicked\nswitch costume to (1 v)\nset [pressed? v] to [0]\nwait until <touching (player v)?>\nstart sound [Press v]\nswitch costume to (2 v)\nset [pressed? v] to [1]\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(SCENE #) = [2]> then\n show\n else\n hide\n end\nend\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\nset [ghost v] effect to (00)\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@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\ngo to (random position v)\n\n@Breakable blocks\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 #) = [5]> then\n Clone At X: [53] [-50] At Size: [100]\nend\nif <(SCENE #) = [6]> then\n Clone At X: [-44] [-59] At Size: [100]\n Clone At X: [25] [10] At Size: [100]\nend\nif <(SCENE #) = [8]> then\n Clone At X: [85] [35] At Size: [100]\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo [backward v] (3) layers\nclear graphic effects\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n start sound [Crumble v]\n repeat (25)\n change y by (-3)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\nend\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (join (mouse x) [ ]) (mouse y))\n\nif <touching (player v)?> then\n\nClone At X: [-48] [-87] At Size: [90]\n\nwhen I receive [reset breakable blocks v]\n\nif then\n delete this clone\nend\nif <(SCENE #) = [8]> then\n Clone At X: [62] [40] At Size: [100]\n Clone At X: [140] [20] At Size: [100]\nend\nif <(SCENE #) = [9]> then\n Clone At X: [136] [-10] At Size: [100]\nend\nif <(SCENE #) = [11]> then\n Clone At X: [-75] [-24] At Size: [90]\n Clone At X: [-20] [55] At Size: [90]\nend\nif <(SCENE #) = [13]> then\n Clone At X: [3] [12] At Size: [90]\n Clone At X: [80] [-4] At Size: [90]\nend\nif <(SCENE #) = [14]> then\n Clone At X: [56] [40] At Size: [90]\nend\nif <(SCENE #) = [115]> then\n Clone At X: [-83] [-160] At Size: [90]\n Clone At X: [-45] [-160] At Size: [90]\n Clone At X: [-7] [-160] At Size: [90]\n Clone At X: [31] [-160] At Size: [90]\n Clone At X: [69] [-160] At Size: [90]\n Clone At X: [107] [-160] At Size: [90]\n Clone At X: [145] [-160] At Size: [90]\n Clone At X: [183] [-160] At Size: [90]\n Clone At X: [221] [-160] At Size: [90]\nend\n\n@Arrows\n\nwhen flag clicked\nhide\nforever\n\nif <(SCENE #) = [3]> then\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n change x by (5)\nend\n\nwhen I start as a clone\nif <(SCENE #) = [3]> then\n go to x: (-107) y: (12)\n wait until <(x position) > [30]>\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nchange x by (4)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\n\nset [ghost v] effect to (100)\n\n@Water\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)) ))\n set [ghost v] effect to (25)\nend\n\nset y to ((3) * ([sin v] of ((timer) * (180)) ))\n\n@Platform\n\nwhen I receive [change scene v]\ngo to [back v] layer\n\ndefine Animate Platform\nforever\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\nwhen I receive [next v]\nif <(SCENE #) = [3]> then\n Door at [219] [-10] key [Key 1]\nend\nif <(SCENE #) = [5]> then\n Door at [219] [50] key [Key 2]\nend\n\ndefine Animate 3\nforever\n\nwhen flag clicked\nforever\n if <not <<(SCENE #) = [3]> or >> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-30) y: (10)\n\nset x to ((63) * ([sin v] of ((timer) * (60)) ))\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 [Press v]\n repeat (41)\n change y by (3.5)\n end\n wait (1) seconds\n repeat (41)\n change y by (-3.5)\n end\n start sound [Boom v]\n wait until <not <touching (player v)?>>\n else\n start sound [Low Boing v]\n wait until <not <touching (player v)?>>\n end\nend\n\n@Checkpoint 1\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#) = [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\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nwait until <(CHECKPOINT#) = [6]>\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@Black Screen\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [show v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.25) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nset [ghost v] effect to (100)\n\n@Move Area\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n set [ghost v] effect to (100)\n switch costume to (join [Scene] (SCENE #))\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nset [ghost v] effect to (3)\n\n@Left\n\nwhen flag clicked\nhide\nforever\nend\n\nif <(SCENE #) = [4]> then\n create clone of (_myself_ v)\n wait (0.2) seconds\nelse\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n change x by (-5)\n go to [front v] layer\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(SCENE #) = [4]> then\n go to x: (217) y: (-149)\n wait until <[5] > (x position)>\nelse\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nchange x by (4)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\n\n@RightMove\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n set [ghost v] effect to (100)\n switch costume to (join [Scene] (SCENE #))\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nset [ghost v] effect to (3)\n\nset [scene # v] to [8]\n\n@Lasers1\n\nwhen flag clicked\nset [laser v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(SCENE #) = [2]>\nshow\nswitch costume to (1up v)\ngo [backward v] (1) layers\nforever\n if <(PRESSED?) = [1]> then\n switch costume to (1 v)\n else\n switch costume to (1up v)\n end\nend\n\nwhen flag clicked\n\nforever\nend\n\nwhen I receive [next v]\n\nwhen flag clicked\nforever\n if <(SCENE #) = [2]> then\n show\n else\n hide\n end\nend\n\nshow\n\nwait until <(SCENE #) = [2]>\n\n@Collectables\n\nwhen I receive [next 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]) = [1]> then\n start sound [Collect v]\n change [coins v] by (1)\nelse\n start sound [Key v]\n add (costume [name v]) to [collected v]\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 [coins v] to [0]\nset [frame v] to [0]\nhide\nPlace [1] Scene [1] XY [-95] [10]\nPlace [1] Scene [1] XY [172] [70]\nPlace [1] Scene [2] XY [-77] [-50]\nPlace [1] Scene [2] XY [72] [125]\nPlace [1] Scene [2] XY [185] [31]\nPlace [1] Scene [3] XY [-5] [-14]\nPlace [Key 1] Scene [3] XY [-9] [116]\nPlace [1] Scene [4] XY [-110] [33]\nPlace [1] Scene [4] XY [5] [76]\nPlace [1] Scene [5] XY [-69] [-34]\nPlace [1] Scene [5] XY [170] [10]\nPlace [Key 2] Scene [105] XY [145] [112]\nPlace [1] Scene [6] XY [-120] [0]\nPlace [1] Scene [6] XY [130] [75]\nPlace [1] Scene [8] XY [-145] [75]\n\ndefine Place (name) Scene (scene) XY (x) (y)\nset [my scene v] to (scene)\nswitch costume to (name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nPlace [1] Scene [5] XY [-69] [-34]\n\nchange y by ((0.5) * ([sin v] of (frame) ))\n\nchange y by ((0.5) * ([sin v] of (frame) ))\nchange [frame v] by (5)\n\n@Lasers2\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n go [backward v] (3) layers\nend\n\nwhen flag clicked\nforever\n if <(SCENE #) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next v]\ngo to [back v] layer\nwait until <(SCENE #) = [3]>\nshow\nswitch costume to (1up v)\nrepeat until <not <(SCENE #) = [3]>>\n set [laser v] to [1]\n switch costume to (1up v)\n wait (2) seconds\n set [laser v] to [0]\n switch costume to (1 v)\n wait (2) seconds\nend\nswitch costume to (2up v)\n\nset [laser v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(SCENE #) = [3]>\nshow\nswitch costume to (1up v)\nrepeat until <not <(SCENE #) = [3]>>\n set [laser v] to [1]\n switch costume to (1up v)\n wait (2) seconds\n set [laser v] to [0]\n switch costume to (1 v)\n wait (2) seconds\nend\nswitch costume to (2up v)\n\n@Arrow\n\nwhen flag clicked\ngo to [back v] layer\nset [frame2 v] to [0]\ngo to x: (-187) y: (130)\nclear graphic effects\n\nwhen flag clicked\ngo to x: (-187) y: (130)\nforever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen I receive [next v]\nif <(SCENE #) = [2]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nwait until <(PRESSED?) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Button2\n\nwhen flag clicked\nswitch costume to (1 v)\nset [pressed2? v] to [0]\ngo to x: (11) y: (15)\nwait until <touching (player v)?>\nstart sound [Press v]\nswitch costume to (2 v)\nset [pressed2? v] to [1]\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(SCENE #) = [4]> then\n show\n else\n hide\n end\nend\n\n@Lasers3\n\nwhen flag clicked\nset [laser v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(SCENE #) = [4]>\nshow\nswitch costume to (1up v)\ngo [backward v] (1) layers\nforever\n if <(pressed2?) = [1]> then\n switch costume to (1 v)\n else\n switch costume to (1up v)\n end\nend\n\nwhen I receive [next v]\n\nwhen flag clicked\nforever\n if <(SCENE #) = [4]> then\n show\n else\n hide\n end\nend\n\nshow\n\nwait until <(SCENE #) = [2]>\n\n@Checkpoint 2\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n if <(SCENE #) = [5]> 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@Lasers4\n\nwhen flag clicked\nforever\n go [backward v] (3) layers\nend\n\nwhen flag clicked\nforever\n if <(SCENE #) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next v]\ngo to [back v] layer\nwait until <(SCENE #) = [7]>\nshow\nswitch costume to (1up v)\nrepeat until <not <(SCENE #) = [7]>>\n set [laser v] to [1]\n switch costume to (1up v)\n wait (2) seconds\n set [laser v] to [0]\n switch costume to (1 v)\n wait (2) seconds\nend\nswitch costume to (2up v)\n\n@Checkpoint 3\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#) = [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@Lasers5\n\nwhen flag clicked\nforever\n go [backward v] (3) layers\nend\n\nwhen flag clicked\nforever\n if <(SCENE #) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next v]\ngo to [back v] layer\nwait until <(SCENE #) = [8]>\nshow\nswitch costume to (1up v)\nrepeat until <not <(SCENE #) = [8]>>\n set [laser v] to [1]\n switch costume to (1up v)\n wait (2) seconds\n set [laser v] to [0]\n switch costume to (1 v)\n wait (2) seconds\nend\nswitch costume to (2up v)\n\n
Instructions:\n• Use the arrow keys to control the player.\n• Avoid spikes and water.\n• Press red buttons to deactivate lasers.\n• Some tiles crumble under your weight.\n• Tip: Holding down the up key will allow you to jump higher!
TIME ATTACK PLATFORMER v1.5
@Stage\n\n@プレーヤー\n\nwhen flag clicked\nhide variable [タイム v]\nhide\nswitch backdrop to (サムネイル v)\nwait (1) seconds\nswitch backdrop to (背景 v)\nbroadcast (スタート v)\n\ndefine 初期位置\nset size to (120) %\ngo to x: (-216) y: (-8)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [スタート v]\nshow\nset [ステージ v] to [1]\n初期位置\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (1.75)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-1.75)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.8))\n change x by (X)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [14.5]\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 (ステージ v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ステージ v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [y v] by (16)\n end\n change y by (1)\n if <<touching (とげ・マグマ v)?> or <(y position) < [-175]>> then\n wait (0.05) seconds\n 初期位置\n end\n if <not <(ステージ) = [10]>> then\n if <(x position) > [200]> then\n hide\n broadcast (NEXT LEVEL v)\n change [ステージ v] by (1)\n wait (0.05) seconds\n 初期位置\n 初期位置\n 初期位置\n 初期位置\n end\n end\n if <not <<<<(ステージ) = [4]> or <(ステージ) = [6]>> or <(ステージ) = [8]>> or <(ステージ) = [9]>>> then\n if <(y position) < [-72]> then\n 初期位置\n end\n end\n if <(ステージ) = [4]> then\n if <<(x position) < [-104]> and <(y position) < [-72]>> then\n 初期位置\n end\n end\n if <(ステージ) = [6]> then\n if <<(x position) < [-118]> and <(y position) < [-72]>> then\n 初期位置\n end\n end\nend\n\nwhen I receive [次 v]\nshow\n\nwhen I receive [スタート v]\nshow variable [タイム v]\nset [タイム v] to [0]\nrepeat until <(ステージ) = [10]>\n wait (1) seconds\n change [タイム v] by (1)\n if <(ステージ) = [10]> then\n broadcast (ゴール v)\n end\nend\n\nwhen I receive [ゴール v]\nforever\n change [タイム v] by (0)\nend\n\n@ステージ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nswitch costume to (ステージ1 v)\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n switch costume to (ステージ)\nend\n\n@とげ・マグマ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@NEXT LEVEL\n\nwhen I receive [next level v]\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nforever\n change x by (-10)\n if <(x position) = [-465]> then\n hide\n broadcast (次 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@ターボ対策\n\nwhen flag clicked\nforever\n if <(ターボ対策) > [50]> then\n broadcast (ターボ検知 v)\n end\nend\n\nwhen I receive [ターボ検知 v]\nstop [all v]\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n set [ターボ対策 v] to [0]\nend\n\nwhen flag clicked\nset [ターボ対策 v] to [0]\nforever\n change [ターボ対策 v] by (10)\nend\n\n
▼新作 new work\n https://scratch.mit.edu/projects/752652993\n▼TAKE0221のスタジオ TAKE0221's studio\n https://scratch.mit.edu/studios/32253629/\n▼PLATFORMERのスタジオ PLATFORMER studio\n https://scratch.mit.edu/studios/32317562/\n--------------------------------------------------------------------------[日本語]\n◯操作方法 \n WSDA・上下左右キー操作\n[English]\n◯ How to operate\n WSDA/up/down/left/right key operation \n--------------------------------------------------------------------------\n ぜひタイムをコメントに書いて下さい。\n  作者のタイム→55秒\n Please write your time in the comments.\n Author's time → 55 seconds\n フォローと♡・☆もお願いします!\n Please follow me and ♡・☆!
Massive Multiplayer Platformer v1.0 fourth remix
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nif <<(username) = [-d0nnie-]> or <(username) = [--donnie--]>> then\n set [reload v] to [26]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <not <(reload) = (☁ ONLINE)>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-180]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (5)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((10) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [x v] to [0]\nset [y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nif <(?Val) < (¬frame)> then\n set [_i v] to ((¬frame) - (?Val))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) = []> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (?Val)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (80)\ngo [backward v] (1000) layers\nshow\n\nwhen I receive [game loop tick v]\ngo to x: (x) y: (y)\n\nposition ((0) - (((@Scroll X) * (0.75)) mod (10))) ((0) - (((@Scroll Y) * (0.75)) mod (10)))\n\ndefine position (x) (y)\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\nset [color v] effect to (92)\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\nif <(costume [number v]) = [10]> then\n point in direction ((timer) * (180))\nelse\n point in direction ((timer) * (90))\nend\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [200]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [Music L1 v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n
arrow keys or wasd to move.
Level Upgrade (A platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [TIN - Ticking v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [dead v] to [0]\nhide\nwait until <(Level) = [1]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [2]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [3]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [4]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [5]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [6]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [7]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [8]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [9]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [10]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [11]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [12]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [13]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [14]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [15]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [16]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [17]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [18]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [19]>\nshow variable [dead v]\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [20]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [21]>\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nClone [1]\nClone [2]\nClone [3]\nClone [4]\nClone [5]\nClone [6]\nClone [7]\nClone [8]\nClone [9]\nClone [10]\nClone [11]\nClone [12]\nClone [13]\nClone [14]\nClone [15]\nClone [16]\nClone [17]\nClone [18]\nClone [19]\nClone [20]\n\ndefine Clone (1)\nif <(Level) = (1)> then\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n wait (0.5) seconds\n show\n forever\n if <not <(Level) = (1)>> then\n delete this clone\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> 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 (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n end\n end\n end\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n change [dead v] by (1)\n repeat (5)\n change [ghost v] effect by (20)\n end\n go to x: (-220) y: (40)\n set [x v] to [0]\n set [y v] to [0]\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n if <touching color (#3eaf04)?> then\n set [y v] to [16]\n end\n end\nend\n\ndefine Levels\nhide\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nswitch costume to (player v)\nset size to (120) %\ngo to x: (-220) y: (40)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide variable [dead v]\n\n@Levels\n\nwhen flag clicked\nset [move v] to [0]\nhide\nswitch costume to (1 v)\nswitch costume to ((costume [number v]) - (1))\nset [my variable v] to [0]\nforever\n if <not <(Level) = [20]>> then\n change [my variable v] by (1)\n next costume\n create clone of (_myself_ v)\n end\n wait until <(my variable) = [1]>\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(my variable) = [1]> then\n go to x: (0) y: (90)\nelse\n go to x: (0) y: (-90)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <(move) = [1]> then\n if <(y position) = [90]> then\n change [my variable v] by (-1)\n repeat (15)\n change y by (((270) - (y position)) / (4))\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <(y position) = [-90]> then\n repeat (15)\n change y by (((90) - (y position)) / (4))\n end\n go to x: (0) y: (90)\n end\n set [move v] to [0]\n end\nend\n\n@finish\n\nwhen flag clicked\nset [level v] to [1]\nforever\n set [final v] to [0]\n point in direction (90)\n set size to (100) %\n go to x: (195) y: (20)\n show\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n wait until <(Coins?) = [0]>\n wait until <touching (player v)?>\n change [level v] by (1)\n set [move v] to [1]\n hide\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nset [final v] to [0]\nforever\n if <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [6]> or <<(Level) = [14]> or <(Level) = [18]>>>>>>> then\n change [final v] by (7)\n change y by ([cos v] of (final) )\n end\nend\n\n@Logo\n\nwhen flag clicked\nset [ghost v] effect to (60)\nshow\n\n@cover\n\nwhen flag clicked\nhide\n\n
GAME - Level Upgrade (A platformer)\n\nART - @RainFreeze\n\nCODE - @RainFreeze\n\nIDEA - What if there was a game that the level stayed the same but changed? What if the level upgraded? What if it the character was purple? (Also I thought it would be funny to add that, if your reading this comment "purple", most people won't. Most people won't even read this) Anyways this is that game.\n\nHOW TO PLAY - \nUse arrow keys to move, or ASWD\nLike, Star, Follow!\n\nFAMOUS ACTIVITY -\n\n@ROMANIADANI - "Nice game"\nLOVED AND STARED\n\n@CoderOfGod - "Wow! I love the level transition! Really cool!"\nLOVED AND STARED\n\n@prodannau - “Awesome =^-^=“\nLOVED AND STARED\n\nOTHER NOTES - \nDon't waste your time at the end trying to get to the portal, its there so you know there might be another part to this game \n\n1000 VEIWS??? - 1/5/22
Massive Multiplayer Platformer custom level
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [26]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <not <(reload) = (☁ ONLINE)>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (5)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [x v] to [0]\nset [y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nif <(?Val) < (¬frame)> then\n set [_i v] to ((¬frame) - (?Val))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) = []> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (?Val)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (360))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [Volcano Theme \(New Super Mario Bros v] until done\n end\nend\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Boulders\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n start sound [Slide Whistle v]\nelse\n start sound [Slide Whistle2 v]\nend\nforever\n turn left (pick random (3) to (20)) degrees\n change y by (-10)\n if <touching (player v)?> then\n set [@player die v] to [0]\n end\n if <<<touching (level v)?> or <touching (lava v)?>> or > then\n if <(costume [number v]) = [1]> then\n start sound [Oops v]\n else\n start sound [Oops2 v]\n end\n hide\n wait (1) seconds\n delete this clone\n end\nend\n\nforever\n switch costume to (pick random (1) to (2))\n hide\n go to x: (pick random (200) to (-200)) y: (10000000)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\n
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~ Classic ~ (A Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@You\n\ndefine Up\nif <(Touching Ground?) = [True]> then\n repeat until <<(Touching Ground?) = [False]> or <(y position) > [180]>>\n change y by (1)\n Touching Ground?\n end\nend\nchange y by (-1)\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (hitbox v)\nset size to (200) %\nshow\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-240) y: (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n switch costume to (hitbox v)\n set rotation style [left-right v]\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n set [y velocity v] to [1]\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (-10)\n if <(Touching Ground?) = [True]> then\n set [y velocity v] to [20]\n end\n if <touching color (#81ffff)?> then\n set [y velocity v] to [10]\n end\n change y by (10)\n end\n if <touching color (#ff3fae)?> then\n set [y velocity v] to [25]\n end\n change y by (1)\n if <touching color (#81ffff)?> then\n change [y velocity v] by (-0.1)\n else\n change [y velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [x velocity v] to ((X Velocity) * (0.9))\n else\n set [x velocity v] to ((X Velocity) * (0.7))\n end\n change x by (X Velocity)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change y by (5)\n end\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change y by (-5)\n change x by ((X Velocity) * (-1))\n set [x velocity v] to [0]\n else\n change y by (-5)\n Up\n end\n Touching Ground?\n if <(Touching Ground?) = [False]> then\n switch costume to (hitbox 2 v)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Wall- Jumping) = [1]> then\n point in direction (90)\n broadcast (Walljump Right v)\n set [x velocity v] to [5]\n else\n if <(Wall- Jumping) = [2]> then\n point in direction (-90)\n broadcast (Walljump Left v)\n set [x velocity v] to [-5]\n else\n if <(direction) = [90]> then\n point in direction (-90)\n broadcast (Walljump Left v)\n set [x velocity v] to [-5]\n else\n point in direction (90)\n broadcast (Walljump Right v)\n set [x velocity v] to [5]\n end\n end\n end\n set [y velocity v] to [20]\n end\n end\n end\n switch costume to (hitbox v)\n change y by (Y Velocity)\n Touching Ground?\n if <<(Touching Ground?) = [True]> and <(Y Velocity) > [0]>> then\n if <(Touching Ground?) = [True]> then\n change y by ((Y Velocity) * (-1.5))\n set [y velocity v] to [-1]\n end\n end\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change y by (-10)\n change x by (10)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change x by (-20)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change x by (10)\n change y by (10)\n end\n end\n end\n end\n Up\n if <<[-180] > (y position)> or <<touching color (#ff0000)?> or <key (r v) pressed?>>> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set rotation style [all around v]\n set [y velocity v] to [15]\n start sound [Whiz v]\n switch costume to (costume1 v)\n repeat until <(y position) < [-170]>\n turn right (15) degrees\n change y by (Y Velocity)\n change [y velocity v] by (-1)\n end\n go to x: (-240) y: (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n point in direction (90)\n set rotation style [left-right v]\n end\n if <touching color (#ffe900)?> then\n next backdrop\n go to x: (-240) y: (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <(Y Velocity) > [1]> then\n switch costume to (costume8 v)\n if <(X Velocity) > [1]> then\n set rotation style [all around v]\n point in direction ((((timer) * (25)) mod (12)) * (30))\n if <(((timer) * (25)) mod (10)) < [1]> then\n start sound [Whiz v]\n end\n else\n if <[-1] > (X Velocity)> then\n set rotation style [all around v]\n point in direction ((((timer) * (25)) mod (12)) * (-30))\n if <(((timer) * (25)) mod (10)) < [1]> then\n start sound [Whiz v]\n end\n end\n end\n else\n if <[-1] > (Y Velocity)> then\n switch costume to (costume9 v)\n else\n if <<(X Velocity) > [1]> or <(X Velocity) < [-1]>> then\n switch costume to ((((timer) * (25)) mod (8)) + (2))\n if <(((timer) * (25)) mod (8)) < [1]> then\n start sound [Hand Clap v]\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\ndefine Touching Ground?\nif <touching color (#000000)?> then\n set [touching ground? v] to [True]\nelse\n set [touching ground? v] to [False]\nend\n\nwhen I receive [walljump left v]\nset [wall- jumping v] to [1]\nrepeat (3)\n change [x velocity v] by (-5)\n point in direction (-90)\n set [x velocity v] to ((X Velocity) * (0.9))\nend\nset [wall- jumping v] to [0]\n\nwhen I receive [walljump right v]\nset [wall- jumping v] to [2]\nrepeat (3)\n change [x velocity v] by (5)\n point in direction (90)\n set [x velocity v] to ((X Velocity) * (0.9))\nend\nset [wall- jumping v] to [0]\n\nwhen I receive [finished level v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\n@One- Use\n\nwhen flag clicked\nforever\n glide (2) secs to x: (-200) y: (-95)\n glide (2) secs to x: (200) y: (-95)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [42]> then\n show\n else\n hide\n end\nend\n\n@And a bit.\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [48]> then\n show\n else\n hide\n end\nend\n\n@Rain\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (50)\nset size to (pick random (100) to (200)) %\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <(y position) < [-180]>\n change y by (-50)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(backdrop [number v]) = [33]> then\n show\n else\n hide\n end\nend\n\n@Classic\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nhide\ngo to [front v] layer\nwait until <(backdrop [number v]) = [83]>\nswitch costume to (costume5 v)\nshow\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (costume2 v)\nset [my y v] to [-360]\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change [my y v] by (-360)\nend\nswitch costume to (costume2 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (5) seconds\nrepeat (100)\n change [brightness v] effect by (-1)\nend\nswitch costume to (costume5 v)\nwait (2) seconds\nstop [all v]\n\nwhen I start as a clone\nwait (1) seconds\nclear graphic effects\nhide\nrepeat until <[-360] < (My Y)>\n change [my y v] by (10)\n set y to (My Y)\nend\ngo to [front v] layer\nshow\nrepeat until <[360] < (My Y)>\n change [my y v] by (10)\n set y to (My Y)\nend\ndelete this clone\n\n
Join Top Hat Man on his quest to become Classic. What are the most overused levels of Scratch platformers?\n\n===CONTROLS===\n⬆ or W to jump,\n⬅, ➡, A, or D to move left and right.
Platformer
@Stage\n\nwhen flag clicked\nplay sound [YOASOBI「三原色」ahamo Special Movie v] until done\n\n@雪\n\nwhen flag clicked\nhide\nforever\n switch costume to (コスチューム1 v)\n glide (pick random (.3) to (.7)) secs to x: (pick random (230) to (-230)) y: (205)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nshow\nif <(costume [number v]) = [1]> then\n set [r v] to (pick random (1) to (100))\n repeat until <<(y position) < [-205]> or <<touching (stage v)?> or <touching (player v)?>>>\n change y by (-2)\n change x by (([sin v] of ((Timer) * (r)) ) * (.8))\n end\n if <touching (player v)?> then\n repeat (50)\n change [ghost v] effect by (2)\n change y by (-2)\n change x by (([sin v] of ((Timer) * (r)) ) * (.8))\n end\n else\n if <touching (stage v)?> then\n repeat (50)\n change [ghost v] effect by (2)\n change y by (-.5)\n change x by (([sin v] of ((Timer) * (r)) ) * (.2))\n end\n else\n delete this clone\n end\n delete this clone\n end\n delete this clone\nend\n\ngo to (random position v)\n\n@スプライト1\n\nwhen flag clicked\nset size to (100) %\ngo to x: (225) y: (180)\nforever\n change size by (([sin v] of ((Timer) * (300)) ) * (0.8))\nend\n\n@Best time\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (letter (桁) of (☁ Best time))\nwait () seconds\ndelete this clone\n\ndefine ブロック名\nset [桁 v] to (length of (☁ Best time))\ngo to x: (90) y: (-140)\nrepeat (length of (☁ Best time))\n change x by (-25)\n create clone of (_myself_ v)\n change [桁 v] by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <([costume # v] of [stage v]) = [8]> then\n wait (0.8) seconds\n forever\n ブロック名\n end\nend\n\nforever\n set [保存 v] to (round (timer))\n ブロック名\nend\n\nset [☁ best time v] to [100]\n\n@Time\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (letter (桁) of (保存))\nwait () seconds\ndelete this clone\n\ndefine ブロック名\nset [桁 v] to (length of (保存))\ngo to x: (-80) y: (-140)\nrepeat (length of (保存))\n change x by (-25)\n create clone of (_myself_ v)\n change [桁 v] by (-1)\nend\n\nwhen flag clicked\nhide\nset [保存 v] to [0]\n\nwhen I receive [game start v]\nset [timer v] to [0]\n\nwhen I receive [next v]\nif <([costume # v] of [stage v]) = [8]> then\n if <(SKIP数) = [0]> then\n set [保存 v] to (round (Timer))\n if <(保存) < (☁ Best time)> then\n set [☁ best time v] to (保存)\n end\n wait (0.8) seconds\n forever\n ブロック名\n end\n else\n go to x: (-105) y: (-140)\n switch costume to (コスチューム1 v)\n wait (0.8) seconds\n show\n forever\n go to [front v] layer\n end\n end\nend\n\nforever\n set [保存 v] to (round (timer))\n ブロック名\nend\n\n@光\n\nwhen I receive [次 v]\ngo to [back v] layer\nnext costume\n\nwhen I receive [game start v]\nshow\nswitch costume to (stage1 v)\nforever\n go to (障害物 v)\nend\n\nwhen flag clicked\nhide\n\n@障害物\n\nwhen I receive [次 v]\nnext costume\n\ngo [forward v] (5) layers\n\nwhen I receive [game start v]\nshow\nset size to (100) %\nswitch costume to (stage1 v)\ngo to x: (0) y: (0)\nforever\n set y to (([sin v] of ((Timer) * (300)) ) * (5))\nend\n\nwhen flag clicked\nhide\n\n@Stage\n\nwhen I receive [次 v]\nnext costume\ngo to [front v] layer\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (stage1 v)\nwait () seconds\nforever\n\nwhen flag clicked\nhide\n\ngo [forward v] (1) layers\n\ngo to x: (0) y: (0)\n\n@スキップ\n\nwhen flag clicked\nforever\n change size by (([sin v] of ((Timer) * (300)) ) * (0.8))\nend\n\nwhen this sprite clicked\nrepeat (10)\n set [brightness v] effect to (0)\nend\n\ndefine ブロック名\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen this sprite clicked\nchange [skip数 v] by (1)\nif <(SKIP数) < [3]> then\n if <(リセット) = [0]> then\n broadcast (Player v)\n broadcast (NEXT v)\n if <(SKIP数) = [2]> then\n ブロック名\n end\n end\nend\n\nwhen I receive [game start v]\nset [skip数 v] to [0]\nset [brightness v] effect to (0)\nshow\nset [ghost v] effect to (100)\nset size to (70) %\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nrepeat until <([costume # v] of [stage v]) = [9]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\nend\nブロック名\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to x: (0) y: (-200)\nset [ghost v] effect to (100)\nswitch costume to (サムネ v)\ngo to [front v] layer\nshow\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) * (0.1))\n change [ghost v] effect by (-5)\nend\n\n@NEXT\n\nwhen I receive [next v]\nset [リセット v] to [1]\nshow\ngo to x: (-300) y: (0)\nset [ghost v] effect to (0)\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\nend\nset [xの力 v] to [1]\nset [i v] to [0]\nrepeat (8)\n change x by (i)\n change [i v] by (((i) / (10)) + (1))\nend\nbroadcast (次 v)\nrepeat (17)\n change x by (i)\n change [i v] by (((i) / (10)) + (1))\nend\nhide\n\nwhen I receive [game start v]\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [next v]\nstart sound [Cartoon - On & On \(Lyrics video\) ft. Daniel Levi v]\ngo to [front v] layer\n\nrepeat until <(round (x position)) = [450]>\n change x by (((450) - (x position)) / (5))\n change [ghost v] effect by (1)\nend\n\nwhen I receive [次 v]\ngo to [front v] layer\n\n@Player\n\ndefine 動作 (スピード)\ngo to [front v] layer\nif <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [xの力 v] by (スピード)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [xの力 v] by ((スピード) * (-1))\nend\npoint in direction (((xの力) * (2)) + (90))\nset [xの力 v] to ((xの力) * (0.9))\nchange x by (xの力)\nrepeat (5)\n change y by <touching (stage v)?>\nend\nif <touching (stage v)?> then\n change x by ((xの力) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n start sound [ジャンプ v]\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n set [xの力 v] to [-6.5]\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n set [xの力 v] to [6.5]\n end\n end\n set [yの力 v] to [10.5]\n change y by (-2)\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (-3)\nif <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n start sound [ジャンプ v]\n set [yの力 v] to [10]\nend\nchange y by (3)\nchange [yの力 v] by (-0.8)\nchange y by (yの力)\nif <touching (stage v)?> then\n change y by ((yの力) * (-1))\n set [yの力 v] to [0]\nend\n\nwhen I receive [game start v]\nswitch costume to (目 v)\ncreate clone of (_myself_ v)\nswitch costume to (目無し v)\nshow\npoint in direction (90)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\ngo to x: (-200) y: (0)\nset size to (115) %\nforever\n if <(リセット) = [0]> then\n 動作 [0.8]\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(リセット) = [0]> then\n switch costume to (影 v)\n create clone of (_myself_ v)\n switch costume to (目無し v)\n end\n go [backward v] (5) layers\n if <[220] < (x position)> then\n broadcast (NEXT v)\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set x to (0)\n end\nend\n\nwhen I receive [game start v]\nset [リセット v] to [0]\nforever\n if <<(y position) < [-150]> or <touching (障害物 v)?>> then\n set [リセット v] to [1]\n switch costume to (目あり v)\n start sound [タヒぬ v]\n change y by (8)\n set [yの力 v] to [8]\n repeat until <(y position) < [-200]>\n change y by (yの力)\n change [yの力 v] by (-0.5)\n turn right (3.5) degrees\n end\n switch costume to (目無し v)\n point in direction (90)\n wait (.1) seconds\n リセット\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nbroadcast (Game Start v)\nforever\n set volume to ([volume v] of [音 v]) %\nend\n\ndefine リセット\ngo to x: (-200) y: (0)\nset [ghost v] effect to (100)\nset [リセット v] to [0]\nset [yの力 v] to [0]\nshow\nchange [xの力 v] by (0.3)\nchange [yの力 v] by (-0.8)\nchange y by (yの力)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [次 v]\nリセット\n\nwhen I start as a clone\nif <(costume [name v]) = [影]> then\n go [backward v] (12) layers\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (30)\n end\n delete this clone\nelse\n if <(costume [name v]) = [目]> then\n show\n clear graphic effects\n forever\n go to [front v] layer\n change [eye_x v] by (((xの力) - (eye_x)) * (.1))\n change [eye_y v] by (((yの力) - (eye_y)) * (.1))\n go to x: (([x position v] of [player v]) + ((eye_x) * (.9))) y: (([y position v] of [player v]) + ((eye_y) * (1.4)))\n if <[4] < (([y position v] of [player v]) - (y position))> then\n change [eye_y v] by (.75)\n end\n set [ghost v] effect to ((リセット) * (100))\n end\n end\nend\n\nset [☁ best time v] to [100]\n\n
[日本語↓]\nOperate with the arrow keys or move with the mouse It is a self-made platformer\nPlease try to clear\nSalmon\n\n\n\n矢印キーで操作またはマウスで操作してね\n\nクリアしてみてください
snow/platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [MUSIC2 v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nshow\n動く\n\ndefine 動く\nswitch costume to (コスチューム1 v)\npoint in direction (90)\ngo to x: (-178) y: (50)\nset rotation style [left-right v]\nset size to (30) %\nset [変数 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <<[0] < (mouse x)> or <key (d v) pressed?>>>> then\n change [x v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <<(mouse x) < [0]> or <key (a v) pressed?>>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((X) * (-1))\n change y by (-7)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <<[0] < (mouse y)> or <key (w v) pressed?>>>> then\n if <[0] < (X)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\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 end\n end\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <<[0] < (mouse y)> or <key (w v) pressed?>>>> then\n set [y v] to [14]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ステージ v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (NEXT v)\n go to x: (-178) y: (-68)\n end\n if <<touching (とげ v)?> or <(y position) < [-160]>> then\n go to x: (-178) y: (-69)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <<(mouse y) < [0]> or <key (s v) pressed?>>>> 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\n\nend\n\n@ステージ\n\nwhen flag clicked\ngo to x: (3) y: (0)\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n change [☁ ゴールした人 v] by (1)\n end\nend\n\n@雪\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (36) y: (28)\nforever\n change y by (-3)\n if <(y position) < [-150]> then\n go to x: (36) y: (28)\n end\nend\n\ngo to x: (36) y: (-62)\n\n@とげ\n\nwhen flag clicked\ngo to x: (104) y: (-164)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@サムネ\n\nwhen flag clicked\nshow\ngo to x: (8) y: (-4)\nset size to (100) %\nchange [ghost v] effect by (100)\n\n
snow platdormer\n日本語は下↓\n【Englsh language】\nI'm a snow platformer\nI made it with the image of snow\n~ operation method ~PC\nMove with the arrow keys\npress the down arrow key to crouch\n~Mobile~\nOperate with touch\n\nPlease push the heart and the star to this work!\nPlease comment and follow us\nI want to see the trend!\n【日本語】\n雪プラットフォーマーです\n雪をイメージして作りました?\n~操作方法~PC\n矢印キーで移動\n下矢印キーでしゃがめます\n~モバイル~\nタッチで操作\nモバイルの人でもしゃがめるようにしました!\n\n\nこの作品にハートと星を押してください!\nコメントとフォローもお願いします\n傾向載りたいです!\n拡散お願いします!
[☁︎Online] blue sky ~a scroll platformer~
@Stage\n\nwhen flag clicked\nforever\n play sound [Illenium - Let You Go \(ft v] until done\nend\n\n@Stage\n\nwhen flag clicked\nset [chat v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (700)) [250] [6]\n配置 ((1920) + (1150)) [250] [7]\n配置 (((1920) + (1150)) + (500)) [250] [8]\n配置 (((1920) + (1150)) + (1000)) [250] [9]\n配置 (((1920) + (1150)) + (1000)) [250] [10]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\n@Stage2\n\nwhen flag clicked\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (500)) [0] [6]\n配置 ((1920) + (1000)) [0] [7]\n配置 ((1920) + (1500)) [300] [8]\n配置 ((1920) + (2000)) [300] [9]\n配置 ((1920) + (2500)) [300] [10]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nreset timer\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (time)\nshow\ngo to x: (0) y: (999)\nrepeat until <(round (y position)) = [0]>\n change y by ((() - (y position)) / (10))\nend\n\n@Stage3\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to ((コスチューム) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\nwhen I receive [start v]\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (500)) [0] [6]\n配置 ((1920) + (1000)) [0] [7]\n配置 ((1920) + (1500)) [300] [8]\n配置 ((1920) + (2000)) [300] [9]\n配置 ((1920) + (2500)) [300] [10]\n\n@prayer\n\nwhen flag clicked\nset [xx v] to [0]\nset [yy v] to [25]\nhide\n\ndefine prayer\npoint in direction (90)\nif <(!) = [0]> then\n if <not <(username) = []>> then\n if <(chat) = []> then\n say (username)\n else\n say (join (username) (join [:] (item (chat) of [chat v])))\n end\n end\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n if <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <(mouse x) < [-50]>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.87))\n change x by (round (x))\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (stage v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (stage v)?> then\n 床\n end\n change [scroll x v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(scroll x) < [0]> or <[4500] < (scroll x)>>>))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n if <[4500] < (scroll x)> then\n set [scroll x v] to [4500]\n end\n change [scroll y v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(scroll y) < [0]>>))\n if <(scroll y) < [0]> then\n set [scroll y v] to [0]\n end\n if <(y) < [-21]> then\n change [y v] by (1.5)\n end\nend\nset y to (round (y position))\npoint in direction ((90) + (round (x)))\n\ndefine 初期化\nstart sound [Rip v]\nhide\nrepeat until <<([abs v] of ((scroll y) - (YY)) ) < [3]> and <([abs v] of ((scroll x) - (XX)) ) < [3]>>\n change [scroll x v] by (round (((XX) - (scroll x)) / (5)))\n change [scroll y v] by (round (((YY) - (scroll y)) / (5)))\nend\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\nbroadcast (monster v)\nshow\n\ndefine 壁\nset [? v] to [0]\nchange y by (-4.5)\nrepeat until <<[100] < (?)> or <not <touching (stage v)?>>>\n change [? v] by (1)\n change x by ((-1) * ((x) / ([abs v] of (x) )))\nend\nif <[100] < (?)> then\n repeat (?)\n change x by ((1) * ((x) / ([abs v] of (x) )))\n end\nelse\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [18]\n set [x v] to ((-7) * ((x) / ([abs v] of (x) )))\n else\n set [x v] to [0]\n end\nend\n\ndefine 床\nrepeat until <not <touching (stage v)?>>\n change y by ((-1.5) * ((y) / ([abs v] of (y) )))\nend\nif <<(y) < [0]> and <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [18]\nelse\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nshow\nset [! v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [25]\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n prayer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (コスチューム1 v)\n if <not <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム2 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム3 v)\n end\n else\n if <not <<mouse down?> and <<[130] < (mouse y)> and <(mouse x) < [-100]>>>> then\n switch costume to (コスチューム6 v)\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム4 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム5 v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [! v] to [0]\nforever\n if <<(y position) < [-180]> or <touching (stage2 v)?>> then\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen flag clicked\nbroadcast (START v)\n\nwhen [timer v] > (time)\nhide\n\n@Stage7\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [4700] [475] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n set [! v] to [1]\n change [3 v] by (1)\n wait (0) seconds\n stop [all v]\n end\nend\n\n@Stage6\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [1550] [283] [1]\n配置 [3050] [268] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n start sound [Collect v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n stop [this script v]\n end\nend\n\n@online\n\nwhen I receive [オンライン v]\nset [online v] to [1]\nwait (1) seconds\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nbroadcast (オンライン! v)\nforever\n if <(☁ p1) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [1]\n set [☁ p1 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p2) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [2]\n set [☁ p2 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p3) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [3]\n set [☁ p3 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p4) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [4]\n set [☁ p4 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p5) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [5]\n set [☁ p5 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p6) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [6]\n set [☁ p6 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p7) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [7]\n set [☁ p7 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p8) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [8]\n set [☁ p8 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p9) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [9]\n set [☁ p9 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p10) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [10]\n set [☁ p10 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine ユーザー名数値化\nset [user v] to [0]\nset [user2 v] to []\nrepeat (length of (username))\n change [user v] by (1)\n switch costume to (letter (user) of (username))\n set [user2 v] to (join (user2) (costume [number v]))\nend\nrepeat ((40) - (length of (user2)))\n set [user2 v] to (join (user2) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\ndelete all of [user v]\nset [% v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [% v] by (1)\n set [〜 v] to [0]\n set [4 v] to []\n repeat (20)\n if <not <(join (letter ((〜) + (1)) of (item (%) of [p1〜10 v])) (letter ((〜) + (2)) of (item (%) of [p1〜10 v]))) = [00]>> then\n change [〜 v] by (2)\n switch costume to (join (letter ((〜) - (1)) of (item (%) of [p1〜10 v])) (letter (〜) of (item (%) of [p1〜10 v])))\n set [4 v] to (join (4) (costume [name v]))\n end\n end\n add (4) to [user v]\nend\n\nwhen flag clicked\nforever\n delete all of [p1〜10 v]\n add (☁ p1) to [p1〜10 v]\n add (☁ p2) to [p1〜10 v]\n add (☁ p3) to [p1〜10 v]\n add (☁ p4) to [p1〜10 v]\n add (☁ p5) to [p1〜10 v]\n add (☁ p6) to [p1〜10 v]\n add (☁ p7) to [p1〜10 v]\n add (☁ p8) to [p1〜10 v]\n add (☁ p9) to [p1〜10 v]\n add (☁ p10) to [p1〜10 v]\nend\n\nwhen I receive [オンライン! v]\nforever\n delete all of [1〜10 2 v]\n add (☁ p1) to [1〜10 2 v]\n add (☁ p2) to [1〜10 2 v]\n add (☁ p3) to [1〜10 2 v]\n add (☁ p4) to [1〜10 2 v]\n add (☁ p5) to [1〜10 2 v]\n add (☁ p6) to [1〜10 2 v]\n add (☁ p7) to [1〜10 2 v]\n add (☁ p8) to [1〜10 2 v]\n add (☁ p9) to [1〜10 2 v]\n add (☁ p10) to [1〜10 2 v]\n wait (1.5) seconds\n if <(letter (53) of (item (1) of [p1〜10 v])) = (letter (53) of (item (1) of [1〜10 2 v]))> then\n set [☁ p1 v] to [0]\n end\n if <(letter (53) of (item (2) of [p1〜10 v])) = (letter (53) of (item (2) of [1〜10 2 v]))> then\n set [☁ p2 v] to [0]\n end\n if <(letter (53) of (item (3) of [p1〜10 v])) = (letter (53) of (item (3) of [1〜10 2 v]))> then\n set [☁ p3 v] to [0]\n end\n if <(letter (53) of (item (4) of [p1〜10 v])) = (letter (53) of (item (4) of [1〜10 2 v]))> then\n set [☁ p4 v] to [0]\n end\n if <(letter (53) of (item (5) of [p1〜10 v])) = (letter (53) of (item (5) of [1〜10 2 v]))> then\n set [☁ p5 v] to [0]\n end\n if <(letter (53) of (item (6) of [p1〜10 v])) = (letter (53) of (item (6) of [1〜10 2 v]))> then\n set [☁ p6 v] to [0]\n end\n if <(letter (53) of (item (7) of [p1〜10 v])) = (letter (53) of (item (7) of [1〜10 2 v]))> then\n set [☁ p7 v] to [0]\n end\n if <(letter (53) of (item (8) of [p1〜10 v])) = (letter (53) of (item (8) of [1〜10 2 v]))> then\n set [☁ p8 v] to [0]\n end\n if <(letter (53) of (item (9) of [p1〜10 v])) = (letter (53) of (item (9) of [1〜10 2 v]))> then\n set [☁ p9 v] to [0]\n end\n if <(letter (53) of (item (10) of [p1〜10 v])) = (letter (53) of (item (10) of [1〜10 2 v]))> then\n set [☁ p10 v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (オンライン v)\n\n@prayer2\n\nwhen I receive [オンライン! v]\nhide\n配置\n\ndefine 配置\nset [prayer2 v] to [0]\nrepeat (10)\n change [prayer2 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n if <<(1p?) = (prayer2)> or <<(item (prayer2) of [p1〜10 v]) = [0]> or <[1] = (letter (54) of (item (prayer2) of [p1〜10 v]))>>> then\n hide\n end\n switch costume to (コスチューム7 v)\n xy (((join (letter (41) of (item (prayer2) of [p1〜10 v])) (join (letter (42) of (item (prayer2) of [p1〜10 v])) (join (letter (43) of (item (prayer2) of [p1〜10 v])) (letter (44) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (scroll x)) (((join (letter (45) of (item (prayer2) of [p1〜10 v])) (join (letter (46) of (item (prayer2) of [p1〜10 v])) (join (letter (47) of (item (prayer2) of [p1〜10 v])) (letter (48) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (scroll y))\n point in direction (join (letter (55) of (item (prayer2) of [p1〜10 v])) (letter (56) of (item (prayer2) of [p1〜10 v])))\n switch costume to ((join (letter (49) of (item (prayer2) of [p1〜10 v])) (letter (50) of (item (prayer2) of [p1〜10 v]))) - (10))\n if <((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) = [0]> then\n say (item (prayer2) of [user v])\n else\n say (join (item (prayer2) of [user v]) (join [:] (item ((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) of [chat v])))\n end\nend\n\ndefine xy (x) (y)\ngo to x: (x) y: (y)\nif <not <<(x position) = (x)> and <(y position) = (y)>>> then\n set [ghost v] effect to (100)\nend\n\n@Stage4\n\ndefine 配置 (x) (y) (コスチューム) (動かす距離)\nset [+ v] to (動かす距離)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n point in direction ((90) + (monster X))\n go to x: (((1) + (+X)) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = (((1) + (+X)) - (scroll x))> and <<(OK?) = [0]> and <(y position) = ((2) - (scroll y))>>> then\n show\n else\n if <[0] < (OK?)> then\n set size to (100) %\n set [ghost v] effect to (0)\n hide\n end\n end\n switch costume to ((1) + (3))\n if <[0] < (monster X)> then\n switch costume to ((3) + (2))\n else\n switch costume to ((3) + (3))\n end\nend\n\nwhen I start as a clone\nset [+x v] to [0]\nset [monster x v] to [0]\nforever\n repeat (+)\n change [monster x v] by (1)\n set [monster x v] to ((monster X) * (0.85))\n change [+x v] by (monster X)\n wait until <[-1] < (OK?)>\n end\n repeat (+)\n change [monster x v] by (-1)\n set [monster x v] to ((monster X) * (0.85))\n change [+x v] by (monster X)\n wait until <[-1] < (OK?)>\n end\nend\n\nwhen I start as a clone\nset [ok? v] to [0]\nforever\n if <touching (prayer v)?> then\n if <(y) < [0]> then\n set [y v] to [18]\n set [monster coin x v] to ((1) + (+X))\n set [monster coin y v] to (2)\n broadcast (monster coin v)\n set [ok? v] to [-1]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n else\n broadcast (初期化 v)\n end\n end\nend\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen I receive [start v]\nhide\n配置 [2050] [-15] [1] [40]\n配置 [3250] [330] [1] [20]\n\n@Stage5\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <<(OK?) = [0]> and <(y position) = ((2) - (scroll y))>>> then\n show\n else\n hide\n set [ghost v] effect to (0)\n set size to (100) %\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\nset [monster coin? v] to [0]\n配置 [160] [15] [1]\n配置 [340] [-25] [1]\n配置 [390] [-25] [1]\n配置 [730] [165] [1]\n配置 [875] [200] [1]\n配置 [925] [210] [1]\n配置 [975] [220] [1]\n配置 [1150] [245] [1]\n配置 [1250] [175] [1]\n配置 [1650] [105] [1]\n配置 [1750] [105] [1]\n配置 [1945] [70] [1]\n配置 [1995] [70] [1]\n配置 [2400] [160] [1]\n配置 [2450] [220] [1]\n配置 [2500] [265] [1]\n配置 [2665] [315] [1]\n配置 [2800] [180] [1]\n配置 [3567] [450] [1]\n配置 [3825] [380] [1]\n配置 [3875] [390] [1]\n配置 [3950] [405] [1]\n配置 [4000] [415] [1]\n配置 [4050] [425] [1]\n配置 [4250] [460] [1]\n配置 [4300] [460] [1]\n配置 [4350] [460] [1]\n配置 [4400] [460] [1]\n配置 [4450] [460] [1]\n配置 [4500] [460] [1]\n配置 [4550] [460] [1]\n配置 [4600] [460] [1]\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n change [coin v] by (1)\n end\nend\n\nwhen flag clicked\nset [coin v] to [0]\n\nwhen I receive [monster coin v]\nif <(costume [number v]) = [1]> then\n wait (0.5) seconds\n set [monster coin? v] to [1]\n 配置 (monster coin X) ((monster coin Y) + (10)) [1]\nend\n\nwhen I start as a clone\nif <(monster coin?) = [1]> then\n wait until <<(!) = [1]> and <(OK?) = [1]>>\n wait until <(!) = [0]>\n delete this clone\nend\n\n@スプライト1\n\nwhen flag clicked\nset [チャット表示 v] to [0]\nshow\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [チャット v]\nif <(costume [number v]) = [1]> then\n wait (5) seconds\n set [chat v] to []\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n go to x: (-180) y: (150)\n set [ghost v] effect to (30)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (50)\n set [チャット表示 v] to [1]\n ask [] and wait\n set [チャット表示 v] to [0]\n if <<[0] < (answer)> and <(answer) < [11]>> then\n set [chat v] to (answer)\n broadcast (チャット v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\n if <(チャット表示) = [1]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n forever\n hide\n wait (pick random (10) to (15)) seconds\n show\n glide (0.1) secs to x: (160) y: (150)\n wait (3) seconds\n glide (0.1) secs to x: (160) y: (200)\n end\nend\n\n
Iceball - A Platformer
@Stage\n\nwhen I receive [play v]\nforever\n play sound [Unlimited v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Ice-Ball\n\nwhen flag clicked\nbroadcast (Play v)\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-200) y: (40)\n\nwhen I receive [play v]\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n switch costume to (ice-ball v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (ball right v)\n change [x velocity 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 switch costume to (ball left v)\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (snowy level v)?> then\n change y by (1)\n end\n if <touching (snowy level v)?> then\n change y by (1)\n end\n if <touching (snowy level v)?> then\n change y by (1)\n end\n if <touching (snowy level v)?> then\n change y by (1)\n end\n if <touching (snowy level v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> 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 [14]\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 (snowy level v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (snowy level v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y velocity v] to [14]\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 (ice spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (ice spikes v)?> then\n broadcast (Reset v)\n end\n if <(y position) < [-170]> then\n broadcast (Reset v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n end\n if <<touching (bouncy v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y velocity v] to [14]\n end\nend\n\n@Snowy level\n\nwhen I receive [play v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\nend\n\n@Ice spikes\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\nend\n\n@Bouncy\n\nwhen I receive [play v]\ngo to [back v] layer\ngo to x: (20) y: (-40)\nforever\n switch costume to (The Level)\nend\n\n@Text\n\nwhen I receive [play v]\ngo to [back v] layer\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen I receive [play v]\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\nwhen I receive [play v]\nforever\n go to [back v] layer\n set y to (Magma)\n switch costume to (The Level)\nend\n\n
ɪᴄᴇʙᴀʟʟ - ᴀ ᴘʟᴀᴛғᴏʀᴍᴇʀ \n------------------------------------------------------------------------- ɪɴsᴛʀᴜᴄᴛɪᴏɴs : \n• ᴜsᴇ ᴀʀʀᴏᴡ ᴋᴇʏs , ᴡᴀsᴅ ᴋᴇʏs / ᴍᴏʙɪʟᴇ ᴛᴀᴘ ᴛᴏ ᴍᴏᴠᴇ \n• sᴘɪᴋᴇs & ʟᴀᴠᴀ ᴀʀᴇ ᴅᴀɴɢᴇʀᴏᴜs!! \n--------------------------------------------------------------------- \n❤️ - ɪғ ʏᴏᴜ ʟɪᴋᴇ ᴛʜɪs ᴘʀᴏᴊᴇᴄᴛ :) \n⭐ - ɪғ ʏᴏᴜ ғᴀᴠᴏᴜʀɪᴛᴇ ᴛʜɪs ᴘʀᴏᴊᴇᴄᴛ :) \n50 ❤️ + 50 ⭐= ᴘᴀʀᴛ 2!! :D\n\n ᴘᴀʀᴛ 2 : https://scratch.mit.edu/projects/615231748
Talk Curse | A Platformer #All #Games
@Stage\n\nwhen flag clicked\nforever\n ask [Do what? \(right, left, jump, rightjump, leftjump, reset\)] and wait\n set [answer v] to (answer)\nend\n\nwhen flag clicked\nset [answer v] to []\nforever\n wait until <not <(answer) = []>>\n wait (.2) seconds\n set [answer v] to []\nend\n\n@Player\n\ndefine physics <touch>\nset [x v] to (x position)\nset [y v] to (y position)\ngo to [front v] layer\nclear graphic effects\nchange [yv v] by (-1)\nif <touching (trampoline v)?> then\n start sound [Boing sound effect v]\n change [yv v] by (20)\nend\nif <(answer) = [right]> then\n point in direction (90)\n change [xv v] by (0.9)\nend\nif <(answer) = [left]> then\n point in direction (-90)\n change [xv v] by (-0.9)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>> then\n change y by (-4)\n change x by ((Xv) * (-1))\nend\nchange y by (Yv)\nif <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<(answer) = [rightjump]> and <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>>> then\n point in direction (90)\n change [xv v] by (2.7)\n if <touching (trampoline v)?> then\n change [yv v] by (20)\n else\n change [yv v] by (14)\n end\nend\nif <<(answer) = [leftjump]> and <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>>> then\n point in direction (-90)\n change [xv v] by (-2.7)\n if <touching (trampoline v)?> then\n change [yv v] by (20)\n else\n change [yv v] by (14)\n end\nend\nif <<(answer) = [jump]> and <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>>> then\n if <touching (trampoline v)?> then\n change [yv v] by (20)\n else\n change [yv v] by (14)\n end\nend\nchange y by (1)\nif <[reset] = (answer)> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n go to x: (-215) y: (70)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(x position) > [235]> then\n change [level v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n go to x: (-215) y: (70)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<<touching (boss 1 v)?> or <<touching (spikes v)?> or <touching (enemies v)?>>> or <(y position) < [-175]>> then\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n go to x: (-215) y: (70)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nif <[-145] > (y position)> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\ngo to x: (-215) y: (item (Level) of [spawn points v])\nswitch costume to (costume1 v)\nshow\nforever\n physics <>\nend\n\ndefine reset\nset [xv v] to [0]\nset [yv v] to [0]\n\ndelete all of [spawn points v]\nadd [-40] to [spawn points v]\nadd [-115] to [spawn points v]\nadd [-115] to [spawn points v]\n\nwhen I receive [glide v]\nSmooth Glide x: (_t10) y: (_t11) speed: [3] ghost: [0]\n\ndefine Smooth Glide x: (x) y: (y) speed: (i) ghost: (ghost)\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 (ghost)\nend\ngo to x: (x) y: (y)\n\nwhen I receive [move v]\nstop [other scripts in sprite v]\nbroadcast (glide v)\nwait (.5) seconds\nstop [other scripts in sprite v]\ngo to x: (_t10) y: (_t11)\n\nwhen I receive [free v]\nstop [other scripts in sprite v]\nwait (.1) seconds\nforever\n physics <>\nend\n\n@Platforms\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n@Guide\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nchange [level v] by (1)\n\n@Key Door\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\nwait (1) seconds\nwait until <(Level) = [6]>\nshow\nbroadcast (Level 6 v)\nwait until <(Level) = [7]>\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 6 v]\nforever\n glide (1) secs to x: (36) y: (98)\n wait (1) seconds\n glide (1) secs to x: (36) y: (28)\n wait (1) seconds\nend\n\n@Skill\n\nwhen flag clicked\ngo to x: (105) y: (-16)\nhide\nwait (1) seconds\nwait until <(Level) = [8]>\nshow\nforever\n set y to ((([sin v] of ((timer) * (100)) ) * (2)) + (-16))\nend\n\nwhen I receive [ghost v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [ghost v]\nforever\n set x to ([x position v] of [enemy v])\nend\n\n@Enemy\n\ndefine Smooth Glide x position: (x) Y position: (y) Smoothness: (speed) Direction: (direction) Size: (size)\nrepeat until <<(round (x position)) = (round (x))> and <<(round (y position)) = (round (y))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n turn right (((round (direction)) - (round (direction))) / (speed)) degrees\n change size by (((round (size)) - (round (size))) / (speed))\nend\n\nwhen flag clicked\ngo to x: (240) y: (-48)\nhide\nwait (1) seconds\nwait until <(Level) = [8]>\nshow\nSmooth Glide x position: [105] Y position: [-48] Smoothness: [3] Direction: [90] Size: [100]\nbroadcast (ghost v)\nSmooth Glide x position: [240] Y position: [-48] Smoothness: [4] Direction: [90] Size: [100]\n\nwhen I receive [ghost v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\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]\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]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\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\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
Talk Curse | A Platformer\n============================\n#38 on games!\n\nINTRODUCTION:\nYou are given a curse- you can only move\nby typing your action!! Ready your hands\nbecause this is going to be a long adventure!!\nBefore you start, consider pressing that ❤️ and ⭐ \nand maybe a follow to show your support level!\n\nINSTRUCTIONS:\nType your action to move! \nright, left, jump, rightjump, leftjump, reset\n\nYOU WANT PART 2?\nPress heart and star! And maybe a follow!!\n\nSECRET!\ndon't scroll down if you want to know a secret...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI warned you....\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n5\n\n\n\n\n\n\n\n\n\n\n\n\n\n4\n\n\n\n\n\n\n\n\n\n\n\n\n\n3\n\n\n\n\n\n\n\n\n\n\n\n2\n\n\n\n\n\n\n\n1....\n\n\n\n\n\n\n\n\n\nokay!\n\n\n\n\n\n\n\n\nHere goes!!\n\n\n\n\n\n\n\n\n\n\nUse copy and paste! (ctrl + c), (ctrl + v)\nSINCE You know my secret now, press that heart and star and follow!\nLet's keep these as our small secret...\n============================
Grassland ll Platformer 1 #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Illenium - Let You Go \(ft v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nreset X [-200] Y [0]\nset [ok v] to [0]\nset [level v] to [1]\nforever\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <touching (spikes v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Crunch v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\nend\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <touching (level v)?>\nend\nif <touching (level v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (level v)?> then\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\n@level\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nset size to (100) %\n\n@sun\n\nwhen flag clicked\ngo to x: (-230) y: (160)\ngo to [back v] layer\nforever\n set size to ((100) + (([cos v] of ((timer) * (200)) ) * (10))) %\nend\n\n@background\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n
Hiya Folks! This is the first version of my 3'rd platformer and I hope it goes off well. I tried hard and could achieve this in 30- 60 mins. \n\nAvoid Spikes, lava, etc. @madrid2030 loved!\n\n\nStory: Once upon a time there was a cube who lived in grassland but his hometown got destroyed. In that a lot of civilians got stuck and he is out to save him. Will he succeed? Let's see...…\n\n#games#all#story#-BluesCoder-#trending#fun#popular#platformer#1#music#music
The Adventure || A Scrolling Platformer || Entry #games#all#koala1306#mobilefriendly
@Stage\n\nwhen flag clicked\nclear graphic effects\nforever\n if <(LEVEL) = [1]> then\n if <(SCROLL X) < [2150]> then\n set [color v] effect to (0)\n clear graphic effects\n else\n if <(SCROLL X) > [2150]> then\n set [color v] effect to (105)\n end\n end\n end\n if <(LEVEL) = [2]> then\n if <(SCROLL X) < [2150]> then\n set [color v] effect to (-70)\n else\n if <(SCROLL X) > [2150]> then\n set [color v] effect to (10)\n end\n end\n end\n if <(LEVEL) = [4]> then\n if <(SCROLL X) < [425]> then\n clear graphic effects\n else\n if <<(SCROLL X) > [425]> and <(SCROLL X) < [1385]>> then\n set [color v] effect to (105)\n else\n if <<(SCROLL X) > [1385]> and <(SCROLL X) < [2425]>> then\n set [color v] effect to (-70)\n else\n if <<(SCROLL X) > [2425]> and <(SCROLL X) < [3300]>> then\n set [color v] effect to (10)\n else\n if <<(SCROLL X) > [3300]> and <(SCROLL X) < [4750]>> then\n clear graphic effects\n else\n if <<(SCROLL X) > [4750]> and <(SCROLL X) < [7000]>> then\n set [color v] effect to (105)\n end\n end\n end\n end\n end\n end\n end\n if <(LEVEL) = [5]> then\n clear graphic effects\n end\nend\n\n@Border\n\nwhen I receive [menu v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [forward v] (77777) layers\n show\n set [ghost v] effect to (15)\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\n@Player\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player X By (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-16)\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 [-12]\n else\n set [sx v] to [0]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nset rotation style [all around v]\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [sx v] by (-1.7999)\n turn left (15) degrees\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 (1.799999)\n turn right (15) degrees\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [13]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTest - Die\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (6)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (6)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [Die]\nend\n\ndefine Game On\nset [player: x v] to (Spawn X)\nset [player: y v] to (Spawn Y)\nset [scroll x v] to (Spawn X)\nset [scroll y v] to (Spawn Y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (norm v)\nshow\n\ndefine Test - Die\n\nif <<touching color (#53a3d1)?> or <touching color (#ff5b33)?>> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win\nwait (.3) seconds\nhide\nbroadcast (New Start v)\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - Die\nbroadcast (die v)\nset [exit v] to []\nstart sound [Glug v]\nrepeat (3)\n next costume\n wait (.05) seconds\nend\nswitch costume to (norm v)\nclear graphic effects\nhide\nwait (0.25) seconds\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\n\nwhen flag clicked\nset [spawn y v] to [0]\nset [spawn x v] to [0]\ngo to [back v] layer\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen [r v] key pressed\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]\nset [ghost v] effect to (100)\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n repeat (9)\n Clone At x: [480] y: [0]\n end\nend\nif <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Clone At x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\n@Art\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch backdrop to (mountain day v)\n switch costume to (1 1 v)\n repeat (9)\n Clone At x: [480] y: [0]\n end\nend\nif <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [5]> then\n broadcast (END \(for now\) v)\n switch costume to (5 1 v)\n Clone At x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\n go [forward v] (5) layers\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\n@menu\n\nwhen I start as a clone\nif <(id) = [1]> then\n go to x: (0) y: (0)\n show\n switch costume to (start v)\n go [backward v] (1) layers\n go to [front v] layer\n go [backward v] () layers\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n if <mouse down?> then\n wait (.1) seconds\n broadcast (Play Game v)\n delete this clone\n end\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n end\n end\nend\nif <(id) = [2]> then\n show\n switch costume to (bg v)\n go to [front v] layer\n go [backward v] (1) layers\n set size to (100) %\n go to x: (0) y: (0)\n forever\n set size to (100) %\n end\nend\nif <(id) = [3]> then\n go to x: (0) y: (-110)\n show\n switch costume to (info v)\n go to [front v] layer\n forever\n point in direction (([sin v] of ((time) * (1500)) ) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n if <mouse down?> then\n wait (.1) seconds\n broadcast (info v)\n end\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n end\n end\nend\n\nforever\n\nset [id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\nwait (1) seconds\nstop [other scripts in sprite v]\nforever\n play sound [Wren v] until done\nend\n\nwhen I receive [play game v]\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [menu v]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [Win]\n set [spawn x v] to [0]\n set [spawn y v] to [0]\nend\n\nif <<(COLLECTED) = (COLLECTED MAX)> or <(COLLECTED MAX) < (COLLECTED)>> then\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (portal1 v)\n Clone At x: [4480] y: [50]\nend\nif <(LEVEL) = [2]> then\n switch costume to (portal2 v)\n Clone At x: [3897] y: [15]\nend\nif <(LEVEL) = [3]> then\n switch costume to (portal3 v)\n Clone At x: [4515] y: [-25]\nend\nif <(LEVEL) = [4]> then\n Clone At x: [5000] y: [-25]\nend\nif <(LEVEL) = [5]> then\n Clone At x: [9999] y: [0]\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [front v] layer\n go [backward v] (7) layers\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\n@Parallax1\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition (((Platforms: x) - (SCROLL X)) / (5)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n repeat (9)\n Clone At x: [480] y: [0]\n end\nend\nif <(LEVEL) = [2]> then\n switch costume to (1 11 v)\n repeat (9)\n Clone At x: [480] y: [0]\n end\nend\nif <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Clone At x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\n if <(LEVEL) = [1]> then\n if <(SCROLL X) < [2150]> then\n set [color v] effect to (0)\n clear graphic effects\n else\n if <(SCROLL X) > [2150]> then\n set [color v] effect to (98)\n end\n end\n end\n if <(LEVEL) = [2]> then\n if <(SCROLL X) < [2150]> then\n set [color v] effect to (-85)\n set [brightness v] effect to (5)\n else\n if <(SCROLL X) > [2150]> then\n set [color v] effect to (10)\n end\n end\n end\n if <(LEVEL) = [3]> then\n if <(SCROLL X) < [2150]> then\n set [color v] effect to (-60)\n set [brightness v] effect to (5)\n else\n if <(SCROLL X) > [2150]> then\n set [color v] effect to (-50)\n end\n end\n end\n if <(LEVEL) = [4]> then\n if <(SCROLL X) < [425]> then\n clear graphic effects\n else\n if <<(SCROLL X) > [425]> and <(SCROLL X) < [1385]>> then\n set [color v] effect to (98)\n else\n if <<(SCROLL X) > [1385]> and <(SCROLL X) < [2425]>> then\n set [color v] effect to (-85)\n else\n if <<(SCROLL X) > [2425]> and <(SCROLL X) < [3300]>> then\n set [color v] effect to (10)\n else\n if <<(SCROLL X) > [3300]> and <(SCROLL X) < [4750]>> then\n set [color v] effect to (-60)\n else\n if <<(SCROLL X) > [4750]> and <(SCROLL X) < [7000]>> then\n set [color v] effect to (98)\n end\n end\n end\n end\n end\n end\n end\n if <(LEVEL) = [5]> then\n clear graphic effects\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\nwhen flag clicked\nforever\nend\n\n@Parallax2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition (((Platforms: x) - (SCROLL X)) / (2)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n repeat (9)\n Clone At x: [480] y: [0]\n end\nend\nif <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n repeat (10)\n Clone At x: [480] y: [0]\n end\nend\nif <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n repeat (10)\n Clone At x: [480] y: [0]\n end\nend\nif <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Clone At x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\n go [forward v] (1) layers\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\nClone At x: [480] y: [0]\nClone At x: [480] y: [0]\nClone At x: [480] y: [0]\nClone At x: [480] y: [0]\nClone At x: [480] y: [0]\nClone At x: [480] y: [0]\nClone At x: [480] y: [0]\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (8) layers\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n clone at x: [50] y: [-110]\n clone at x: [100] y: [-110]\n clone at x: [150] y: [-110]\n clone at x: [200] y: [-110]\n clone at x: [560] y: [-110]\n clone at x: [510] y: [-110]\n clone at x: [615] y: [-50]\n clone at x: [665] y: [-50]\n clone at x: [715] y: [-50]\n clone at x: [808] y: [-6]\n clone at x: [831] y: [-35]\n clone at x: [856] y: [-72]\n clone at x: [873] y: [-112]\n clone at x: [1240] y: [-110]\n clone at x: [1240] y: [-50]\n clone at x: [1290] y: [-50]\n clone at x: [1340] y: [-50]\n clone at x: [1340] y: [-110]\n clone at x: [1640] y: [-65]\n clone at x: [1640] y: [-90]\n clone at x: [1525] y: [-20]\n clone at x: [1525] y: [-45]\n clone at x: [1525] y: [-70]\n clone at x: [1870] y: [-45]\n clone at x: [1920] y: [-45]\n clone at x: [1970] y: [-45]\n clone at x: [2650] y: [-50]\n clone at x: [2520] y: [-115]\n clone at x: [2493] y: [-80]\n clone at x: [2458] y: [-45]\n clone at x: [2423] y: [-80]\n clone at x: [2396] y: [-115]\n clone at x: [2995] y: [-115]\n clone at x: [2995] y: [-80]\n clone at x: [2995] y: [-50]\n clone at x: [3190] y: [-115]\n clone at x: [3190] y: [-80]\n clone at x: [3190] y: [-50]\n clone at x: [3350] y: [-25]\n clone at x: [3350] y: [5]\n clone at x: [3350] y: [35]\n clone at x: [3533] y: [-25]\n clone at x: [3533] y: [5]\n clone at x: [3533] y: [35]\n clone at x: [3800] y: [-15]\n clone at x: [3935] y: [-15]\n clone at x: [4065] y: [-15]\n clone at x: [4170] y: [15]\n clone at x: [4170] y: [45]\n clone at x: [4170] y: [75]\n clone at x: [3730] y: [15]\n clone at x: [3730] y: [45]\n clone at x: [3730] y: [75]\n clone at x: [4485] y: [2]\n clone at x: [4360] y: [-100]\n clone at x: [4290] y: [-10]\nend\nif <(LEVEL) = [2]> then\n clone at x: [0] y: [-110]\n clone at x: [50] y: [-110]\n clone at x: [100] y: [-110]\n clone at x: [150] y: [-110]\n clone at x: [215] y: [-40]\n clone at x: [300] y: [0]\n clone at x: [300] y: [25]\n clone at x: [300] y: [50]\n clone at x: [410] y: [60]\n clone at x: [410] y: [85]\n clone at x: [410] y: [110]\n clone at x: [460] y: [60]\n clone at x: [460] y: [85]\n clone at x: [460] y: [110]\n clone at x: [570] y: [-50]\n clone at x: [615] y: [-50]\n clone at x: [665] y: [-50]\n clone at x: [810] y: [-75]\n clone at x: [950] y: [-50]\n clone at x: [1015] y: [-25]\n clone at x: [1150] y: [0]\n clone at x: [1220] y: [-110]\n clone at x: [1220] y: [-85]\n clone at x: [1220] y: [-60]\n clone at x: [1357] y: [-115]\n clone at x: [1357] y: [-90]\n clone at x: [1357] y: [-65]\n clone at x: [1488] y: [-100]\n clone at x: [1488] y: [-75]\n clone at x: [1488] y: [-50]\n clone at x: [1720] y: [-100]\n clone at x: [1815] y: [-50]\n clone at x: [2160] y: [-110]\n clone at x: [2160] y: [-85]\n clone at x: [2160] y: [-60]\n clone at x: [2210] y: [-110]\n clone at x: [2210] y: [-85]\n clone at x: [2210] y: [-60]\n clone at x: [2315] y: [-40]\n clone at x: [2315] y: [-15]\n clone at x: [2315] y: [10]\n clone at x: [2428] y: [0]\n clone at x: [2428] y: [25]\n clone at x: [2428] y: [50]\n clone at x: [2510] y: [-110]\n clone at x: [2560] y: [-110]\n clone at x: [2610] y: [-110]\n clone at x: [2510] y: [-85]\n clone at x: [2560] y: [-85]\n clone at x: [2610] y: [-85]\n clone at x: [2510] y: [-60]\n clone at x: [2560] y: [-60]\n clone at x: [2610] y: [-60]\n clone at x: [2790] y: [-100]\n clone at x: [2790] y: [-75]\n clone at x: [2790] y: [-50]\n clone at x: [2840] y: [-100]\n clone at x: [2840] y: [-75]\n clone at x: [2840] y: [-50]\n clone at x: [2975] y: [-50]\n clone at x: [3030] y: [10]\n clone at x: [3250] y: [-40]\n clone at x: [3250] y: [-15]\n clone at x: [3250] y: [10]\n clone at x: [3335] y: [50]\n clone at x: [3450] y: [-40]\n clone at x: [3500] y: [-40]\n clone at x: [3550] y: [-40]\n clone at x: [3725] y: [-120]\n clone at x: [3725] y: [-95]\n clone at x: [3725] y: [-70]\n clone at x: [3900] y: [-145]\n clone at x: [3900] y: [-120]\n clone at x: [3900] y: [-90]\n clone at x: [4055] y: [-100]\nend\nif <(LEVEL) = [3]> then\n clone at x: [50] y: [-110]\n clone at x: [100] y: [-110]\n clone at x: [150] y: [-110]\n clone at x: [200] y: [-110]\n clone at x: [250] y: [-110]\n clone at x: [375] y: [-50]\n clone at x: [375] y: [-25]\n clone at x: [375] y: [-75]\n clone at x: [560] y: [-90]\n clone at x: [610] y: [-90]\n clone at x: [660] y: [-90]\n clone at x: [710] y: [-90]\n clone at x: [805] y: [-25]\n clone at x: [845] y: [-15]\n clone at x: [895] y: [-40]\n clone at x: [935] y: [-28]\n clone at x: [1085] y: [-5]\n clone at x: [1125] y: [5]\n clone at x: [1380] y: [10]\n clone at x: [1440] y: [-5]\n clone at x: [1490] y: [30]\n clone at x: [1677] y: [-85]\n clone at x: [1678] y: [-60]\n clone at x: [1679] y: [-35]\n clone at x: [1680] y: [-10]\n clone at x: [1760] y: [100]\n clone at x: [1760] y: [125]\n clone at x: [1930] y: [20]\n clone at x: [1930] y: [-75]\n clone at x: [2515] y: [-90]\n clone at x: [2515] y: [0]\n clone at x: [2730] y: [10]\n clone at x: [2630] y: [10]\n clone at x: [2680] y: [10]\n clone at x: [2155] y: [-90]\n clone at x: [2205] y: [-90]\n clone at x: [2255] y: [-90]\n clone at x: [2305] y: [-90]\n clone at x: [2355] y: [-90]\n clone at x: [2850] y: [90]\n clone at x: [2900] y: [90]\n clone at x: [3043] y: [0]\n clone at x: [3043] y: [-50]\n clone at x: [3340] y: [-80]\n clone at x: [3205] y: [10]\n clone at x: [3507] y: [-30]\n clone at x: [3635] y: [0]\n clone at x: [3635] y: [-90]\n clone at x: [3730] y: [10]\n clone at x: [3935] y: [-65]\n clone at x: [3635] y: [-50]\n clone at x: [4095] y: [-90]\n clone at x: [4145] y: [-90]\n clone at x: [4195] y: [-90]\n clone at x: [4330] y: [65]\n clone at x: [4245] y: [-90]\n clone at x: [4445] y: [-90]\n clone at x: [4395] y: [-90]\n clone at x: [4495] y: [-90]\nend\nif <(LEVEL) = [4]> then\n clone at x: [-50] y: [-110]\n clone at x: [0] y: [-110]\n clone at x: [175] y: [-110]\n clone at x: [125] y: [-110]\n clone at x: [225] y: [-110]\n clone at x: [275] y: [-110]\n clone at x: [325] y: [-110]\n clone at x: [375] y: [-110]\n clone at x: [425] y: [-110]\n clone at x: [475] y: [-110]\n clone at x: [525] y: [-110]\n clone at x: [575] y: [-110]\n clone at x: [625] y: [-110]\n clone at x: [675] y: [-110]\n clone at x: [775] y: [-110]\n clone at x: [725] y: [-110]\n clone at x: [940] y: [-50]\n clone at x: [940] y: [-75]\n clone at x: [940] y: [-25]\n clone at x: [990] y: [-50]\n clone at x: [990] y: [-75]\n clone at x: [990] y: [-25]\n clone at x: [1040] y: [-50]\n clone at x: [1040] y: [-75]\n clone at x: [1040] y: [-25]\n clone at x: [1160] y: [-110]\n clone at x: [1210] y: [-110]\n clone at x: [1260] y: [-110]\n clone at x: [1310] y: [-110]\n clone at x: [1360] y: [-110]\n clone at x: [1410] y: [-110]\n clone at x: [1575] y: [-50]\n clone at x: [1525] y: [-50]\n clone at x: [1625] y: [-50]\n clone at x: [1850] y: [-110]\n clone at x: [1850] y: [-60]\n clone at x: [1850] y: [-85]\n clone at x: [1975] y: [-25]\n clone at x: [1975] y: [-50]\n clone at x: [1975] y: [-75]\n clone at x: [2140] y: [-110]\n clone at x: [2190] y: [-110]\n clone at x: [2240] y: [-110]\n clone at x: [2475] y: [-110]\n clone at x: [2525] y: [-110]\n clone at x: [2575] y: [-110]\n clone at x: [2625] y: [-110]\n clone at x: [2765] y: [10]\n clone at x: [2765] y: [35]\n clone at x: [2765] y: [60]\n clone at x: [2930] y: [10]\n clone at x: [3045] y: [75]\n clone at x: [3045] y: [100]\n clone at x: [3045] y: [125]\n clone at x: [3200] y: [-110]\n clone at x: [3250] y: [-110]\n clone at x: [3300] y: [-110]\n clone at x: [3350] y: [-110]\n clone at x: [3400] y: [-110]\n clone at x: [3450] y: [-110]\n clone at x: [3500] y: [-110]\n clone at x: [3692] y: [-110]\n clone at x: [3692] y: [-85]\n clone at x: [3692] y: [-60]\n clone at x: [3990] y: [0]\n clone at x: [4245] y: [-110]\n clone at x: [4245] y: [-85]\n clone at x: [4245] y: [-60]\n clone at x: [4470] y: [-80]\n clone at x: [4470] y: [-110]\n clone at x: [4535] y: [-75]\n clone at x: [4585] y: [-75]\n clone at x: [4635] y: [-75]\n clone at x: [4770] y: [-75]\n clone at x: [4820] y: [-75]\n clone at x: [4870] y: [-75]\nend\nif <(LEVEL) = [5]> then\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [front v] layer\n show\n go [backward v] (6) layers\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nwhen I start as a clone\nshow\nswitch costume to (coin v)\nforever\n go to [front v] layer\n go [backward v] (7) layers\n if <touching (player v)?> then\n repeat (4)\n next costume\n end\n hide\n delete this clone\n end\nend\n\nset [spawn x v] to (([x position v] of [player v]) + (SCROLL X))\nset [spawn y v] to (([y position v] of [player v]) + (SCROLL Y))\nset [check point v] to [1]\n\nwhen flag clicked\nforever\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\ncreate clone of (_myself_ v)\n\n@birds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (205) y: (pick random (100) to (250))\nshow\nswitch costume to (costume1 v)\nset size to (75) %\nrepeat until <touching (_edge_ v)?>\n wait (0.05) seconds\n go to [front v] layer\n go [backward v] (12) layers\n change x by ((pick random (5) to (10)) * (-1))\n go [backward v] (1) layers\n if <touching (_edge_ v)?> then\n delete this clone\n end\n next costume\nend\ndelete this clone\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n wait (pick random (6) to (4)) seconds\n create clone of (_myself_ v)\nend\n\n@Check Point\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [spawn x v] to (([x position v] of [player v]) + (SCROLL X))\n set [spawn y v] to (([y position v] of [player v]) + (SCROLL Y))\n set [check point v] to [1]\nend\nif <(Check Point) = [0]> then\n switch costume to (open v)\nelse\n switch costume to (close v)\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (off v)\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [2090] y: [-75]\nend\nif <(LEVEL) = [2]> then\n Clone At x: [2000] y: [15]\nend\nif <(LEVEL) = [3]> then\n Clone At x: [2086] y: [3]\nend\nif <(LEVEL) = [4]> then\n Clone At x: [3995] y: [-100]\nend\nif <(LEVEL) = [5]> then\n Clone At x: [0] y: [-200]\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [front v] layer\n go [backward v] (7) layers\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nwhen I receive [new start v]\nset [check point v] to [0]\n\n@Intro\n\nwhen flag clicked\nhide\nset size to (140) %\nset [cloneid v] to [Bg]\nstart sound [Intro v]\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nset size to (50) %\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\n go to [front v] layer\n change size by (0.5)\nend\nrepeat (50)\n change size by (0.05)\nend\nswitch costume to (costume2 v)\nrepeat (25)\n change size by (1)\nend\nset [cloneid v] to [Text]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Pink]\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [Jungle]\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [Desert]\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [Snow]\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [City]\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [Fade]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nhide\nwait (1) seconds\nbroadcast (menu v)\n\nwhen I start as a clone\nif <(Cloneid) = [Text]> then\n switch costume to (costume77 v)\n forever\n go to [front v] layer\n end\nend\nif <(Cloneid) = [Pink]> then\n set [y v] to [2]\n switch costume to (pink v)\n go to x: (0) y: (500)\n repeat (20)\n change y by (Y)\n change [y v] by (-2.01)\n end\n start sound [Thunk v]\n go to x: (0) y: (0)\nend\nif <(Cloneid) = [Jungle]> then\n set [y v] to [2]\n switch costume to (jungle v)\n go to x: (0) y: (500)\n repeat (20)\n change y by (Y)\n change [y v] by (-2.01)\n end\n go to x: (0) y: (0)\n start sound [Thunk v]\nend\nif <(Cloneid) = [Desert]> then\n set [y v] to [2]\n switch costume to (desert v)\n go to x: (0) y: (500)\n repeat (20)\n change y by (Y)\n change [y v] by (-2.01)\n end\n go to x: (0) y: (0)\n start sound [Thunk v]\nend\nif <(Cloneid) = [Snow]> then\n set [y v] to [2]\n switch costume to (snow v)\n go to x: (0) y: (500)\n repeat (20)\n change y by (Y)\n change [y v] by (-2.01)\n end\n start sound [Thunk v]\n go to x: (0) y: (0)\nend\nif <(Cloneid) = [City]> then\n set [y v] to [2]\n switch costume to (city v)\n go to x: (0) y: (500)\n repeat (20)\n change y by (Y)\n change [y v] by (-2.01)\n end\n start sound [Thunk v]\n go to x: (0) y: (0)\nend\n\nwait (7) seconds\n\nwhen I start as a clone\nif <(Cloneid) = [Fade]> then\n switch costume to (costume78 v)\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-2)\n go to [front v] layer\n end\nend\nif <(Cloneid) = [Bg]> then\n set size to (140) %\n switch costume to (costume3 v)\n show\n go to [back v] layer\n set size to (140) %\n wait (1) seconds\n repeat (10)\n change size by (-1)\n end\n repeat (50)\n change size by (-0.5)\n end\n repeat (100)\n change size by (-0.05)\n end\n forever\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nwait (5.5) seconds\nforever\n go to [back v] layer\nend\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play game v]\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (LEVEL)\n go to [front v] layer\n if <(costume [number v]) = [5]> then\n broadcast (End v)\n end\nend\n\n@Time\n\nwhen I start as a clone\nset size to (30) %\ngo to [front v] layer\nshow\nforever\n switch costume to (letter ((((x position) - (X of time)) / (Width)) + (1)) of (Time))\n if <(letter ((((x position) - (X of time)) / (Width)) + (1)) of (Time)) = []> then\n hide\n else\n show\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nset [time yes/no v] to [Yes]\nforever\n if <(Time yes/no) = [Yes]> then\n change [time v] by (1)\n set [brightness v] effect to (25)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\n\nwhen I receive [end v]\nset [time yes/no v] to [No]\nset [brightness v] effect to (100)\n\nwhen I receive [play game v]\nset [the time v] to [0]\nset [time v] to [0]\n\nwhen I receive [play game v]\nset [time v] to [0]\nset [the time v] to [1]\nset [maximum length v] to [5]\nset [x of time v] to [-200]\nset [width v] to [15]\ngo to x: (X of time) y: (0)\nrepeat (Maximum length)\n set [the time v] to (Time)\n create clone of (_myself_ v)\n change x by (Width)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (0.1))\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (-10000) y: (-10000)\n switch costume to (filler v)\n set size to (150) %\n switch costume to (costume1 v)\nend\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (-10000) y: (-10000)\nswitch costume to (filler v)\nset size to (150) %\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n switch costume to (filler v)\n change size by (((100) - (size)) / (15))\n switch costume to (costume1 v)\nend\n\n
Comment your time!\nEvery entry here is like ‘adventure this’ and ‘adventure that’. Sorry u hv to go through another one :/\n I dont like it much.. very generic.. still has glitches..\n>Mobile friendly \n>normal controls\n>4 levels\n>5 biomes (jungle, pink, desert, snow, city)\n>avoid lava \n>collect coins\n\nSry if u dont like it… probably the best place this would get is an honorable mention or smt…
Eevee platformer
@Stage\n\n@player\n\ndefine Slow Down\nchange [xv v] by ((Xv) * (-0.08))\n\nwhen I receive [start v]\nforever\n if <<[240] < (x position)> and <(Dead) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n reset\n end\nend\n\ndefine reset\nclear graphic effects\npoint in direction (90)\ngo to x: (-220) y: (30)\nswitch costume to (2 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nshow\n\ndefine Tick\nset [dead v] to [0]\nset [level v] to [1]\nset size to (20) %\nreset\nforever\n create clone of (_myself_ v)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (2 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)>>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n Slow Down\n set [xv v] to ((Xv) * (1))\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 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 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)>>>> 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) < [-170]> then\n Dead\n end\nend\n\ndefine Dead\nset [dead v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nreset\n\nwhen flag clicked\nbroadcast (game v)\nbroadcast (Start v)\nswitch costume to (1 v)\nTick\n\nwhen I start as a clone\nswitch costume to (left v)\nrepeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (20)\n change size by (-1.5)\nend\ndelete this clone\n\n@ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@snow\n\nwhen flag clicked\nset size to (30) %\nhide\n\nwhen I receive [game v]\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\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 (150)\nrepeat (5)\n change [ghost v] effect by (-15)\nend\nrepeat until <(x position) < [-230]>\n move (5) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@spike\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@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@Intro2\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 (13.5) seconds\nbroadcast (INTRO ENDED v)\n\n
Use the arrow keys/w a s and d to move Eevee\nDodge all spikes and Lava. \nI might add some more levels
DEMO | Lost | Platformer | #game #art #music #trending #lost #generic #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento-Devotion v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (front v)\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <<(x position) < [-240]> and <(level) = [1]>> then\n set x to (-240)\n end\n if <<touching (saw v)?> or <touching (lava v)?>> then\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<touching (saw v)?> or <touching (lava v)?>> then\n play sound [whoop v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>>> then\n switch costume to (front v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n switch costume to (up v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up right v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up left v)\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n if <(x position) > [240]> then\n go to x: (-240) y: (y position)\n change [level v] by (1)\n end\n if <<(x position) < [-240]> and <not <(level) = [1]>>> then\n go to x: (240) y: (y position)\n change [level v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (level)\nend\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (level)\nend\n\n@decoration\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (level)\nend\n\n@glow\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to (player v)\nend\n\n@grass\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [forward v] (50) layers\ngo [backward v] (2) layers\nforever\n switch costume to (level)\n go to [front v] layer\nend\n\n@TB\n\nwhen flag clicked\nhide\n\nforever\n switch costume to (costume2 v)\n go to [front v] layer\n go to x: (0) y: (0)\n show\nend\n\n@particles\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\nset [ghost v] effect to (pick random (40) to (70))\nset size to (pick random (30) to (70)) %\ngo to (player v)\nglide (5) secs to (random position v)\nrepeat (45)\n change [ghost v] effect by (5)\nend\n\n@particles3\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\nset [ghost v] effect to (pick random (40) to (70))\nset size to (pick random (30) to (70)) %\ngo to (player v)\nglide (5) secs to (random position v)\nrepeat (45)\n change [ghost v] effect by (5)\nend\n\n
˜”*° ᗯEᒪᑕOᗰE TO ᒪOsT ᗩ ᑭᒪᗩTᖴOᖇᗰEᖇ! °*”˜\n\nʜᴏᴡ ᴛᴏ ᴘʟᴀʏ\n➡ ᴜꜱᴇ ᴀʀʀᴏᴡ ᴋᴇʏꜱ, ᴡᴀꜱᴅ, ᴏʀ ᴛᴀᴘ ᴛᴏ ᴜꜱᴇ (ᴍᴏʙɪʟᴇ)\n➡ ᴡᴀᴛᴄʜ ᴏᴜᴛ ꜰᴏʀ ꜱᴘɪᴋᴇꜱ ᴀɴᴅ ʟᴀᴠᴀ\n\nᴄʀᴇᴅɪᴛꜱ -- \nᴘʟᴀʏᴇʀ ᴄᴏᴅᴇ - @ᴊᴄ_ᴘʀᴏɢᴏʟᴅ\nᴍᴜꜱɪᴄ - @--ᴇxᴘʟᴏꜱɪᴏɴ--\nᴅᴇᴀᴛʜ ꜱᴏᴜɴᴅ - @ᴄ9ᴍ09ʙ\nᴛʀᴇᴇ ᴀɴᴅ ꜰᴇɴᴄᴇ - @INorth\nʀᴇꜱᴛ ʙʏ ᴍᴇ (ʙʟᴜᴇ-ʙᴜʟʙ)\n\nShout out to @AdityaUsername \nPlay my new Game - https://scratch.mit.edu/projects/606281999 \nVisit my fan club - https://scratch.mit.edu/studios/30510399/curators \nPlatformer Enemy AI engine - https://scratch.mit.edu/projects/616644167/ :D\n\nꜰᴀᴍᴏᴜꜱ ❤️,⭐& ᴄᴏᴍᴍᴇɴᴛꜱ\n@holybird3 ❤️,⭐& ᴄᴏᴍᴍᴇɴᴛᴇᴅ\n@madrid2030 ❤️ & ᴄᴏᴍᴍᴇɴᴛᴇᴅ\n@x_PlatformMaker_x ❤️ & ᴄᴏᴍᴍᴇɴᴛᴇᴅ\n@Areeb52090 ᴄᴏᴍᴍᴇɴᴛᴇᴅ\n@prodannau ❤️,⭐& ᴄᴏᴍᴍᴇɴᴛᴇᴅ\n@ROMANIADANI ❤️,⭐& ᴄᴏᴍᴍᴇɴᴛᴇᴅ\n@Nethula_manumitha ❤️ & ᴄᴏᴍᴍᴇɴᴛᴇᴅ\n@FreshCloud ᴄᴏᴍᴍᴇɴᴛᴇᴅ\n\nꜰᴏʟʟᴏᴡ ᴍᴇ (@Blue-bulb) ꜱᴏ ʏᴏᴜ ɢᴇᴛ ᴀ ɴᴏᴛɪꜰɪᴄᴀᴛɪᴏɴ ᴡʜᴇɴ ᴛʜᴇ ꜰᴜʟʟ ɢᴀᴍᴇ ɪꜱ ꜱʜᴀʀᴇᴅ.\n\n#1st page of Trending Music [13-12-2021]\n#2nd page of Trending All [13-12-2021]\n#2nd page of Trending Art [13-12-2021]\n#500 Stars [15-12-2021]\n#Top #Loved [15-12-2021]\n#1k Stars [17-12-2021]\n#10k views [17-12-2021]\n❤️ < ⭐ ?\n\nᴛᴀɢꜱ [ɪɢɴᴏʀᴇ] --\n#game #art #music #trending #lost #generic #all #game #art #music #trending #lost #generic #all #game #art #music #trending #lost #generic #all #game #art #music #trending #lost #generic #all #game #art #music #trending #lost #generic #all #game #art #music #trending #lost #generic #all #game #art #music #trending #lost #generic #all #game #art #music #trending #lost #generic #all #game #art #music #trending #lost #generic #all \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n(؛ ɹɐʇS puɐ ǝʞı˥ ǝsɐǝld uǝɥʇ sıɥʇ pɐǝɹ uɐɔ noʎ ɟI
3D game - A platformer #Games #All
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n play sound [Vexento - Sad Robot v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide variable [level v]\n switch backdrop to (backdrop2 v)\n else\n show variable [level v]\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Player\n\ndefine Touch Ground <up?>\nrepeat until <not <<touching (jump here for the next level! v)?> or <<touching color (#c17e4d)?> or <<touching color (#59d455)?> or <touching color (#6cff66)?>>>>>\n if <up?> then\n change y by (-1)\n else\n set [falling? v] to [0]\n change y by (1)\n end\n set [yv v] to [0]\nend\n\ndefine Physics\nchange [yv v] by (-1)\nchange y by (Yv)\nchange [falling? v] by (1)\nTouch Ground <(Yv) > [0]>\nif <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <mouse down?>> and <(falling?) < [3]>> then\n set [yv v] to [13]\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1.7)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1.7)\nend\nset [xv v] to ((Xv) * (0.85))\nchange x by (Xv)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (jump here for the next level! v)?> or <<touching color (#c17e4d)?> or <<touching color (#59d455)?> or <touching color (#6cff66)?>>>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((Xv) * (-1))\n change y by ((slope) * (-1))\n if <<mouse down?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>> then\n if <(Xv) > [0]> then\n set [xv v] to ((-15) * (0.8))\n else\n set [xv v] to ((15) * (0.8))\n end\n set [yv v] to ((15) * (0.8))\n end\nend\nif <<touching (jump here for the next level! v)?> or <<touching color (#c17e4d)?> or <<touching color (#59d455)?> or <touching color (#6cff66)?>>>> then\n if <<mouse down?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>> then\n set [yv v] to [7]\n else\n set [yv v] to [-1.5]\n end\nend\nif <touching color (#ff0000)?> then\n set [yv v] to [21]\nend\nif <<touching color (#e3ff41)?> or <touching (gai v)?>> then\n go to x: (-225) y: (0)\nend\nif <(x position) > [235]> then\n go to x: (-225) y: (0)\n change [level v] by (1)\nend\n\nwhen flag clicked\ngo to x: (-211) y: (-14)\nset [xv v] to [0]\nset [yv v] to [0]\nset [falling? v] to [0]\nforever\n Physics\nend\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n create clone of (_myself_ v)\nend\n\ngo to x: (-131) y: (18)\n\nwhen flag clicked\nforever\n switch costume to (player v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (player2 v)\nTên khối\ndelete this clone\n\ndefine Tên khối\nset [brightness v] effect to (0)\nset rotation style [don't rotate v]\npoint towards (sprite1 v)\nrepeat (10)\n move (2) steps\n change [brightness v] effect by (-1)\n stamp\nend\n\[email protected]... (:\n\nwhen flag clicked\nwait (0.03) seconds\nforever\n switch costume to (Level)\n Vẽ 3D\nend\n\ndefine Vẽ 3D\nerase all\nset [brightness v] effect to (-70)\nset size to (40) %\nrepeat until <(size) = [100]>\n stamp\n change [brightness v] effect by (1)\n change size by (1)\nend\nclear graphic effects\n\n@Jump here for the Next Level!\n\nwhen flag clicked\ngo to x: (10) y: (43)\nforever\n if <([costume # v] of [name...uhh... \(: v]) = [9]> then\n show\n else\n hide\n end\nend\n\n@Gai\n\ndefine Vẽ 3D\nset [brightness v] effect to (-70)\nset size to (80) %\nrepeat until <(size) = [100]>\n stamp\n change [brightness v] effect by (1)\n change size by (1)\nend\nclear graphic effects\n\nwhen flag clicked\nwait (0.03) seconds\nforever\n switch costume to (Level)\n Vẽ 3D\nend\n\n@Sprite1\n\n
Original : https://scratch.mit.edu/projects/610413673/\n\n100% coding by me\nArrow keys or WASD\n\nLag ?\nhttps://turbowarp.org/613497006
(Mobile) Minecraft Platformer and Level Editor (and more!)
@Stage\n\nwhen [8 v] key pressed\nset [chosen block v] to [8]\n\nwhen I receive [3d minecraft v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [back v]\nswitch backdrop to (backdrop1 v)\n\nwhen [5 v] key pressed\nset [chosen block v] to [5]\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nset [chosen block v] to [1]\n\nwhen [4 v] key pressed\nset [chosen block v] to [4]\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [back v]\nswitch backdrop to (backdrop1 v)\n\nwhen [3 v] key pressed\nset [chosen block v] to [3]\n\nwhen I receive [start v]\nforever\n play sound [Minecraft v] until done\nend\n\nwhen [2 v] key pressed\nset [chosen block v] to [2]\n\nwhen I receive [isometric v]\nswitch backdrop to (backdrop2 v)\n\nwhen [1 v] key pressed\nset [chosen block v] to [1]\n\nwhen I receive [level editor v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n change [cam z v] by (-1)\n end\n if <key (up arrow v) pressed?> then\n change [cam z v] by (1)\n end\nend\n\nwhen I receive [credits v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [play v]\nswitch backdrop to (backdrop2 v)\n\nwhen [6 v] key pressed\nset [chosen block v] to [6]\n\nwhen [9 v] key pressed\nset [chosen block v] to [9]\n\nwhen flag clicked\nset [mine/put v] to [mine]\nforever\n if <key (space v) pressed?> then\n if <(MINE/PUT) = [put]> then\n set [mine/put v] to [mine]\n else\n set [mine/put v] to [put]\n end\n wait (1) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [Minecraft v] until done\nend\n\n@level editor player\n\ndefine Move (up) (left) (right)\nchange y by (Y Velocity)\nif <<touching (level editor blocks v)?> or <(y position) < [-151]>> then\n repeat ([abs v] of (Y Velocity) )\n if <<touching (level editor blocks v)?> or <(y position) < [-151]>> then\n change y by ((0) - (([abs v] of (Y Velocity) ) / (Y Velocity)))\n end\n end\n if <(Device) = [PC]> then\n if <<not <(Y Velocity) > [0]>> and <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>>> then\n set [y velocity v] to (up)\n else\n set [y velocity v] to [0]\n end\n else\n if <<not <(Y Velocity) > [0]>> and <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y velocity v] to (up)\n else\n set [y velocity v] to [0]\n end\n end\nelse\n change [y velocity v] by (-1)\nend\nchange x by (X Velocity)\nif <touching (level editor blocks v)?> then\n repeat ([abs v] of (X Velocity) )\n if <touching (level editor blocks v)?> then\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n end\nend\nif <(Device) = [PC]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (right)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (left)\n end\nelse\n if <<mouse down?> and <(mouse x) > ((x position) + (20))>> then\n change [x velocity v] by (right)\n end\n if <<mouse down?> and <((x position) - (20)) > (mouse x)>> then\n change [x velocity v] by (left)\n end\nend\nset [x velocity v] to ((X Velocity) * (0.8))\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to x: (-200) y: (100)\nwait (0.1) seconds\nset [next level v] to [False]\n\nwhen I receive [block placed v]\nFix Glitch\n\ndefine Fix Glitch\nset [fix glitch v] to [0]\nif <not <touching (level editor blocks v)?>> then\n stop [this script v]\nend\nrepeat (100)\n change [fix glitch v] by (1)\n change y by (Fix Glitch)\n if <not <touching (level editor blocks v)?>> then\n stop [this script v]\n end\n change y by ((0) - ((Fix Glitch) * (2)))\n if <not <touching (level editor blocks v)?>> then\n stop [this script v]\n end\n change y by (Fix Glitch)\nend\n\nwhen I receive [touching lava v]\ngo to x: (-200) y: (100)\n\nwhen I receive [level editor v]\nshow\ngo to x: (-200) y: (100)\nset [y velocity v] to [0]\nforever\n Move [9] [-1] [1]\n if <(Touching Lava) = [True]> then\n go to x: (-200) y: (100)\n end\n if <(x position) > [229]> then\n broadcast (Next Level v)\n set [next level v] to [True]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nhide variable [loading v]\n\n@Arms\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Sleeves]> then\n switch costume to (costume3 v)\n point in direction (90)\n forever\n go to [front v] layer\n go to (level editor player v)\n end\nend\nif <(Clone ID) = [Arm 1]> then\n switch costume to (costume1 v)\n point in direction (90)\n go to [front v] layer\n forever\n go to (level editor player v)\n change x by (-12)\n change y by (11)\n point towards (mouse-pointer v)\n end\nend\nif <(Clone ID) = [Arm 2]> then\n go to [front v] layer\n forever\n if <(Mode) = [1Mine]> then\n switch costume to (1mine v)\n else\n switch costume to (costume5 v)\n end\n go to (level editor player v)\n change x by (12)\n change y by (11)\n point towards (mouse-pointer v)\n end\nend\n\nwhen I receive [level editor v]\nhide\nset [clone id v] to [Arm 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Arm 2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Sleeves]\ncreate clone of (_myself_ v)\n\nwhen I receive [back v]\nhide\n\n@Cursor\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\ndefine Go to mouse\nrepeat (100)\n if <touching (mouse-pointer v)?> then\n stop [this script v]\n end\n if <(mouse x) > ((x position) + (10))> then\n change x by (20)\n end\n if <(mouse x) < ((x position) - (10))> then\n change x by (-20)\n end\n if <(mouse y) > ((y position) + (10))> then\n change y by (20)\n end\n if <(mouse y) < ((y position) - (10))> then\n change y by (-20)\n end\nend\n\nwhen I receive [level editor v]\nswitch costume to (costume1 v)\ngo to x: (10) y: (10)\nforever\n Go to mouse\n if <<<<(Mode) = [1Axe]> and <(distance to [level editor player v]) < [100]>> or <(Mode) = [Start]>> or <(Mode) = [1Mine]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [back v]\nswitch costume to (costume2 v)\nhide\n\n@level editor blocks\n\ndefine Generate Level\ndelete all of [y v]\nset [clones v] to [20]\nswitch costume to (1 v)\ngo to x: (-250) y: (-170)\nswitch costume to (4stone 1 v)\nrepeat (pick random (1) to (2))\n repeat (24)\n if <(pick random (1) to (5)) = [1]> then\n switch costume to (5coal 1 v)\n else\n switch costume to (4stone 1 v)\n end\n change x by ((40) / ((100) / (size)))\n create clone of (_myself_ v)\n end\n change y by ((40) / ((100) / (size)))\n switch costume to (1 v)\n set x to (-250)\nend\nset [y v] to (y position)\nset [length v] to (pick random (0) to (5))\nrepeat (24)\n if <(pick random (1) to (2)) = [1]> then\n if <(Length) > [8]> then\n change [length v] by (-1)\n else\n change [length v] by (pick random (-1) to (1))\n end\n end\n set y to (y)\n change x by ((40) / ((100) / (size)))\n repeat (Length)\n if <(pick random (1) to (5)) = [1]> then\n switch costume to (5coal 1 v)\n else\n switch costume to (4stone 1 v)\n end\n create clone of (_myself_ v)\n change y by ((40) / ((100) / (size)))\n end\n repeat (2)\n switch costume to (3dirt 1 v)\n create clone of (_myself_ v)\n change y by ((40) / ((100) / (size)))\n end\n switch costume to (2grass 1 v)\n create clone of (_myself_ v)\n change y by ((40) / ((100) / (size)))\n add (y position) to [y v]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait until <(Next Level) = [False]>\nGenerate Level\nrepeat until <not <<[y v] contains [50]?> or <[y v] contains [70]?>>>\n Generate Level\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nchange [clones v] by (1)\nif <(costume [name v]) = [7TNT]> then\n repeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n end\n switch costume to (explosion v)\n wait (0) seconds\n change [clones v] by (-1)\n delete this clone\nend\nforever\n if <(Mode) = [1Mine]> then\n if <<<mouse down?> and <touching (cursor v)?>> and <(distance to [level editor player v]) < [100]>> then\n if <(Device) = [PC]> then\n next costume\n if < (costume [name v]) contains [1]?> then\n change [clones v] by (-1)\n delete this clone\n end\n wait until <not <mouse down?>>\n else\n Double Click [Mine]\n end\n end\n end\n if <(costume [name v]) = [6Lava]> then\n Check Touching Lava (x position) (y position)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching color (#d7dfe3)?> then\n change [clones v] by (-1)\n delete this clone\n end\n if <(Next Level) = [True]> then\n delete this clone\n end\nend\n\ndefine Check Touching Lava (x) (y)\nchange y by (1)\nif <touching (level editor player v)?> then\n broadcast (Touching Lava v)\n go to x: (x) y: (y)\n stop [this script v]\nend\nchange y by (-2)\nif <touching (level editor player v)?> then\n broadcast (Touching Lava v)\n go to x: (x) y: (y)\n stop [this script v]\nend\ngo to x: (x) y: (y)\n\ndefine Double Click (item)\nrepeat (5)\n if <not <mouse down?>> then\n repeat (5)\n if <mouse down?> then\n if <(item) = [Mine]> then\n next costume\n if < (costume [name v]) contains [1]?> then\n change [clones v] by (-1)\n delete this clone\n end\n wait until <not <mouse down?>>\n stop [this script v]\n end\n if <(item) = [Add]> then\n if <(Clones) = [300]> then\n broadcast (Out of clones v)\n end\n create clone of (_myself_ v)\n broadcast (Block Placed v)\n wait until <not <mouse down?>>\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen I receive [level editor v]\nhide\nbroadcast (Next Level v)\nforever\n if <not <<(Mode) = [1Mine]> or <(Mode) = [Start]>>> then\n switch costume to (Mode)\n go to (cursor v)\n end\n if <<mouse down?> and <(distance to [level editor player v]) < [100]>> then\n if <(Device) = [PC]> then\n if <(Clones) > [299]> then\n broadcast (Out of clones v)\n end\n create clone of (_myself_ v)\n broadcast (Block Placed v)\n wait until <not <mouse down?>>\n else\n Double Click [Add]\n end\n end\n if <key (s v) pressed?> then\n set [next level v] to [True]\n broadcast (Next Level v)\n wait until <not <key (s v) pressed?>>\n end\nend\n\nwhen I receive [back v]\nhide\n\n@Transparent Blocks\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n set [ghost v] effect to (30)\n hide\n if <not <<(Mode) = [1Mine]> or <(Mode) = [Start]>>> then\n switch costume to (Mode)\n go to (cursor v)\n if <(distance to [level editor player v]) < [100]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [back v]\nhide\n\n@Menu\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (Clone ID)\nforever\n if <(Clone ID) = [Background]> then\n switch costume to (background v)\n go to x: (0) y: (-150)\n else\n if <(Hide) = [False]> then\n set x to (item (costume [number v]) of [x v])\n if <touching (mouse-pointer v)?> then\n say (Clone ID)\n set [brightness v] effect to (5)\n set size to (105) %\n else\n say []\n set [brightness v] effect to (0)\n set size to (100) %\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [6]> or <(costume [number v]) = [7]>>> then\n set [mode v] to (join (costume [number v]) (costume [name v]))\n else\n set [mode v] to (join (costume [number v]) (join (costume [name v]) [ 1]))\n end\n end\n end\n end\n if <key (v v) pressed?> then\n if <(Hide) = [False]> then\n set [hide v] to [True]\n hide\n else\n set [hide v] to [False]\n set [ghost v] effect to (0)\n show\n end\n wait until <not <key (v v) pressed?>>\n end\nend\n\ndefine Clone (#)\nrepeat (#)\n set [clone id v] to (costume [name v])\n create clone of (_myself_ v)\n next costume\nend\ncreate clone of (_myself_ v)\nset [hide v] to [False]\n\nwhen I receive [level editor v]\nshow\ngo to x: (0) y: (-150)\nset [clone id v] to [Background]\ncreate clone of (_myself_ v)\nswitch costume to (mine v)\nClone [7]\nset [mode v] to [Start]\nwait until <not <(Mode) = [Start]>>\nshow\nswitch costume to (select v)\nset [ghost v] effect to (0)\nforever\n set x to (item (letter (1) of (Mode)) of [x v])\n if <key (v v) pressed?> then\n if <(Hide) = [False]> then\n set [hide v] to [True]\n hide\n else\n set [hide v] to [False]\n set [ghost v] effect to (0)\n show\n end\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen I receive [back v]\nhide\n\n@play\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (play v)\nhide\n\nwhen I receive [level editor v]\nhide\n\nwhen I receive [isometric v]\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-20)\n end\nend\n\nwhen I receive [3d minecraft v]\nhide\n\n@level editor\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (level editor v)\nhide\n\nwhen I receive [isometric v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-20)\n end\nend\n\nwhen I receive [3d minecraft v]\nhide\n\n@isometric\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (isometric v)\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [level editor v]\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-20)\n end\nend\n\nwhen I receive [3d minecraft v]\nhide\n\n@inventory\n\nwhen flag clicked\nset [inventory type v] to [1]\nforever\n hide\n go to [front v] layer\n switch costume to ((INVENTORY TYPE) mod (2))\n if <(costume [number v]) = [1]> then\n go to x: (0) y: (-158)\n else\n go to x: (0) y: (0)\n end\nend\n\nwhen [e v] key pressed\nchange [inventory type v] by (1)\n\n@block \n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (stone v)\nshow\nset [start x v] to (x position)\nset [start y v] to (y position)\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to x: ((start x) + (x)) y: ((start y) + (y))\n set costume\n grassing / ungrassing\n gravity block fall\nend\n\ndefine create world\nset [clone number v] to [1]\ngo to x: (0) y: (-39)\nrepeat (SIZE_Z)\n set [ystart v] to (y position)\n repeat (SIZE_Z)\n repeat (SIZE_Z)\n set costume\n if <<not <[] = (item (clone costume) of [grid list v])>> and <[] = (item ((clone costume) + ((1) + ((TILE) + ((TILE) * (TILE))))) of [grid list v])>> then\n show\n create clone of (_myself_ v)\n hide\n end\n change [clone number v] by (1)\n change x by (17)\n change y by (-8)\n end\n change [clone number v] by ((TILE) - (SIZE_Z))\n change x by ((-17) * ((1) + (SIZE_Z)))\n change y by ((8) * ((SIZE_Z) - (1)))\n end\n set x to (0)\n set y to ((ystart) + (22))\n change [clone number v] by (((TILE) * (TILE)) - (((SIZE_Z) * ((TILE) - (SIZE_Z))) + ((SIZE_Z) * (SIZE_Z))))\nend\n\ndefine check for mouse touching\nswitch costume to (check up v)\nif <touching (mouse-pointer v)?> then\n replace item ((clone costume) + ((TILE) * (TILE))) of [grid list v] with (Chosen block)\nend\nswitch costume to (check right v)\nif <touching (mouse-pointer v)?> then\n replace item ((clone costume) + (1)) of [grid list v] with (Chosen block)\nend\nswitch costume to (check left v)\nif <touching (mouse-pointer v)?> then\n replace item ((clone costume) + (TILE)) of [grid list v] with (Chosen block)\nend\n\ndefine click\nif <(MINE/PUT) = [mine]> then\n add (item (clone costume) of [grid list v]) to [inventory v]\n replace item (clone costume) of [grid list v] with []\nelse\n check for mouse touching\nend\n\ndefine grassing / ungrassing\nif <<(item (clone costume) of [grid list v]) = [2]> and <(item ((clone costume) + ((TILE) * (TILE))) of [grid list v]) = []>> then\n replace item (clone costume) of [grid list v] with [3]\nend\nif <<(item (clone costume) of [grid list v]) = [3]> and <not <(item ((clone costume) + ((TILE) * (TILE))) of [grid list v]) = []>>> then\n replace item (clone costume) of [grid list v] with [2]\nend\n\nwhen this sprite clicked\nclick\n\nwhen I receive [check v]\ngrassing / ungrassing\nset touch\n\ndefine setup list\nset [size_z v] to [8]\nset [tile v] to [20]\ndelete all of [grid list v]\nrepeat ((TILE) * ((TILE) * (TILE)))\n add [] to [grid list v]\nend\nset [clone number v] to [1]\nrepeat (2)\n repeat (4)\n repeat (6)\n replace item (clone number) of [grid list v] with [2]\n change [clone number v] by (1)\n end\n repeat ((TILE) - (6))\n replace item (clone number) of [grid list v] with []\n change [clone number v] by (1)\n end\n end\n repeat (((TILE) - (4)) * (TILE))\n replace item (clone number) of [grid list v] with []\n change [clone number v] by (1)\n end\nend\nreplace item (801) of [grid list v] with [4]\nreplace item (1201) of [grid list v] with [4]\nreplace item (1601) of [grid list v] with [4]\nreplace item (2001) of [grid list v] with [4]\nreplace item (821) of [grid list v] with [10]\n\ndefine set costume\nset [clone costume v] to ((clone number) + ((CAM X) + (((CAM Y) * (TILE)) + ((CAM Z) * ((TILE) * (TILE))))))\nswitch costume to (item (clone costume) of [grid list v])\n\ndefine gravity block fall\nif <<<(item (clone costume) of [grid list v]) = [7]> or <(item (clone costume) of [grid list v]) = [6]>> and <(item ((clone costume) - ((TILE) * (TILE))) of [grid list v]) = []>> then\n change [x v] by ((-2.125) / (4))\n change [y v] by ((-1.125) / (4))\n if <(x) > [-17]> then\n set [x v] to [0]\n set [y v] to [0]\n replace item ((clone costume) - ((TILE) * (TILE))) of [grid list v] with (item (clone costume) of [grid list v])\n replace item (clone costume) of [grid list v] with []\n end\nend\n\ndefine set touch\nif <(item (clone costume) of [grid list v]) = []> then\n delete all of [touching v]\n add (item ((clone costume) + (1)) of [grid list v]) to [touching v]\n add (item ((clone costume) + (-1)) of [grid list v]) to [touching v]\n add (item ((clone costume) + (TILE)) of [grid list v]) to [touching v]\n add (item ((clone costume) - (TILE)) of [grid list v]) to [touching v]\n add (item ((clone costume) + ((TILE) * (TILE))) of [grid list v]) to [touching v]\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [isometric v]\ndelete all of [inventory v]\nerase all\nreset timer\nset [clicking v] to [0]\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [cam z v] to [0]\nsetup list\nforever\n broadcast (delete v)\n create world\nend\n\nwhen flag clicked\nhide variable [mine/put v]\n\nwhen I receive [isometric v]\nshow variable [mine/put v]\n\nwhen I receive [isometric v]\nshow variable [mine/put v]\n\n@credits\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (credits v)\nhide\n\nwhen I receive [level editor v]\nhide\n\nwhen I receive [isometric v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-20)\n end\nend\n\nwhen I receive [3d minecraft v]\nhide\n\n@Credits\n\nwhen I receive [credits v]\nswitch costume to (credits v)\nclear graphic effects\nshow\ngo to x: (0) y: (-378)\nforever\n set size to (1000) %\n change y by (0.5)\n set size to (100) %\n if <(y position) > [370]> then\n hide\n broadcast (back v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\nstop [other scripts in sprite v]\n\n@Clouds\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n if <<<(lvl) = [3]> or <(lvl) = [4]>> or <(lvl) = [7]>> then\n hide\n else\n show\n end\n switch costume to (pick random (1) to (4))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen I receive [isometric v]\nrepeat (5)\n create clone of (_myself_ v)\n go to [back v] layer\n wait (1) seconds\nend\n\nwhen I receive [level editor v]\nrepeat (5)\n create clone of (_myself_ v)\n go to [back v] layer\n wait (1) seconds\nend\n\nwhen I receive [play v]\nrepeat (5)\n create clone of (_myself_ v)\n go to [back v] layer\n wait (1) seconds\nend\n\nwhen I receive [back v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@back\n\nwhen flag clicked\ngo to x: (185) y: (-147)\nhide\n\nwhen this sprite clicked\nbroadcast (back v)\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [credits v]\nshow\n\nwhen I receive [credits v]\ngo to x: (185) y: (-147)\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-20)\n end\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-20)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [complete death v]\ngo to x: (185) y: (-115)\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-20)\n end\nend\n\nwhen I receive [play v]\ngo to x: (185) y: (147)\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-20)\n end\nend\n\n@Green Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [level editor v]\nshow\n\nwhen I receive [isometric v]\nshow\n\nwhen [h v] key pressed\nhide\n\nwhen [s v] key pressed\nshow\n\nwhen I receive [start 3d minecraft v]\nshow\n\n@Green Flag2\n\nwhen flag clicked\nhide\n\nwhen I receive [level editor v]\nshow\n\nwhen [h v] key pressed\nhide\n\nwhen [s v] key pressed\nshow\n\nwhen I receive [isometric v]\nshow\n\n@Hearts\n\nwhen flag clicked\ngo to x: (-94) y: (290)\nswitch costume to (10 v)\nhide\n\nwhen I receive [back v]\nswitch costume to (10 v)\ngo to x: (-94) y: (290)\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [death v]\nif <(costume [number v]) = [1]> then\n switch costume to (10 v)\n repeat (3)\n wait (0.3) seconds\n switch costume to ((costume [number v]) + (1))\n wait (0.3) seconds\n switch costume to (10 v)\n end\n switch costume to (9 v)\n broadcast (respawn timer v)\nend\n\nwhen I receive [death v]\nif <(costume [number v]) = [2]> then\n repeat (3)\n wait (0.3) seconds\n switch costume to ((costume [number v]) + (1))\n wait (0.3) seconds\n switch costume to (9 v)\n end\n switch costume to (8 v)\n broadcast (respawn timer v)\nend\n\nwhen I receive [death v]\nif <(costume [number v]) = [3]> then\n repeat (3)\n wait (0.3) seconds\n switch costume to ((costume [number v]) + (1))\n wait (0.3) seconds\n switch costume to (8 v)\n end\n switch costume to (7 v)\n broadcast (respawn timer v)\nend\n\nwhen I receive [death v]\nif <(costume [number v]) = [4]> then\n repeat (3)\n wait (0.3) seconds\n switch costume to ((costume [number v]) + (1))\n wait (0.3) seconds\n switch costume to (7 v)\n end\n switch costume to (6 v)\n broadcast (respawn timer v)\nend\n\nwhen I receive [death v]\nif <(costume [number v]) = [5]> then\n repeat (3)\n wait (0.3) seconds\n switch costume to ((costume [number v]) + (1))\n wait (0.3) seconds\n switch costume to (6 v)\n end\n switch costume to (5 v)\n broadcast (respawn timer v)\nend\n\nwhen I receive [death v]\nif <(costume [number v]) = [6]> then\n repeat (3)\n wait (0.3) seconds\n switch costume to ((costume [number v]) + (1))\n wait (0.3) seconds\n switch costume to (5 v)\n end\n switch costume to (4 v)\n broadcast (respawn timer v)\nend\n\nwhen I receive [death v]\nif <(costume [number v]) = [7]> then\n repeat (3)\n wait (0.3) seconds\n switch costume to ((costume [number v]) + (1))\n wait (0.3) seconds\n switch costume to (4 v)\n end\n switch costume to (3 v)\n broadcast (respawn timer v)\nend\n\nwhen I receive [death v]\nif <(costume [number v]) = [8]> then\n repeat (3)\n wait (0.3) seconds\n switch costume to ((costume [number v]) + (1))\n wait (0.3) seconds\n switch costume to (3 v)\n end\n switch costume to (2 v)\n broadcast (respawn timer v)\nend\n\nwhen I receive [death v]\nif <(costume [number v]) = [9]> then\n repeat (3)\n wait (0.3) seconds\n switch costume to ((costume [number v]) + (1))\n wait (0.3) seconds\n switch costume to (2 v)\n end\n switch costume to (1 v)\n broadcast (respawn timer v)\nend\n\nwhen I receive [death v]\nif <(costume [number v]) = [10]> then\n repeat (3)\n wait (0.3) seconds\n switch costume to ((costume [number v]) + (1))\n wait (0.3) seconds\n switch costume to (1 v)\n end\n go to x: (-94) y: (-31)\n switch costume to (complete death v)\n broadcast (complete death v)\nend\n\n@Steve\n\nwhen [left arrow v] key pressed\nrepeat until <not <key (left arrow v) pressed?>>\n point in direction (-90)\n next costume\n wait (0.05) seconds\nend\nswitch costume to (straight v)\n\nwhen [right arrow v] key pressed\nrepeat until <not <key (right arrow v) pressed?>>\n point in direction (90)\n next costume\n wait (0.05) seconds\nend\nswitch costume to (straight v)\n\ndefine Platformer engine\nif on edge, bounce\nchange [y2 v] by (-0.5)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x2 v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x2 v] by (1)\nend\nset [x2 v] to ((x2) * (0.9))\nchange x by (x2)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x2) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y2 v] to [10]\n if <(x2) > [0]> then\n set [x2 v] to [-10]\n else\n set [x2 v] to [10]\n end\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y2)\nif <touching (ground v)?> then\n change y by ((y2) * (-1))\n set [y2 v] to [0]\nend\nchange y by (-0.5)\nif <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y2 v] to [7.5]\nend\nchange y by (0.5)\nif <touching (danger v)?> then\n hide\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (death v)\nend\n\nwhen flag clicked\nhide\n\ndefine reset\ngo to x: (-233) y: (-100)\n\nwhen I receive [play v]\nshow\nset [y spawn v] to [-100]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (200) %\nset [x2 v] to [0]\nset [y2 v] to [0]\nforever\n Platformer engine\nend\n\nwhen I receive [play v]\nset rotation style [left-right v]\nforever\n if <(y position) = [-180]> then\n reset\n end\nend\n\nwhen I receive [play v]\nforever\n if <(x position) > [230]> then\n reset\n broadcast (lvlnxt v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [complete death v]\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [respawn timer v]\nshow\nset [y spawn v] to [-100]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [skip v]\nreset\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(mouse x) > (x position)>> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(x position) > (mouse x)>> then\n point in direction (-90)\n end\nend\n\nwhen [a v] key pressed\nrepeat until <not <key (a v) pressed?>>\n point in direction (-90)\n next costume\n wait (0.05) seconds\nend\nswitch costume to (straight v)\n\nwhen [d v] key pressed\nrepeat until <not <key (d v) pressed?>>\n point in direction (90)\n next costume\n wait (0.05) seconds\nend\nswitch costume to (straight v)\n\n@(Love Fave Follow)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go [forward v] (25) layers\n show\n go to x: (-104) y: (-200)\n wait (1) seconds\n glide (1) secs to x: (-51) y: (-125)\n wait (0.3) seconds\n go to [front v] layer\n glide (0.5) secs to x: (-20) y: (-125)\n wait (0.3) seconds\n glide (1) secs to x: (35) y: (-125)\n wait (2) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go [forward v] (25) layers\n show\n go to x: (0) y: (-123)\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((50) + (size)) / (25))\n end\n wait (2.5) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go [forward v] (25) layers\n hide\n wait (2.5) seconds\n show\n go to x: (0) y: (-123)\n wait (4.1) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n go [forward v] (25) layers\n hide\n wait (3.3) seconds\n show\n go to x: (0) y: (-123)\n wait (3.3) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n go [forward v] (25) layers\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\ngo to [front v] layer\nforever\n go to [front v] layer\n hide\n wait (15) seconds\n broadcast (Please do this!!! v)\nend\n\nwhen I receive [please do this!!! v]\nswitch costume to (don't let this happen v)\ncreate clone of (_myself_ v)\nswitch costume to (cursor v)\ncreate clone of (_myself_ v)\nswitch costume to (loved v)\ncreate clone of (_myself_ v)\nswitch costume to (loved and faved v)\ncreate clone of (_myself_ v)\nswitch costume to (loved, faved, and followed v)\ncreate clone of (_myself_ v)\nhide\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [back v]\nswitch costume to (1 v)\nhide\n\nwhen I receive [complete death v]\nhide\n\nwhen flag clicked\nset [level v] to [0]\nforever\n switch costume to (level)\nend\n\nwhen I receive [back v]\nset [level v] to [0]\nswitch costume to (1 v)\n\nwhen I receive [play v]\nset [level v] to [1]\nswitch costume to (1 v)\n\n@Danger\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [back v]\nswitch costume to (1 v)\nhide\n\nwhen I receive [complete death v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [11]>> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\nwhen I receive [back v]\nswitch costume to (1 v)\n\nwhen I receive [play v]\nswitch costume to (1 v)\n\n@Intro\n\ndefine Render Shock\npen up\nset [shock_i v] to [0]\nrepeat ((length of [shockwaves v]) / (6))\n set pen size to ((item ((Shock_i) + (3)) of [shockwaves v]) - (item ((Shock_i) + (4)) of [shockwaves v]))\n set pen (color v) to (0)\n set pen (saturation v) to (item ((Shock_i) + (5)) of [shockwaves v])\n set pen (brightness v) to (item ((Shock_i) + (6)) of [shockwaves v])\n go to x: (item ((Shock_i) + (1)) of [shockwaves v]) y: (item ((Shock_i) + (2)) of [shockwaves v])\n repeat (360)\n move (item ((Shock_i) + (4)) of [shockwaves v]) steps\n pen down\n pen up\n move (() - (item ((Shock_i) + (4)) of [shockwaves v])) steps\n turn right (1) degrees\n end\n replace item ((Shock_i) + (4)) of [shockwaves v] with ((item ((Shock_i) + (4)) of [shockwaves v]) + (((item ((Shock_i) + (3)) of [shockwaves v]) - (item ((Shock_i) + (4)) of [shockwaves v])) / (5)))\n if <(round (item ((Shock_i) + (4)) of [shockwaves v])) = (round (item ((Shock_i) + (3)) of [shockwaves v]))> then\n repeat (6)\n delete ((Shock_i) + (1)) of [shockwaves v]\n end\n else\n change [shock_i v] by (6)\n end\nend\n\ndefine Add shock (x) (y) pen size (pen) Bright (color) Dark (dark)\nadd (x) to [shockwaves v]\nadd (y) to [shockwaves v]\nadd (pen) to [shockwaves v]\nadd [0] to [shockwaves v]\nadd (color) to [shockwaves v]\nadd (dark) to [shockwaves v]\n\ndefine Go To (x) (y) Dir (dir)\ngo to x: ((((x) + (Cam X)) * ([sin v] of (dir) )) + (((y) + (Cam Y)) * ([cos v] of (dir) ))) y: ((((x) + (Cam X)) * ([cos v] of (dir) )) - (((y) + (Cam Y)) * ([sin v] of (dir) )))\n\ndefine Reset Keyframes\ndelete all of [keyframes v]\nadd [4.25] to [keyframes v]\nadd [4.73] to [keyframes v]\nadd [5.2] to [keyframes v]\nadd [5.65] to [keyframes v]\nadd [6.14] to [keyframes v]\nadd [6.6] to [keyframes v]\nadd [7.06] to [keyframes v]\nadd [7.56] to [keyframes v]\nadd [8.02] to [keyframes v]\nadd [8.49] to [keyframes v]\nadd [8.96] to [keyframes v]\nadd [9.42] to [keyframes v]\nadd [9.89] to [keyframes v]\nadd [10.36] to [keyframes v]\nadd [10.82] to [keyframes v]\nadd [11.18] to [keyframes v]\n\nwhen flag clicked\nreset timer\nbroadcast (ecward27 v)\n\nwhen I receive [ecward27 v]\nhide\nReset Keyframes\nstart sound [Arlow, Shiah Maisel - 21 v]\nset [keyframe v] to [1]\nrepeat (16)\n Keyframe (item (Keyframe) of [keyframes v])\n Keyframe\nend\n\nwhen I receive [ecward27 v]\nset [end size v] to [0]\nset [name size v] to [500]\nset [name ghost v] to [100]\nset [shake v] to [100]\nset [bars v] to [-20]\nset [cam dir v] to [90]\ndelete all of [chevrons v]\ndelete all of [shockwaves v]\nset [end v] to [No]\nset [bg v] to [0]\nset [flash v] to [100]\nrepeat until <(End) = [Yes]>\n Shake (Shake)\n change [shake v] by (((100) - (Shake)) / (7))\n change [flash v] by (((100) - (Flash)) / (8))\n change [chev_bump v] by (((0) - (Chev_bump)) / (6))\nend\n\ndefine Shake ()\nset [cam z v] to (() + (Name Size))\nset [cam x v] to (((([sin v] of ((timer) * (800)) ) * (() - (100))) * (0.3)) + (Intro: Name X))\nset [cam y v] to (((([cos v] of ((timer) * (750)) ) * (() - (100))) * (0.8)) + (Name Y))\nset [cam dir v] to ((((([cos v] of ((timer) * (900)) ) * (() - (100))) * (.15)) + (90)) + (Name Dir))\n\ndefine Render\nswitch costume to (size hack v)\nset size to (1000000) %\npen up\nerase all\nif <(End) = [Yes]> then\n Render End\nelse\n Render BG\n Render Inverse Circle Chevs\n Render Chevs\n Render Shock\n Render Text\n Render Grid(TV)\n Render Flash\n Render Bars\n Render End\nend\n\nwhen I receive [ecward27 v]\nset [end v] to [No]\nrepeat until <[16] < (timer)>\n Render\nend\nerase all\n\ndefine Render Text\ngo to x: (Cam X) y: (Cam Y)\npoint in direction (Cam Dir)\nset [brightness v] effect to ((Shake) - (100))\nset [ghost v] effect to (NAME GHOST)\nif <(Cam Z) < [100]> then\n set size to (Cam Z) %\n switch costume to (ecward27 v)\nelse\n set size to (Cam Z) %\n switch costume to (ecward27 v)\nend\nstamp\n\ndefine Keyframe ()\nwait until <() < (timer)>\n\ndefine Keyframe\nadd [0] to [chevrons v]\nset [flash v] to [40]\nset [shake v] to [120]\nset [chev_bump v] to [35]\nchange [keyframe v] by (1)\n\ndefine Render Chevs\nswitch costume to (costume1 v)\nset [chev_i v] to [1]\nrepeat (length of [chevrons v])\n set [chev_increment v] to [0]\n repeat (10)\n set pen color to (#ff0000)\n set pen size to (3)\n Make Chevron w/ offset (chev_increment) item (chev_i) of chevs\n change [chev_increment v] by (3)\n end\n set [chev_increment v] to [0]\n repeat (10)\n set pen color to (#820000)\n set pen size to (3)\n Make Chevron w/ offset (chev_increment) item (chev_i) of chevs\n change [chev_increment v] by (-3)\n end\n set [chev_increment v] to [15]\n repeat (10)\n set pen color to (#ffffff)\n set pen size to (3)\n Make Chevron w/ offset (chev_increment) item (chev_i) of chevs\n change [chev_increment v] by (-3)\n end\n replace item (chev_i) of [chevrons v] with ((item (chev_i) of [chevrons v]) + (Chev_bump))\n if <[700] < (item (chev_i) of [chevrons v])> then\n delete (chev_i) of [chevrons v]\n end\n change [chev_i v] by (1)\nend\n\ndefine Make Chevron w/ offset () item (blank) of chevs\npen up\nGo To [] ((item (chev_i) of [chevrons v]) + ()) Dir (Cam Dir)\npen down\nGo To ((item (chev_i) of [chevrons v]) + ()) [] Dir (Cam Dir)\nGo To [] (() - ((item (chev_i) of [chevrons v]) + ())) Dir (Cam Dir)\nGo To (() - ((item (chev_i) of [chevrons v]) + ())) [] Dir (Cam Dir)\nGo To [] ((item (chev_i) of [chevrons v]) + ()) Dir (Cam Dir)\npen up\n\ndefine Render BG\npen up\nset pen color to (#c10000)\ngo to x: (0) y: (0)\nset pen size to (BG)\npen down\npen up\n\ndefine Render Inverse Circle Chevs\nset [circle chev_i v] to [1]\nrepeat (length of [chevrons v])\n pen up\n set pen color to (#ff7f7f)\n set pen size to (item (Circle chev_i) of [chevrons v])\n go to x: (-240) y: (0)\n pen down\n pen up\n go to x: (240) y: (0)\n pen down\n pen up\n set pen color to (#c10000)\n set pen size to ((item (Circle chev_i) of [chevrons v]) - (60))\n go to x: (-240) y: (0)\n pen down\n pen up\n go to x: (240) y: (0)\n pen down\n pen up\n change [circle chev_i v] by (1)\nend\n\ndefine Render Flash\npen up\nset pen color to (#ffffff)\ngo to x: (0) y: (0)\nset pen size to (1000)\nset pen (transparency v) to (Flash)\npen down\npen up\n\ndefine Render Bars\npen up\nset pen color to (#000000)\nset pen size to (((Shake) - (100)) + (Bars))\nGo To [500] [180] Dir [90]\npen down\nGo To [-500] [180] Dir [90]\npen up\nGo To [500] [-180] Dir [90]\npen down\nGo To [-500] [-180] Dir [90]\npen up\n\ndefine Render Grid(TV)\npen up\nset pen size to (5)\nset pen color to (#5a5a5a)\nset pen (transparency v) to (60)\nset [grid x v] to [-500]\nset [grid y v] to [200]\nrepeat (100)\n Go To (Grid X) (Grid Y) Dir [90]\n pen down\n change [grid x v] by (1000)\n Go To (Grid X) (Grid Y) Dir [90]\n change [grid x v] by (-1000)\n pen up\n change [grid y v] by (-4)\nend\n\nwhen I receive [ecward27 v]\nrepeat (300)\n change [name size v] by (((0) - (Name Size)) / (40))\n change [name ghost v] by (-1.5)\nend\n\nwhen I receive [ecward27 v]\nKeyframe [2]\nrepeat (300)\n change [bg v] by (((800) - (BG)) / (20))\n change [bars v] by (((80) - (Bars)) / (20))\nend\n\nwhen I receive [ecward27 v]\nset [intro: name x v] to [0]\nKeyframe (item (1) of [keyframes v])\nrepeat (15)\n change [intro: name x v] by (((100) - (Intro: Name X)) / (5.5))\nend\n\nwhen I receive [ecward27 v]\nKeyframe (item (2) of [keyframes v])\nrepeat (40)\n change [intro: name x v] by (((0) - (Intro: Name X)) / (6))\nend\n\nwhen I receive [ecward27 v]\nset [name dir v] to [0]\nKeyframe (item (6) of [keyframes v])\nrepeat (10)\n change [name dir v] by (25)\nend\nrepeat (30)\n change [name dir v] by (((360) - (Name Dir)) / (5))\nend\n\nwhen I receive [ecward27 v]\nKeyframe (item (3) of [keyframes v])\nrepeat (15)\n change [intro: name x v] by (((-120) - (Intro: Name X)) / (5.5))\nend\n\nwhen I receive [ecward27 v]\nKeyframe (item (9) of [keyframes v])\nrepeat (30)\n change [name size v] by (((150) - (Name Size)) / (6))\nend\n\nwhen I receive [ecward27 v]\nKeyframe (item (11) of [keyframes v])\nrepeat (30)\n change [name size v] by (((0) - (Name Size)) / (6))\nend\n\nwhen I receive [ecward27 v]\nKeyframe (item (4) of [keyframes v])\nrepeat (40)\n change [intro: name x v] by (((0) - (Intro: Name X)) / (6))\nend\n\nwhen I receive [ecward27 v]\nKeyframe (item (1) of [keyframes v])\nAdd shock [120] [60] pen size [75] Bright [100] Dark [50]\nAdd shock [120] [-60] pen size [75] Bright [100] Dark [50]\nKeyframe (item (2) of [keyframes v])\nAdd shock [0] [0] pen size [125] Bright [30] Dark [100]\nKeyframe (item (3) of [keyframes v])\nAdd shock [-120] [60] pen size [75] Bright [100] Dark [50]\nAdd shock [-120] [-60] pen size [75] Bright [100] Dark [50]\nKeyframe (item (4) of [keyframes v])\nAdd shock [0] [0] pen size [125] Bright [30] Dark [100]\nKeyframe (item (6) of [keyframes v])\nAdd shock [80] [75] pen size [75] Bright [80] Dark [100]\nAdd shock [-80] [-75] pen size [75] Bright [80] Dark [100]\nAdd shock [80] [-75] pen size [75] Bright [80] Dark [100]\nAdd shock [-80] [75] pen size [75] Bright [80] Dark [100]\nAdd shock [125] [0] pen size [75] Bright [30] Dark [100]\nAdd shock [-125] [0] pen size [75] Bright [30] Dark [100]\nKeyframe (item (9) of [keyframes v])\nAdd shock [] [] pen size [275] Bright [100] Dark [100]\nAdd shock [] [] pen size [200] Bright [100] Dark [100]\nAdd shock [] [] pen size [125] Bright [100] Dark [100]\nAdd shock [] [] pen size [50] Bright [100] Dark [100]\nKeyframe (item (11) of [keyframes v])\nAdd shock [-120] [0] pen size [100] Bright [100] Dark [100]\nAdd shock [120] [0] pen size [100] Bright [100] Dark [100]\nKeyframe (item (13) of [keyframes v])\nAdd shock [-120] [0] pen size [100] Bright [100] Dark [100]\nAdd shock [120] [0] pen size [100] Bright [100] Dark [100]\nAdd shock [0] [90] pen size [100] Bright [100] Dark [100]\nAdd shock [0] [-90] pen size [100] Bright [100] Dark [100]\nAdd shock [-120] [0] pen size [75] Bright [0] Dark [100]\nAdd shock [120] [0] pen size [75] Bright [0] Dark [100]\nAdd shock [0] [90] pen size [75] Bright [0] Dark [100]\nAdd shock [0] [-90] pen size [75] Bright [0] Dark [100]\n\nwhen I receive [ecward27 v]\nset [name dir v] to [0]\nKeyframe (item (13) of [keyframes v])\nrepeat (10)\n change [name dir v] by (-25)\nend\nrepeat (30)\n change [name dir v] by (((0) - (Name Dir)) / (5))\nend\n\ndefine Render End\npen up\ngo to x: (0) y: (180)\nset pen color to (#000000)\nset pen size to (End Size)\npen down\npen up\ngo to x: (0) y: (-180)\npen down\npen up\n\nwhen I receive [ecward27 v]\nKeyframe [11.2]\nrepeat (50)\n change [end size v] by (((800) - (End Size)) / (13))\nend\nset [end v] to [Yes]\nwait (1) seconds\nrepeat (80)\n change [end size v] by (((0) - (End Size)) / (6))\nend\nbroadcast (Start v)\n\n@Thumb\n\nwhen flag clicked\nhide\n\n@Loader\n\nwhen flag clicked\nhide\n\nwhen I receive [3d minecraft v]\nshow\n\nwhen I receive [start 3d minecraft v]\nhide\n\n@Items\n\nwhen I receive [start 3d minecraft v]\nshow\nswitch costume to (1 v)\nforever\n if <key (1 v) pressed?> then\n switch costume to (1 v)\n end\n if <key (2 v) pressed?> then\n switch costume to (2 v)\n end\n if <key (3 v) pressed?> then\n switch costume to (3 v)\n end\n if <key (4 v) pressed?> then\n switch costume to (4 v)\n end\n if <key (5 v) pressed?> then\n switch costume to (5 v)\n end\nend\n\nwhen I receive [load v]\nhide\n\nwhen flag clicked\nhide\n\n@is compiled?\n\nwhen flag clicked\nhide\n\nwhen I receive [3d minecraft v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n if <is compiled?> then\n set [render distance v] to [11]\n else\n set [render distance v] to [4]\n end\nend\n\n@world generation\n\nwhen flag clicked\nhide\n\ndefine noise at (x) (y)\nset [terrain x v] to (x)\nset [terrain y v] to (y)\nset [terrain mu v] to (((terrain x) + (terrain y)) * (0.36))\nset [terrain a v] to ((terrain x) + (terrain mu))\nset [terrain a v] to ((terrain a) - ((terrain a) mod (1)))\nset [terrain b v] to ((terrain y) + (terrain mu))\nset [terrain b v] to ((terrain b) - ((terrain b) mod (1)))\nset [terrain mu v] to (((terrain a) + (terrain b)) * (0.21))\nset [terrain offset a v] to ((terrain x) - ((terrain a) - (terrain mu)))\nset [terrain offset b v] to ((terrain y) - ((terrain b) - (terrain mu)))\nif <(terrain offset a) > (terrain offset b)> then\n set [terrain transversal a v] to [1]\n set [terrain transversal b v] to [0]\nelse\n set [terrain transversal a v] to [0]\n set [terrain transversal b v] to [1]\nend\nset [terrain wrapped a v] to (((terrain a) mod (256)) + (1))\nset [terrain wrapped b v] to (((terrain b) mod (256)) + (1))\nset [terrain v v] to ((0.5) - (((terrain offset a) * (terrain offset a)) + ((terrain offset b) * (terrain offset b))))\nif <(terrain v) > [0]> then\n set [terrain index v] to (((item ((terrain wrapped a) + (item (terrain wrapped b) of [terrain table v])) of [terrain table v]) mod (8)) + (1))\n set [terrain grad a v] to (item (terrain index) of [terrain gradient a v])\n set [terrain grad b v] to (item (terrain index) of [terrain gradient b v])\n set [terrain v v] to ((terrain v) * (terrain v))\n set [terrain value v] to (((terrain v) * (terrain v)) * (((terrain offset a) * (terrain grad a)) + ((terrain offset b) * (terrain grad b))))\nelse\n set [terrain value v] to [0]\nend\nset [terrain vertex a v] to ((terrain offset a) - ((terrain transversal a) - (0.21)))\nset [terrain vertex b v] to ((terrain offset b) - ((terrain transversal b) - (0.21)))\nset [terrain v v] to ((0.5) - (((terrain vertex a) * (terrain vertex a)) + ((terrain vertex b) * (terrain vertex b))))\nif <(terrain v) > [0]> then\n set [terrain index v] to (((item (((terrain wrapped a) + (terrain transversal a)) + (item ((terrain wrapped b) + (terrain transversal b)) of [terrain table v])) of [terrain table v]) mod (8)) + (1))\n set [terrain grad a v] to (item (terrain index) of [terrain gradient a v])\n set [terrain grad b v] to (item (terrain index) of [terrain gradient b v])\n set [terrain v v] to ((terrain v) * (terrain v))\n change [terrain value v] by (((terrain v) * (terrain v)) * (((terrain vertex a) * (terrain grad a)) + ((terrain vertex b) * (terrain grad b))))\nend\nset [terrain vertex a v] to ((terrain offset a) - (0.57))\nset [terrain vertex b v] to ((terrain offset b) - (0.57))\nset [terrain v v] to ((0.5) - (((terrain vertex a) * (terrain vertex a)) + ((terrain vertex b) * (terrain vertex b))))\nif <(terrain v) > [0]> then\n set [terrain index v] to (((item (((terrain wrapped a) + (1)) + (item ((terrain wrapped b) + (1)) of [terrain table v])) of [terrain table v]) mod (8)) + (1))\n set [terrain grad a v] to (item (terrain index) of [terrain gradient a v])\n set [terrain grad b v] to (item (terrain index) of [terrain gradient b v])\n set [terrain v v] to ((terrain v) * (terrain v))\n change [terrain value v] by (((terrain v) * (terrain v)) * (((terrain vertex a) * (terrain grad a)) + ((terrain vertex b) * (terrain grad b))))\nend\n\ndefine generate world (seed) (world type)\ndelete all of [terrain table v]\nset [terrain i v] to (seed)\nset [loading v] to [0%]\nrepeat (256)\n repeat until <(join (letter (terrain i) of (item (1) of [terrain seed v])) (join (letter ((terrain i) + (1)) of (item (1) of [terrain seed v])) (letter ((terrain i) + (2)) of (item (1) of [terrain seed v])))) < [256]>\n change [terrain i v] by (1)\n end\n if <(terrain i) > [999900]> then\n set [terrain i v] to [1]\n else\n add (join (letter (terrain i) of (item (1) of [terrain seed v])) (join (letter ((terrain i) + (1)) of (item (1) of [terrain seed v])) (letter ((terrain i) + (2)) of (item (1) of [terrain seed v])))) to [terrain table v]\n end\n change [terrain i v] by (3)\n set [loading v] to (round (join (((length of [terrain table v]) / (256)) * (25)) [%]))\nend\nset [terrain i v] to [0]\nrepeat (256)\n change [terrain i v] by (1)\n add (item (terrain i) of [terrain table v]) to [terrain table v]\nend\ndelete all of [b x blocks v]\ndelete all of [b y blocks v]\ndelete all of [b z blocks v]\ndelete all of [b t blocks v]\ndelete all of [terrain n trees v]\nset [terrain i 2 v] to (seed)\nset [terrain make tree? v] to [0]\nset y to (-240)\nrepeat (80)\n generate row\n change y by ((480) / (80))\n set [loading v] to (join (round ((((y position) + (240)) / (480)) * (100))) [%])\nend\nset [terrain i v] to [0]\nset [loading v] to [100%]\nrepeat (length of [terrain n trees v])\n change [terrain i v] by (1)\n add tree at (item (item (terrain i) of [terrain n trees v]) of [b x blocks v]) (item (item (terrain i) of [terrain n trees v]) of [b y blocks v]) (item (item (terrain i) of [terrain n trees v]) of [b z blocks v])\nend\n\ndefine add block at (x) (y) (z) (t)\nadd (x) to [b x blocks v]\nadd (y) to [b y blocks v]\nadd (z) to [b z blocks v]\nadd (t) to [b t blocks v]\n\ndefine add tree at (x) (y) (z)\nset [terrain i 2 v] to [0]\nrepeat (4)\n replace block at (x) ((y) + (terrain i 2)) (z) [4]\n change [terrain i 2 v] by (1)\nend\nreplace block at ((x) + (-1)) ((y) + (3)) ((z) + (1)) [5]\nreplace block at ((x) + (0)) ((y) + (3)) ((z) + (1)) [5]\nreplace block at ((x) + (1)) ((y) + (3)) ((z) + (1)) [5]\nreplace block at ((x) + (-1)) ((y) + (3)) ((z) + (0)) [5]\nreplace block at ((x) + (1)) ((y) + (3)) ((z) + (0)) [5]\nreplace block at ((x) + (-1)) ((y) + (3)) ((z) + (-1)) [5]\nreplace block at ((x) + (0)) ((y) + (3)) ((z) + (-1)) [5]\nreplace block at ((x) + (1)) ((y) + (3)) ((z) + (-1)) [5]\nreplace block at ((x) + (0)) ((y) + (4)) ((z) + (0)) [5]\n\ndefine replace block at (x) (y) (z) (t)\nif <(item (((30) * ((x) + (40))) + ((y) + ((2400) * ((z) + (40))))) of [b t blocks v]) = [0]> then\n replace item (((30) * ((x) + (40))) + ((y) + ((2400) * ((z) + (40))))) of [b t blocks v] with (t)\nend\n\ndefine generate row\nset x to (-240)\nrepeat (80)\n change [terrain i 2 v] by (1)\n if <(terrain i 2) > [999900]> then\n set [terrain i 2 v] to [1]\n end\n noise at ((x position) / (150)) ((y position) / (150))\n add block at (round ((x position) / (6))) [1] (round ((y position) / (6))) [3]\n set [terrain i v] to [1]\n repeat (round (((((terrain value) * (65)) + (1)) * (2.5)) + (3)))\n change [terrain i v] by (1)\n add block at (round ((x position) / (6))) (terrain i) (round ((y position) / (6))) [2]\n end\n change [terrain i v] by (1)\n add block at (round ((x position) / (6))) (terrain i) (round ((y position) / (6))) [1]\n change [terrain i v] by (1)\n add block at (round ((x position) / (6))) (terrain i) (round ((y position) / (6))) [1]\n if <(letter (terrain i 2) of (item (1) of [terrain seed v])) = [5]> then\n set [terrain i 3 v] to [0]\n set [terrain tree near? v] to [0]\n repeat (length of [terrain n trees v])\n change [terrain i 3 v] by (1)\n if <[4] > ([abs v] of ((round ((x position) / (6))) - (item (item (terrain i 3) of [terrain n trees v]) of [b x blocks v])) )> then\n if <[4] > ([abs v] of ((round ((y position) / (6))) - (item (item (terrain i 3) of [terrain n trees v]) of [b z blocks v])) )> then\n set [terrain tree near? v] to [1]\n end\n end\n end\n if <(terrain tree near?) = [0]> then\n change [terrain make tree? v] by (1)\n if <(terrain make tree?) = [1]> then\n if <<<(round ((x position) / (6))) > [-40]> and <[39] > (round ((x position) / (6)))>> and <<(round ((y position) / (6))) > [-40]> and <[39] > (round ((y position) / (6)))>>> then\n if <<(round ((x position) / (6))) = [0]> and <(round ((x position) / (6))) = [0]>> then\n end\n end\n if <(terrain make tree?) = [5]> then\n set [terrain make tree? v] to [0]\n end\n end\n end\n repeat until <(terrain i) = [30]>\n change [terrain i v] by (1)\n add block at (round ((x position) / (6))) (terrain i) (round ((y position) / (6))) [0]\n end\n change x by ((480) / (80))\nend\n\ndefine setup lists\ndelete all of [terrain gradient a v]\nrepeat (2)\n add [1] to [terrain gradient a v]\nend\nadd [0] to [terrain gradient a v]\nrepeat (3)\n add [-1] to [terrain gradient a v]\nend\nadd [0] to [terrain gradient a v]\nadd [1] to [terrain gradient a v]\ndelete all of [terrain gradient b v]\nadd [0] to [terrain gradient b v]\nrepeat (3)\n add [1] to [terrain gradient b v]\nend\nadd [0] to [terrain gradient b v]\nrepeat (3)\n add [-1] to [terrain gradient b v]\nend\ndelete all of [terrain seed v]\n\ndefine fix seed\nif <not <((terrain seed) / (1)) = (terrain seed)>> then\n delete all of [terrain fix seed v]\n set [terrain i v] to [0]\n repeat (length of (terrain seed))\n change [terrain i v] by (1)\n if <not <[terrain fix seed v] contains (letter (terrain i) of (terrain seed))?>> then\n add (letter (terrain i) of (terrain seed)) to [terrain fix seed v]\n end\n end\n set [terrain i v] to [0]\n set [terrain i 2 v] to []\n repeat (length of (terrain seed))\n change [terrain i v] by (1)\n set [terrain i 2 v] to (join (terrain i 2) (item # of (letter (terrain i) of (terrain seed)) in [terrain fix seed v]))\n end\n set [terrain seed v] to (terrain i 2)\nend\nset [terrain seed v] to (round ((terrain seed) mod (900000)))\n\nwhen I receive [load world v]\ngenerate world (terrain seed) (terrain world type)\n\nwhen I receive [3d minecraft v]\nhide variable [loading v]\npen up\nerase all\nset [loading v] to [0%]\nbroadcast (Load v)\nshow variable [loading v]\nsetup lists\nset [terrain seed v] to [174]\nset [terrain world type v] to [1]\nfix seed\ngenerate world (terrain seed) (terrain world type)\nhide variable [loading v]\nbroadcast (Start 3D Minecraft v)\n\n@Render\n\ndefine Fill Tri (x0) (y0) (x1) (y1) (x2) (y2) (outline)\nset [z _tri2 v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\nset [z _tri3 v] to ([sqrt v] of ((((x0) - (x2)) * ((x0) - (x2))) + (((y0) - (y2)) * ((y0) - (y2)))) )\nset [z _tri4 v] to ([sqrt v] of ((((x0) - (x1)) * ((x0) - (x1))) + (((y0) - (y1)) * ((y0) - (y1)))) )\nset [z _tri1 v] to (((z _tri2) + ((z _tri3) + (z _tri4))) / (2))\nset [z _tri0 v] to ((2) * ([sqrt v] of ((((z _tri1) - (z _tri2)) * (((z _tri1) - (z _tri3)) * ((z _tri1) - (z _tri4)))) / (z _tri1)) ))\nchange [z _tri1 v] by (z _tri1)\ngo to x: (((((z _tri2) * (x0)) + ((z _tri3) * (x1))) + ((z _tri4) * (x2))) / (z _tri1)) y: (((((z _tri2) * (y0)) + ((z _tri3) * (y1))) + ((z _tri4) * (y2))) / (z _tri1))\nset pen size to (z _tri0)\npen down\nif <(z _tri0) > [0]> then\n if <<(z _tri3) < (z _tri2)> or <(z _tri4) < (z _tri2)>> then\n if <<(z _tri2) < (z _tri3)> or <(z _tri4) < (z _tri3)>> then\n set [z _tri1 v] to ((x position) - (x2))\n set [z _tri2 v] to ((y position) - (y2))\n else\n set [z _tri1 v] to ((x position) - (x1))\n set [z _tri2 v] to ((y position) - (y1))\n end\n else\n set [z _tri1 v] to ((x position) - (x0))\n set [z _tri2 v] to ((y position) - (y0))\n end\n set [z _tri1 v] to (([sqrt v] of (((z _tri1) * (z _tri1)) + ((z _tri2) * (z _tri2))) ) / ((z _tri0) / (2)))\n set [z _tri8 v] to (((z _tri1) * (outline)) / ((z _tri1) - (1)))\n set [z _tri1 v] to ((0.5) - ((0.5) / (z _tri1)))\n set [z _tri2 v] to (((x position) - (x0)) / (z _tri0))\n set [z _tri3 v] to (((y position) - (y0)) / (z _tri0))\n set [z _tri4 v] to (((x position) - (x1)) / (z _tri0))\n set [z _tri5 v] to (((y position) - (y1)) / (z _tri0))\n set [z _tri6 v] to (((x position) - (x2)) / (z _tri0))\n set [z _tri7 v] to (((y position) - (y2)) / (z _tri0))\n repeat until <(z _tri0) < (z _tri8)>\n set [z _tri0 v] to ((z _tri1) * (z _tri0))\n set pen size to ((z _tri0) + (.5))\n go to x: ((x0) + ((z _tri0) * (z _tri2))) y: ((y0) + ((z _tri0) * (z _tri3)))\n go to x: ((x1) + ((z _tri0) * (z _tri4))) y: ((y1) + ((z _tri0) * (z _tri5)))\n go to x: ((x2) + ((z _tri0) * (z _tri6))) y: ((y2) + ((z _tri0) * (z _tri7)))\n go to x: ((x0) + ((z _tri0) * (z _tri2))) y: ((y0) + ((z _tri0) * (z _tri3)))\n end\nend\nset pen size to (outline)\ngo to x: (x0) y: (y0)\ngo to x: (x1) y: (y1)\ngo to x: (x2) y: (y2)\ngo to x: (x0) y: (y0)\npen up\n\ndefine Fill 3d Triangle from (x1) (y1) (z1) to (x2) (y2) (z2) to (x3) (y3) (z3)\nchange [a tri/line drawn v] by (1)\nset point ((x1) - (cam x)) [0] ((z1) - (cam z)) [1]\nset point (((z z1) * (z sin y)) + ((z x1) * (z cos y))) ((y1) - (cam y)) (((z z1) * (z cos y)) - ((z x1) * (z sin y))) [1]\nset point (z x1) (((z y1) * (z cos x)) - ((z z1) * (z sin x))) (((z y1) * (z sin x)) + ((z z1) * (z cos x))) [1]\nset point ((x2) - (cam x)) [0] ((z2) - (cam z)) [2]\nset point (((z z2) * (z sin y)) + ((z x2) * (z cos y))) ((y2) - (cam y)) (((z z2) * (z cos y)) - ((z x2) * (z sin y))) [2]\nset point (z x2) (((z y2) * (z cos x)) - ((z z2) * (z sin x))) (((z y2) * (z sin x)) + ((z z2) * (z cos x))) [2]\nset point ((x3) - (cam x)) [0] ((z3) - (cam z)) [3]\nset point (((z z3) * (z sin y)) + ((z x3) * (z cos y))) ((y3) - (cam y)) (((z z3) * (z cos y)) - ((z x3) * (z sin y))) [3]\nset point (z x3) (((z y3) * (z cos x)) - ((z z3) * (z sin x))) (((z y3) * (z sin x)) + ((z z3) * (z cos x))) [3]\nif <(z z1) < (z minZ)> then\n if <(z z2) < (z minZ)> then\n if <not <(z z3) < (z minZ)>> then\n z Clip Type 2: (z x1) (z y1) (z z1) (z x2) (z y2) (z z2) (z x3) (z y3) (z z3)\n end\n else\n if <(z z3) < (z minZ)> then\n if <not <(z z2) < (z minZ)>> then\n z Clip Type 2: (z x1) (z y1) (z z1) (z x3) (z y3) (z z3) (z x2) (z y2) (z z2)\n end\n else\n z Clip Type 1: (z x1) (z y1) (z z1) (z x2) (z y2) (z z2) (z x3) (z y3) (z z3)\n end\n end\nelse\n if <(z z2) < (z minZ)> then\n if <(z z3) < (z minZ)> then\n if <not <(z z1) < (z minZ)>> then\n z Clip Type 2: (z x2) (z y2) (z z2) (z x3) (z y3) (z z3) (z x1) (z y1) (z z1)\n end\n else\n if <(z z1) < (z minZ)> then\n if <not <(z z3) < (z minZ)>> then\n z Clip Type 2: (z x2) (z y2) (z z2) (z x1) (z y1) (z z1) (z x3) (z y3) (z z3)\n end\n else\n z Clip Type 1: (z x2) (z y2) (z z2) (z x3) (z y3) (z z3) (z x1) (z y1) (z z1)\n end\n end\n else\n if <(z z3) < (z minZ)> then\n if <(z z1) < (z minZ)> then\n if <not <(z z2) < (z minZ)>> then\n z Clip Type 2: (z x3) (z y3) (z z3) (z x1) (z y1) (z z1) (z x2) (z y2) (z z2)\n end\n else\n if <(z z2) < (z minZ)> then\n if <not <(z z1) < (z minZ)>> then\n z Clip Type 2: (z x3) (z y3) (z z3) (z x2) (z y2) (z z2) (z x1) (z y1) (z z1)\n end\n else\n z Clip Type 1: (z x3) (z y3) (z z3) (z x1) (z y1) (z z1) (z x2) (z y2) (z z2)\n end\n end\n else\n Fill Tri ((FOV) * ((z x1) / (z z1))) ((FOV) * ((z y1) / (z z1))) ((FOV) * ((z x2) / (z z2))) ((FOV) * ((z y2) / (z z2))) ((FOV) * ((z x3) / (z z3))) ((FOV) * ((z y3) / (z z3))) (z res)\n end\n end\nend\n\ndefine z Clip Type 1: (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nset [z dz v] to (((z2) - (z minZ)) / ((z2) - (z1)))\nset [z px v] to ((z min) * ((x2) - (((x2) - (x1)) * (z dZ))))\nset [z py v] to ((z min) * ((y2) - (((y2) - (y1)) * (z dZ))))\nset [z dz v] to (((z3) - (z minZ)) / ((z3) - (z1)))\nset [z px2 v] to ((z min) * ((x3) - (((x3) - (x1)) * (z dZ))))\nset [z py2 v] to ((z min) * ((y3) - (((y3) - (y1)) * (z dZ))))\nFill Tri (z pX) (z pY) ((FOV) * ((x2) / (z2))) ((FOV) * ((y2) / (z2))) ((FOV) * ((x3) / (z3))) ((FOV) * ((y3) / (z3))) (z res)\nFill Tri (z pX) (z pY) (z pX2) (z pY2) ((FOV) * ((x3) / (z3))) ((FOV) * ((y3) / (z3))) (z res)\n\ndefine z Clip Type 2: (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nset [z dz v] to (((z3) - (z minZ)) / ((z3) - (z1)))\nset [z px v] to ((z min) * ((x3) - (((x3) - (x1)) * (z dZ))))\nset [z py v] to ((z min) * ((y3) - (((y3) - (y1)) * (z dZ))))\nset [z dz v] to (((z3) - (z minZ)) / ((z3) - (z2)))\nFill Tri (z pX) (z pY) ((z min) * ((x3) - (((x3) - (x2)) * (z dZ)))) ((z min) * ((y3) - (((y3) - (y2)) * (z dZ)))) ((FOV) * ((x3) / (z3))) ((FOV) * ((y3) / (z3))) (z res)\n\ndefine Settings: Field of View (f) Minimum Z Distance: (z) Resolution: (r)\nset [fov v] to (round ((240) / ([tan v] of ((f) / (2)) )))\nset [z minz v] to (z)\nset [z min v] to ((FOV) / (z minZ))\nset [z res v] to (r)\n\nFill 3d Triangle from (1) (1) (1) to (1) (1) (1) to (1) (1) (1)\n\nSettings: Field of View (90) Minimum Z Distance: (2) Resolution: (1)\n\ndefine set point (x) (y) (z) (point)\nif <(point) = [1]> then\n set [z x1 v] to (x)\n set [z y1 v] to (y)\n set [z z1 v] to (z)\nelse\n if <(point) = [2]> then\n set [z x2 v] to (x)\n set [z y2 v] to (y)\n set [z z2 v] to (z)\n else\n set [z x3 v] to (x)\n set [z y3 v] to (y)\n set [z z3 v] to (z)\n end\nend\n\ndefine render (filled?)\nerase all\nset [a tri/line drawn v] to [0]\nupdate blocks\ndelete all of [r distance blocks v]\nset [sort i v] to [0]\nrepeat (length of [r x blocks v])\n change [sort i v] by (1)\n distance ((item (sort i) of [r x blocks v]) * (100)) ((item (sort i) of [r y blocks v]) * (100)) ((item (sort i) of [r z blocks v]) * (100)) to (cam x) (cam y) (cam z)\n add (a distance) to [r distance blocks v]\nend\nsort\nset [render outline? v] to [0]\nset [render i v] to [0]\nif <(filled?) = [0]> then\n repeat (length of [r x blocks v])\n change [render i v] by (1)\n if <(cam z) > (((item (render i) of [r z blocks v]) * (100)) + (50))> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (41))))) of [b t blocks v]) = [0]> then\n set color block side [] [3]\n Fill 3d Triangle from (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n Fill 3d Triangle from (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n end\n end\n if <(((item (render i) of [r z blocks v]) * (100)) + (-50)) > (cam z)> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (39))))) of [b t blocks v]) = [0]> then\n set color block side [] [4]\n Fill 3d Triangle from (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50))\n Fill 3d Triangle from (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50))\n end\n end\n if <(cam x) > (((item (render i) of [r x blocks v]) * (100)) + (50))> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (41))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [0]> then\n set color block side [] [5]\n Fill 3d Triangle from (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n Fill 3d Triangle from (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n end\n end\n if <(((item (render i) of [r x blocks v]) * (100)) + (-50)) > (cam x)> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (39))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [0]> then\n set color block side [] [6]\n Fill 3d Triangle from (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n Fill 3d Triangle from (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n end\n end\n if <(cam y) > (((item (render i) of [r y blocks v]) * (100)) + (50))> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + (((item (render i) of [r y blocks v]) + (1)) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [0]> then\n set color block side [] [1]\n Fill 3d Triangle from (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n Fill 3d Triangle from (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n end\n end\n if <(((item (render i) of [r y blocks v]) * (100)) + (-50)) > (cam y)> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + (((item (render i) of [r y blocks v]) + (-1)) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [0]> then\n set color block side [] [2]\n Fill 3d Triangle from (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n Fill 3d Triangle from (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n end\n end\n render block outline\n end\nelse\n repeat (length of [r x blocks v])\n set pen size to (6)\n change [render i v] by (1)\n delete all of [r wireframe lines v]\n repeat (12)\n add [1] to [r wireframe lines v]\n end\n if <(cam z) > (((item (render i) of [r z blocks v]) * (100)) + (50))> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (41))))) of [b t blocks v]) = [0]> then\n set color block side [] [3]\n if <(item (5) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n if <not <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [4]>> then\n replace item (5) of [r wireframe lines v] with [0]\n end\n end\n if <(item (10) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n replace item (10) of [r wireframe lines v] with [0]\n end\n if <(item (9) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n replace item (9) of [r wireframe lines v] with [0]\n end\n if <(item (1) of [r wireframe lines v]) = [1]> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [1]> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + (((item (render i) of [r y blocks v]) + (1)) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [0]> then\n set pen color to (#49f300)\n end\n end\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n if <not <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [4]>> then\n replace item (1) of [r wireframe lines v] with [0]\n end\n end\n end\n end\n if <(((item (render i) of [r z blocks v]) * (100)) + (-50)) > (cam z)> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (39))))) of [b t blocks v]) = [0]> then\n set color block side [] [4]\n if <(item (7) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50))\n if <not <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [4]>> then\n replace item (7) of [r wireframe lines v] with [0]\n end\n end\n if <(item (12) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50))\n replace item (12) of [r wireframe lines v] with [0]\n end\n if <(item (11) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50))\n replace item (11) of [r wireframe lines v] with [0]\n end\n if <(item (3) of [r wireframe lines v]) = [1]> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [1]> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + (((item (render i) of [r y blocks v]) + (1)) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [0]> then\n set pen color to (#49f300)\n end\n end\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50))\n if <not <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [4]>> then\n replace item (3) of [r wireframe lines v] with [0]\n end\n end\n end\n end\n if <(cam x) > (((item (render i) of [r x blocks v]) * (100)) + (50))> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (41))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [0]> then\n set color block side [] [5]\n if <(item (6) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n if <not <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [4]>> then\n replace item (6) of [r wireframe lines v] with [0]\n end\n end\n if <(item (10) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n replace item (10) of [r wireframe lines v] with [0]\n end\n if <(item (12) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50))\n replace item (12) of [r wireframe lines v] with [0]\n end\n if <(item (2) of [r wireframe lines v]) = [1]> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [1]> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + (((item (render i) of [r y blocks v]) + (1)) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [0]> then\n set pen color to (#49f300)\n end\n end\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n if <not <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [4]>> then\n replace item (2) of [r wireframe lines v] with [0]\n end\n end\n end\n end\n if <(((item (render i) of [r x blocks v]) * (100)) + (-50)) > (cam x)> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (39))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [0]> then\n set color block side [] [6]\n if <(item (8) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n if <not <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [4]>> then\n replace item (8) of [r wireframe lines v] with [0]\n end\n end\n if <(item (9) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n replace item (9) of [r wireframe lines v] with [0]\n end\n if <(item (11) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50))\n replace item (11) of [r wireframe lines v] with [0]\n end\n if <(item (4) of [r wireframe lines v]) = [1]> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [1]> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + (((item (render i) of [r y blocks v]) + (1)) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [0]> then\n set pen color to (#49f300)\n end\n end\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n if <not <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + ((item (render i) of [r y blocks v]) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [4]>> then\n replace item (4) of [r wireframe lines v] with [0]\n end\n end\n end\n end\n if <(cam y) > (((item (render i) of [r y blocks v]) * (100)) + (50))> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + (((item (render i) of [r y blocks v]) + (1)) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [0]> then\n set color block side [] [1]\n if <(item (3) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50))\n replace item (3) of [r wireframe lines v] with [0]\n end\n if <(item (2) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n replace item (2) of [r wireframe lines v] with [0]\n end\n if <(item (1) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n replace item (1) of [r wireframe lines v] with [0]\n end\n if <(item (4) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n replace item (4) of [r wireframe lines v] with [0]\n end\n end\n end\n if <(((item (render i) of [r y blocks v]) * (100)) + (-50)) > (cam y)> then\n if <(item (((30) * ((item (render i) of [r x blocks v]) + (40))) + (((item (render i) of [r y blocks v]) + (-1)) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b t blocks v]) = [0]> then\n set color block side [] [2]\n if <(item (7) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50))\n replace item (7) of [r wireframe lines v] with [0]\n end\n if <(item (6) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n replace item (6) of [r wireframe lines v] with [0]\n end\n if <(item (5) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50)) to (((item (render i) of [r x blocks v]) * (100)) + (50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n replace item (5) of [r wireframe lines v] with [0]\n end\n if <(item (8) of [r wireframe lines v]) = [1]> then\n Draw Line (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (-50)) to (((item (render i) of [r x blocks v]) * (100)) + (-50)) (((item (render i) of [r y blocks v]) * (100)) + (-50)) (((item (render i) of [r z blocks v]) * (100)) + (50))\n replace item (8) of [r wireframe lines v] with [0]\n end\n end\n end\n render block outline\n end\nend\nif <(settings open?) = [0]> then\n set pen size to (7)\n set pen color to (#000000)\n go to x: (-10) y: (0)\n pen down\n go to x: (10) y: (0)\n pen up\n go to x: (0) y: (10)\n pen down\n go to x: (0) y: (-10)\n pen up\n set pen size to (4)\n set pen color to (#848484)\n go to x: (-10) y: (0)\n pen down\n go to x: (10) y: (0)\n pen up\n go to x: (0) y: (10)\n pen down\n go to x: (0) y: (-10)\n pen up\nend\n\ndefine calculate trig values\nset [z sin x v] to ([sin v] of (rot x) )\nset [z cos x v] to ([cos v] of (rot x) )\nset [z sin y v] to ([sin v] of (rot y) )\nset [z cos y v] to ([cos v] of (rot y) )\nset [update normalized x v] to ([cos v] of ((rot y) + (90)) )\nset [update normalized y v] to (z sin x)\nset [update normalized z v] to ([sin v] of ((rot y) + (90)) )\n\ndefine tick\nif <(settings open?) = [0]> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [b player xvel v] by ((4) * (z cos y))\n change [b player zvel v] by ((4) * (z sin y))\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [b player xvel v] by ((-4) * (z cos y))\n change [b player zvel v] by ((-4) * (z sin y))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [b player xvel v] by ((-4) * (z sin y))\n change [b player zvel v] by ((4) * (z cos y))\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [b player xvel v] by ((4) * (z sin y))\n change [b player zvel v] by ((-4) * (z cos y))\n end\n change x and z by (round (b player xvel)) (round (b player zvel))\n set [b player xvel v] to ((b player xvel) * (0.6))\n set [b player zvel v] to ((b player zvel) * (0.6))\n if <<key (space v) pressed?> and <[5] > (b falling?)>> then\n set [b player yvel v] to [16]\n set [b falling? v] to [333]\n end\n change [b falling? v] by (1)\n change [b player yvel v] by (-1)\n change y by (b player yvel)\n change [rot x v] by ((((mouse y) / (1.5)) - (rot x)) / (3))\n if <(rot x) > [90]> then\n set [rot x v] to [90]\n end\n if <[-90] > (rot x)> then\n set [rot x v] to [-90]\n end\n change [rot y v] by ((((b rot y + mouse) + (() - ((mouse x) / (1.5)))) - (rot y)) / (3))\n if <(mouse x) > [220]> then\n change [b rot y + mouse v] by (-3)\n end\n if <[-220] > (mouse x)> then\n change [b rot y + mouse v] by (3)\n end\n change [b walking frame v] by (1)\n if <(([abs v] of (b player xvel) ) + ([abs v] of (b player zvel) )) > [2.5]> then\n if <[5] > (b falling?)> then\n change [cam y v] by ((((b player y) + (([sin v] of ((b walking frame) * (25)) ) * (5))) - (cam y)) / (2))\n else\n change [cam y v] by (((b player y) - (cam y)) / (2))\n end\n else\n change [cam y v] by (((b player y) - (cam y)) / (2))\n end\n change [cam x v] by (((b player x) - (cam x)) / (2))\n change [cam z v] by (((b player z) - (cam z)) / (2))\n // [block selection]\n if <key (1 v) pressed?> then\n set [a placing/breaking v] to [0]\n end\n if <key (2 v) pressed?> then\n set [a placing/breaking v] to [1]\n end\n if <key (3 v) pressed?> then\n set [a placing/breaking v] to [2]\n end\n if <key (4 v) pressed?> then\n set [a placing/breaking v] to [4]\n end\n if <key (5 v) pressed?> then\n set [a placing/breaking v] to [5]\n end\n // [place and break]\n send ray\n if <mouse down?> then\n change [place/break cooldown v] by (1.5)\n if <not <(d break x block) = [nope]>> then\n if <(place/break cooldown) > [15]> then\n set [place/break cooldown v] to [0]\n if <(a placing/breaking) = [0]> then\n if <not <(item (((30) * ((d break x block) + (40))) + ((d break y block) + ((2400) * ((d break z block) + (40))))) of [b t blocks v]) = [3]>> then\n replace item (((30) * ((d break x block) + (40))) + ((d break y block) + ((2400) * ((d break z block) + (40))))) of [b t blocks v] with [0]\n end\n else\n replace item (((30) * ((d place x block) + (40))) + ((d place y block) + ((2400) * ((d place z block) + (40))))) of [b t blocks v] with (a placing/breaking)\n check collision []\n if <(c collision?) = [false]> then\n replace item (((30) * ((d place x block) + (40))) + ((d place y block) + ((2400) * ((d place z block) + (40))))) of [b t blocks v] with [0]\n end\n end\n end\n end\n else\n change [place/break cooldown v] by (5)\n end\n // [set block holding variable thing]\n if <(a placing/breaking) = [0]> then\n set [a placing/breaking display v] to [pickaxe]\n else\n if <(a placing/breaking) = [1]> then\n set [a placing/breaking display v] to [grass]\n else\n if <(a placing/breaking) = [2]> then\n set [a placing/breaking display v] to [stone]\n else\n if <(a placing/breaking) = [4]> then\n set [a placing/breaking display v] to [log]\n else\n if <(a placing/breaking) = [5]> then\n set [a placing/breaking display v] to [leave]\n end\n end\n end\n end\n end\nend\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nchange [a tri/line drawn v] by (1)\nset point ((x1) - (cam x)) [] ((z1) - (cam z)) [1]\nset point ((x2) - (cam x)) [] ((z2) - (cam z)) [2]\nset point (((z z1) * (z sin y)) + ((z x1) * (z cos y))) ((y1) - (cam y)) (((z z1) * (z cos y)) - ((z x1) * (z sin y))) [1]\nset point (((z z2) * (z sin y)) + ((z x2) * (z cos y))) ((y2) - (cam y)) (((z z2) * (z cos y)) - ((z x2) * (z sin y))) [2]\nset point (z x1) (((z y1) * (z cos x)) - ((z z1) * (z sin x))) (((z y1) * (z sin x)) + ((z z1) * (z cos x))) [1]\nset point (z x2) (((z y2) * (z cos x)) - ((z z2) * (z sin x))) (((z y2) * (z sin x)) + ((z z2) * (z cos x))) [2]\nif <not <<(z z1) < (z minZ)> and <(z z2) < (z minZ)>>> then\n if <<(z z1) < (z minZ)> or <(z z2) < (z minZ)>> then\n set [z m v] to (((z minZ) - (z z1)) / ((z z2) - (z z1)))\n if <(z z1) < (z minZ)> then\n set point ((z x1) + (((z x2) - (z x1)) * (z m))) ((z y1) + (((z y2) - (z y1)) * (z m))) (z minZ) [1]\n else\n if <(z z2) < (z minZ)> then\n set point ((z x1) + (((z x2) - (z x1)) * (z m))) ((z y1) + (((z y2) - (z y1)) * (z m))) (z minZ) [2]\n end\n end\n end\n go to x: ((FOV) * ((z x1) / (z z1))) y: ((FOV) * ((z y1) / (z z1)))\n pen down\n go to x: ((FOV) * ((z x2) / (z z2))) y: ((FOV) * ((z y2) / (z z2)))\n pen up\nend\n\nwhen I receive [start 3d minecraft v]\nsetup\nforever\n calculate trig values\n tick\n calculate trig values\n render (wireframe)\n broadcast (tick v) and wait\n change [zz frame v] by (1)\n if <((86400) * ((days since 2000) - (zz time started))) > [1]> then\n set [zz fps v] to (zz frame)\n set [zz frame v] to [0]\n set [zz time started v] to (days since 2000)\n end\nend\n\ndefine update blocks\ndelete all of [r x blocks v]\ndelete all of [r y blocks v]\ndelete all of [r z blocks v]\ndelete all of [r t blocks v]\nset [update render distance calculated v] to (((render distance) * (2)) + (1))\nset [update z v] to ((round ((cam z) / (100))) + (((render distance) * (-1)) - (1)))\nrepeat (update render distance calculated)\n change [update z v] by (1)\n set [update x v] to ((round ((cam x) / (100))) + (((render distance) * (-1)) - (1)))\n repeat (update render distance calculated)\n change [update x v] by (1)\n set [update y v] to ((round ((cam y) / (100))) + (((render distance) * (-1)) - (1)))\n repeat (update render distance calculated)\n change [update y v] by (1)\n if <<<<(update x) > [-41]> and <[40] > (update x)>> and <<(update z) > [-41]> and <[40] > (update z)>>> and <<(update y) > [0]> and <[31] > (update y)>>> then\n if <not <(item (((30) * ((update x) + (40))) + ((update y) + ((2400) * ((update z) + (40))))) of [b t blocks v]) = [0]>> then\n if <(((update normalized x) * (((item (((30) * ((update x) + (40))) + ((update y) + ((2400) * ((update z) + (40))))) of [b x blocks v]) * (100)) - (cam x))) + (((update normalized y) * (((item (((30) * ((update x) + (40))) + ((update y) + ((2400) * ((update z) + (40))))) of [b y blocks v]) * (100)) - (cam y))) + ((update normalized z) * (((item (((30) * ((update x) + (40))) + ((update y) + ((2400) * ((update z) + (40))))) of [b z blocks v]) * (100)) - (cam z))))) > [-100]> then\n if <(item (((30) * ((update x) + (40))) + (((update y) + (1)) + ((2400) * ((update z) + (40))))) of [b t blocks v]) = [0]> then\n add (update x) to [r x blocks v]\n add (update y) to [r y blocks v]\n add (update z) to [r z blocks v]\n add (item (((30) * ((update x) + (40))) + ((update y) + ((2400) * ((update z) + (40))))) of [b t blocks v]) to [r t blocks v]\n else\n if <(item (((30) * ((update x) + (40))) + (((update y) + (-1)) + ((2400) * ((update z) + (40))))) of [b t blocks v]) = [0]> then\n add (update x) to [r x blocks v]\n add (update y) to [r y blocks v]\n add (update z) to [r z blocks v]\n add (item (((30) * ((update x) + (40))) + ((update y) + ((2400) * ((update z) + (40))))) of [b t blocks v]) to [r t blocks v]\n else\n if <(item (((30) * ((update x) + (41))) + ((update y) + ((2400) * ((update z) + (40))))) of [b t blocks v]) = [0]> then\n add (update x) to [r x blocks v]\n add (update y) to [r y blocks v]\n add (update z) to [r z blocks v]\n add (item (((30) * ((update x) + (40))) + ((update y) + ((2400) * ((update z) + (40))))) of [b t blocks v]) to [r t blocks v]\n else\n if <(item (((30) * ((update x) + (39))) + ((update y) + ((2400) * ((update z) + (40))))) of [b t blocks v]) = [0]> then\n add (update x) to [r x blocks v]\n add (update y) to [r y blocks v]\n add (update z) to [r z blocks v]\n add (item (((30) * ((update x) + (40))) + ((update y) + ((2400) * ((update z) + (40))))) of [b t blocks v]) to [r t blocks v]\n else\n if <(item (((30) * ((update x) + (40))) + ((update y) + ((2400) * ((update z) + (41))))) of [b t blocks v]) = [0]> then\n add (update x) to [r x blocks v]\n add (update y) to [r y blocks v]\n add (update z) to [r z blocks v]\n add (item (((30) * ((update x) + (40))) + ((update y) + ((2400) * ((update z) + (40))))) of [b t blocks v]) to [r t blocks v]\n else\n if <(item (((30) * ((update x) + (40))) + ((update y) + ((2400) * ((update z) + (39))))) of [b t blocks v]) = [0]> then\n add (update x) to [r x blocks v]\n add (update y) to [r y blocks v]\n add (update z) to [r z blocks v]\n add (item (((30) * ((update x) + (40))) + ((update y) + ((2400) * ((update z) + (40))))) of [b t blocks v]) to [r t blocks v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine setup\nset [cam x v] to [0]\nset [cam z v] to [0]\nset [cam y v] to [200]\nrepeat until <(item (((30) * ((round ((cam x) / (100))) + (40))) + ((round ((cam y) / (100))) + ((2400) * ((round ((cam z) / (100))) + (40))))) of [b t blocks v]) = [0]>\n change [cam y v] by (100)\nend\nchange [cam y v] by (100)\nset [b player x v] to (cam x)\nset [b player xvel v] to [0]\nset [b player y v] to (cam y)\nset [b player yvel v] to [0]\nset [b player z v] to (cam z)\nset [b player zvel v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [b rot y + mouse v] to [0]\nset [place/break cooldown v] to [0]\nset [a placing/breaking v] to [0]\n\ndefine set color block side (t) (side)\nif <(t) = []> then\n if <not <(item (render i) of [r t blocks v]) = []>> then\n set color block side (item (render i) of [r t blocks v]) (side)\n end\n stop [this script v]\nend\nif <(side) = [1]> then\n if <(t) = [1]> then\n set pen color to (#49f300)\n end\n if <(t) = [2]> then\n set pen color to (#c1c1c1)\n end\n if <(t) = [3]> then\n set pen color to (#3c3c3c)\n end\n if <(t) = [4]> then\n set pen color to (#f7b366)\n end\n if <(t) = [5]> then\n set pen color to (#00bb56)\n end\nend\nif <(side) = [2]> then\n if <(t) = [1]> then\n set pen color to (#6e2900)\n end\n if <(t) = [2]> then\n set pen color to (#828282)\n end\n if <(t) = [3]> then\n set pen color to (#232323)\n end\n if <(t) = [4]> then\n set pen color to (#e0a35d)\n end\n if <(t) = [5]> then\n set pen color to (#008b3f)\n end\n if <(t) = [6]> then\n set pen color to (#ffffff)\n end\nend\nif <(side) = [3]> then\n if <(t) = [1]> then\n set pen color to (#f35d00)\n end\n if <(t) = [2]> then\n set pen color to (#b4b4b4)\n end\n if <(t) = [3]> then\n set pen color to (#232323)\n end\n if <(t) = [4]> then\n set pen color to (#6e0000)\n end\n if <(t) = [5]> then\n set pen color to (#00ad4e)\n end\nend\nif <(side) = [4]> then\n if <(t) = [1]> then\n set pen color to (#ad4200)\n end\n if <(t) = [2]> then\n set pen color to (#8d8d8d)\n end\n if <(t) = [3]> then\n set pen color to (#232323)\n end\n if <(t) = [4]> then\n set pen color to (#3c0000)\n end\n if <(t) = [5]> then\n set pen color to (#009442)\n end\nend\nif <(side) = [5]> then\n if <(t) = [1]> then\n set pen color to (#da5300)\n end\n if <(t) = [2]> then\n set pen color to (#a7a7a7)\n end\n if <(t) = [3]> then\n set pen color to (#232323)\n end\n if <(t) = [4]> then\n set pen color to (#5f0000)\n end\n if <(t) = [5]> then\n set pen color to (#00a248)\n end\nend\nif <(side) = [6]> then\n if <(t) = [1]> then\n set pen color to (#bd4700)\n end\n if <(t) = [2]> then\n set pen color to (#9b9b9b)\n end\n if <(t) = [3]> then\n set pen color to (#232323)\n end\n if <(t) = [4]> then\n set pen color to (#440000)\n end\n if <(t) = [5]> then\n set pen color to (#009943)\n end\nend\nif <[1] = (() + ((((item (((30) * ((item (render i) of [r x blocks v]) + (40))) + (((item (render i) of [r y blocks v]) + (0)) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b x blocks v]) + (item (((30) * ((item (render i) of [r x blocks v]) + (40))) + (((item (render i) of [r y blocks v]) + (0)) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b y blocks v])) mod (2)) + ((item (((30) * ((item (render i) of [r x blocks v]) + (40))) + (((item (render i) of [r y blocks v]) + (0)) + ((2400) * ((item (render i) of [r z blocks v]) + (40))))) of [b z blocks v]) mod (2))))> then\n change pen (brightness v) by (-3.5)\nend\nif <(settings open?) = [1]> then\n change pen (brightness v) by (-10)\nend\n\nwhen [j v] key pressed\ndelete all of [b t blocks v]\ndelete all of [b x blocks v]\ndelete all of [b y blocks v]\ndelete all of [b z blocks v]\ndelete all of [terrain seed v]\ndelete all of [savecode edited blocks v]\n\ndefine sort\nset [sort last v] to (length of [r distance blocks v])\nif <not <(sort last) = [0]>> then\n repeat until <(sort last) = [1]>\n set [sort i v] to [0]\n set [sort highest v] to [1]\n repeat (sort last)\n change [sort i v] by (1)\n if <(item (sort highest) of [r distance blocks v]) > (item (sort i) of [r distance blocks v])> then\n set [sort highest v] to (sort i)\n end\n end\n set [sort item v] to (item (sort last) of [r distance blocks v])\n replace item (sort last) of [r distance blocks v] with (item (sort highest) of [r distance blocks v])\n replace item (sort highest) of [r distance blocks v] with (sort item)\n set [sort item v] to (item (sort last) of [r t blocks v])\n replace item (sort last) of [r t blocks v] with (item (sort highest) of [r t blocks v])\n replace item (sort highest) of [r t blocks v] with (sort item)\n set [sort item v] to (item (sort last) of [r x blocks v])\n replace item (sort last) of [r x blocks v] with (item (sort highest) of [r x blocks v])\n replace item (sort highest) of [r x blocks v] with (sort item)\n set [sort item v] to (item (sort last) of [r y blocks v])\n replace item (sort last) of [r y blocks v] with (item (sort highest) of [r y blocks v])\n replace item (sort highest) of [r y blocks v] with (sort item)\n set [sort item v] to (item (sort last) of [r z blocks v])\n replace item (sort last) of [r z blocks v] with (item (sort highest) of [r z blocks v])\n replace item (sort highest) of [r z blocks v] with (sort item)\n change [sort last v] by (-1)\n end\nend\n\ndefine distance (x1) (y1) (z1) to (x2) (y2) (z2)\nset [a distance v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + ((((y1) - (y2)) * ((y1) - (y2))) + (((z1) - (z2)) * ((z1) - (z2))))) )\n\ndefine change y by (y)\nchange [b player y v] by (y)\ncheck collision []\nrepeat until <(c collision?) = [true]>\n if <(y) > [0]> then\n change [b player y v] by (-1)\n else\n change [b player y v] by (1)\n set [b falling? v] to [0]\n end\n set [b player yvel v] to [0]\n check collision []\nend\n\ndefine change x and z by (x) (z)\nchange [b player x v] by (x)\ncheck collision []\nrepeat until <(c collision?) = [true]>\n if <(x) > [0]> then\n change [b player x v] by (-1)\n else\n change [b player x v] by (1)\n end\n set [b player xvel v] to [0]\n check collision []\nend\nchange [b player z v] by (z)\ncheck collision []\nrepeat until <(c collision?) = [true]>\n if <(z) > [0]> then\n change [b player z v] by (-1)\n else\n change [b player z v] by (1)\n end\n set [b player zvel v] to [0]\n check collision []\nend\n\ndefine check collision (edge)\nif <(edge) = []> then\n check collision [30]\n stop [this script v]\nend\ndelete all of [c collision v]\nadd <(item (((30) * ((round (((b player x) - (edge)) / (100))) + (40))) + ((round ((b player y) / (100))) + ((2400) * ((round (((b player z) + (edge)) / (100))) + (40))))) of [b t blocks v]) = [0]> to [c collision v]\nadd <(item (((30) * ((round (((b player x) - (edge)) / (100))) + (40))) + ((round (((b player y) + (-50)) / (100))) + ((2400) * ((round (((b player z) + (edge)) / (100))) + (40))))) of [b t blocks v]) = [0]> to [c collision v]\nadd <(item (((30) * ((round (((b player x) - (edge)) / (100))) + (40))) + ((round (((b player y) + (-150)) / (100))) + ((2400) * ((round (((b player z) + (edge)) / (100))) + (40))))) of [b t blocks v]) = [0]> to [c collision v]\nadd <(item (((30) * ((round (((b player x) + (edge)) / (100))) + (40))) + ((round ((b player y) / (100))) + ((2400) * ((round (((b player z) + (edge)) / (100))) + (40))))) of [b t blocks v]) = [0]> to [c collision v]\nadd <(item (((30) * ((round (((b player x) + (edge)) / (100))) + (40))) + ((round (((b player y) + (-50)) / (100))) + ((2400) * ((round (((b player z) + (edge)) / (100))) + (40))))) of [b t blocks v]) = [0]> to [c collision v]\nadd <(item (((30) * ((round (((b player x) + (edge)) / (100))) + (40))) + ((round (((b player y) + (-150)) / (100))) + ((2400) * ((round (((b player z) + (edge)) / (100))) + (40))))) of [b t blocks v]) = [0]> to [c collision v]\nadd <(item (((30) * ((round (((b player x) - (edge)) / (100))) + (40))) + ((round ((b player y) / (100))) + ((2400) * ((round (((b player z) - (edge)) / (100))) + (40))))) of [b t blocks v]) = [0]> to [c collision v]\nadd <(item (((30) * ((round (((b player x) - (edge)) / (100))) + (40))) + ((round (((b player y) + (-50)) / (100))) + ((2400) * ((round (((b player z) - (edge)) / (100))) + (40))))) of [b t blocks v]) = [0]> to [c collision v]\nadd <(item (((30) * ((round (((b player x) - (edge)) / (100))) + (40))) + ((round (((b player y) + (-150)) / (100))) + ((2400) * ((round (((b player z) - (edge)) / (100))) + (40))))) of [b t blocks v]) = [0]> to [c collision v]\nadd <(item (((30) * ((round (((b player x) + (edge)) / (100))) + (40))) + ((round ((b player y) / (100))) + ((2400) * ((round (((b player z) - (edge)) / (100))) + (40))))) of [b t blocks v]) = [0]> to [c collision v]\nadd <(item (((30) * ((round (((b player x) + (edge)) / (100))) + (40))) + ((round (((b player y) + (-50)) / (100))) + ((2400) * ((round (((b player z) - (edge)) / (100))) + (40))))) of [b t blocks v]) = [0]> to [c collision v]\nadd <(item (((30) * ((round (((b player x) + (edge)) / (100))) + (40))) + ((round (((b player y) + (-150)) / (100))) + ((2400) * ((round (((b player z) - (edge)) / (100))) + (40))))) of [b t blocks v]) = [0]> to [c collision v]\nset [c collision? v] to <not <[c collision v] contains [false]?>>\nif <<<[-4020] > (b player z)> or <(b player z) > [3919]>> or <<[-4020] > (b player x)> or <(b player x) > [3919]>>> then\n set [c collision? v] to [false]\nend\n\ndefine send ray\nset [z cos y v] to ([sin v] of ((rot y) - (-90)) )\nset [z sin y v] to ([cos v] of ((rot y) - (-90)) )\nset [z sin x v] to ([sin v] of (rot x) )\nset [z cos x v] to ([cos v] of (rot x) )\nset [d break x block v] to (cam x)\nset [d break y block v] to (cam y)\nset [d break z block v] to (cam z)\nset [d place x block v] to (cam x)\nset [d place y block v] to (cam y)\nset [d place z block v] to (cam z)\nrepeat (500)\n set [d place x block v] to (d break x block)\n set [d place y block v] to (d break y block)\n set [d place z block v] to (d break z block)\n change [d break x block v] by ((1) * ((z sin y) * (z cos x)))\n change [d break y block v] by ((1) * (z sin x))\n change [d break z block v] by ((1) * ((z cos y) * (z cos x)))\n if <not <(item (((30) * ((round ((d break x block) / (100))) + (40))) + ((round ((d break y block) / (100))) + ((2400) * ((round ((d break z block) / (100))) + (40))))) of [b t blocks v]) = [0]>> then\n set [d break x block v] to (round ((d break x block) / (100)))\n set [d break y block v] to (round ((d break y block) / (100)))\n set [d break z block v] to (round ((d break z block) / (100)))\n set [d place x block v] to (round ((d place x block) / (100)))\n set [d place y block v] to (round ((d place y block) / (100)))\n set [d place z block v] to (round ((d place z block) / (100)))\n if <<<(d place y block) > [0]> and <[31] > (d place y block)>> and <<<(d break x block) > [-41]> and <[40] > (d break x block)>> and <<(d break z block) > [-41]> and <[40] > (d break z block)>>>> then\n stop [this script v]\n end\n set [d break x block v] to [nope]\n stop [this script v]\n end\nend\nset [d break x block v] to [nope]\n\ndefine render block outline\nif <not <(d break x block) = [nope]>> then\n delete all of [r block outline? v]\n add <<(d break x block) = ((item (render i) of [r x blocks v]) + ())> and <<(d break y block) = ((item (render i) of [r y blocks v]) + ())> and <(d break z block) = ((item (render i) of [r z blocks v]) + ())>>> to [r block outline? v]\n if <[r block outline? v] contains [true]?> then\n set [render outline? v] to [1]\n end\n if <(render outline?) = [1]> then\n add <<(d break x block) = ((item (render i) of [r x blocks v]) + (-1))> and <<(d break y block) = ((item (render i) of [r y blocks v]) + ())> and <(d break z block) = ((item (render i) of [r z blocks v]) + ())>>> to [r block outline? v]\n add <<(d break x block) = ((item (render i) of [r x blocks v]) + (1))> and <<(d break y block) = ((item (render i) of [r y blocks v]) + ())> and <(d break z block) = ((item (render i) of [r z blocks v]) + ())>>> to [r block outline? v]\n add <<(d break x block) = ((item (render i) of [r x blocks v]) + ())> and <<(d break y block) = ((item (render i) of [r y blocks v]) + (-1))> and <(d break z block) = ((item (render i) of [r z blocks v]) + ())>>> to [r block outline? v]\n add <<(d break x block) = ((item (render i) of [r x blocks v]) + ())> and <<(d break y block) = ((item (render i) of [r y blocks v]) + (1))> and <(d break z block) = ((item (render i) of [r z blocks v]) + ())>>> to [r block outline? v]\n add <<(d break x block) = ((item (render i) of [r x blocks v]) + ())> and <<(d break y block) = ((item (render i) of [r y blocks v]) + ())> and <(d break z block) = ((item (render i) of [r z blocks v]) + (-1))>>> to [r block outline? v]\n add <<(d break x block) = ((item (render i) of [r x blocks v]) + ())> and <<(d break y block) = ((item (render i) of [r y blocks v]) + ())> and <(d break z block) = ((item (render i) of [r z blocks v]) + (1))>>> to [r block outline? v]\n if <[r block outline? v] contains [true]?> then\n set pen size to (3)\n set pen color to (#000000)\n delete all of [r wireframe lines v]\n repeat (12)\n add [1] to [r wireframe lines v]\n end\n if <(cam z) > (((d break z block) * (100)) + (50))> then\n if <(item (((30) * ((d break x block) + (40))) + ((d break y block) + ((2400) * ((d break z block) + (41))))) of [b t blocks v]) = [0]> then\n if <(item (5) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (50))\n replace item (5) of [r wireframe lines v] with [0]\n end\n if <(item (10) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (50))\n replace item (10) of [r wireframe lines v] with [0]\n end\n if <(item (9) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (50)) to (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (50))\n replace item (9) of [r wireframe lines v] with [0]\n end\n if <(item (1) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (50)) to (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (50))\n replace item (1) of [r wireframe lines v] with [0]\n end\n end\n end\n if <(((d break z block) * (100)) + (-50)) > (cam z)> then\n if <(item (((30) * ((d break x block) + (40))) + ((d break y block) + ((2400) * ((d break z block) + (39))))) of [b t blocks v]) = [0]> then\n if <(item (7) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (-50))\n replace item (7) of [r wireframe lines v] with [0]\n end\n if <(item (12) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (-50))\n replace item (12) of [r wireframe lines v] with [0]\n end\n if <(item (11) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (-50))\n replace item (11) of [r wireframe lines v] with [0]\n end\n if <(item (3) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (-50))\n replace item (3) of [r wireframe lines v] with [0]\n end\n end\n end\n if <(cam x) > (((d break x block) * (100)) + (50))> then\n if <(item (((30) * ((d break x block) + (41))) + ((d break y block) + ((2400) * ((d break z block) + (40))))) of [b t blocks v]) = [0]> then\n if <(item (6) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (50))\n replace item (6) of [r wireframe lines v] with [0]\n end\n if <(item (10) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (50))\n replace item (10) of [r wireframe lines v] with [0]\n end\n if <(item (12) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (-50))\n replace item (12) of [r wireframe lines v] with [0]\n end\n if <(item (2) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (50))\n replace item (2) of [r wireframe lines v] with [0]\n end\n end\n end\n if <(((d break x block) * (100)) + (-50)) > (cam x)> then\n if <(item (((30) * ((d break x block) + (39))) + ((d break y block) + ((2400) * ((d break z block) + (40))))) of [b t blocks v]) = [0]> then\n if <(item (8) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (50))\n replace item (8) of [r wireframe lines v] with [0]\n end\n if <(item (9) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (50)) to (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (50))\n replace item (9) of [r wireframe lines v] with [0]\n end\n if <(item (11) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (-50))\n replace item (11) of [r wireframe lines v] with [0]\n end\n if <(item (4) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (50))\n replace item (4) of [r wireframe lines v] with [0]\n end\n end\n end\n if <(cam y) > (((d break y block) * (100)) + (50))> then\n if <(item (((30) * ((d break x block) + (40))) + (((d break y block) + (1)) + ((2400) * ((d break z block) + (40))))) of [b t blocks v]) = [0]> then\n if <(item (3) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (-50))\n replace item (3) of [r wireframe lines v] with [0]\n end\n if <(item (2) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (50))\n replace item (2) of [r wireframe lines v] with [0]\n end\n if <(item (1) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (50))\n replace item (1) of [r wireframe lines v] with [0]\n end\n if <(item (4) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (50)) (((d break z block) * (100)) + (50))\n replace item (4) of [r wireframe lines v] with [0]\n end\n end\n end\n if <(((d break y block) * (100)) + (-50)) > (cam y)> then\n if <(item (((30) * ((d break x block) + (40))) + (((d break y block) + (-1)) + ((2400) * ((d break z block) + (40))))) of [b t blocks v]) = [0]> then\n if <(item (7) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (-50))\n replace item (7) of [r wireframe lines v] with [0]\n end\n if <(item (6) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (50))\n replace item (6) of [r wireframe lines v] with [0]\n end\n if <(item (5) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (50)) to (((d break x block) * (100)) + (50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (50))\n replace item (5) of [r wireframe lines v] with [0]\n end\n if <(item (8) of [r wireframe lines v]) = [1]> then\n Draw Line (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (-50)) to (((d break x block) * (100)) + (-50)) (((d break y block) * (100)) + (-50)) (((d break z block) * (100)) + (50))\n replace item (8) of [r wireframe lines v] with [0]\n end\n end\n end\n end\n end\nend\n\ndefine // (note)\n\nrender [1]\n\n@3D Minecraft\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (3D Minecraft v)\nhide\n\nwhen I receive [level editor v]\nhide\n\nwhen I receive [isometric v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-20)\n end\nend\n\nwhen I receive [credits v]\nhide\n\n
Read All:\nClick Green Flag A LOT for less lag.\nI put a lot of effort into this so please love and favorite.\nIf, you remix change something or it may be reported.\n7,980 blocks!!!\nTook 4 months from start to finish, over 75 hours of work!\nMy most viewed project in just 4 days!\nView in Turbowarp for less lag and glitches:\nhttps://turbowarp.org/596396767\nFULL SCREEN RECOMMENDED (Entry for @TrentonTNT's contest)\n---------------------------------------------------------------------------------\nPlaatformer Mode:\nAvoid TNT and lava, and stay on grass.\n---------------------------------------------------------------------------------\nLevel Editor Mode:\nPress H to hide the no blocks thingy (it's there for people who didn't listen to me and view in Scratch)\nHover mouse at the bottom, and choose the block.\nMAY TAKE SEVERAL CLICKS TO FINALLY APPEAR, BECAUSE OF LAG! \n---------------------------------------------------------------------------------\nIsometric Mode:\nSpace: Switch between "mine" and "put"\nClick: place/mine a block\n1-9: Type of block, gravity block are working but not water and lava\n1: Stone\n2: Dirt\n3: Grass\n4: Log\n5: Obsidian\n6: Gravel\n7: Sand\n8: Water (kinda broken and laggy but ok)\n9: Lava\n---------------------------------------------------------------------------------\n3D Mode: use keys 1, 2, 3, 4, 5 to switch between mining and blocks.\n---------------------------------------------------------------------------------\nFor more great projects, view @TrentonTNT's projects, and also mine, @ecward27.\n---------------------------------------------------------------------------------\nCan we get this to 250 Loves?\n---------------------------------------------------------------------------------
Sonic the Cube (A Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Green Hill Zone \(LOOP\) - Sonic The Hedgehog2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [14]\nset [acceleration v] to [2.5]\nset [resistance v] to [0.8]\nbroadcast (Setup v) and wait\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 (level v)?> or <touching (gate 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) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> 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 <<mouse down?> and <(x position) > (mouse x)>>> then\n change [speed x v] by ((0) - (ACCELERATION))\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (ACCELERATION)\n point in direction (90)\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]\npoint in direction (90)\nBegin Scene # [1] go to x, y: [-150] [55]\n\nwhen I receive [game loop v]\nset [pixelate v] effect to (0)\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <<touching (danger2 v)?> or <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 #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix Collision in Direction [0]\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (150)\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 (big hitbox v)\nset rotation style [don't rotate v]\n\ndefine Set Costume\nset rotation style [left-right v]\nswitch costume to (player v)\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nplay sound [Crunch v] until done\nrepeat (10)\n change [pixelate v] effect by (25)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\ngo to x: (-158) y: (62)\nReset and Begin Level\n\nwhen I receive [gotta go fast v]\nset [acceleration v] to [5.1]\nset [jump force v] to [20]\n\nwhen I receive [no more speed :\( v]\nset [acceleration v] to [2]\nset [jump force v] to [14]\n\nwhen flag clicked\ngo to x: (-158) y: (62)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\n@Coin\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [Coin]> then\n start sound [Coin v]\n change [coins v] by (1)\nelse\n start sound [Magic Spell v]\n add (costume [name v]) to [collected v]\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 [coins v] to [0]\nhide\nPlace [Coin] scene [1] xy [-37] [-22]\nPlace [Coin] scene [1] xy [129] [-21]\nPlace [Coin] scene [2] xy [115] [-26]\nPlace [Coin] scene [2] xy [-11] [-27]\nPlace [Coin] scene [3] xy [34] [45]\nPlace [Coin] scene [4] xy [7] [64]\nPlace [Coin] scene [4] xy [-85] [11]\nPlace [Coin] scene [4] xy [95] [16]\nPlace [Coin] scene [5] xy [-88] [38]\nPlace [Coin] scene [5] xy [171] [-28]\nPlace [Coin] scene [6] xy [-41] [-27]\nPlace [Coin] scene [6] xy [90] [-27]\nPlace [Coin] scene [6] xy [209] [59]\nPlace [Coin] scene [7] xy [143] [-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\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [4]> then\n go to x: (0) y: (3)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [3]> then\n go to x: (10) y: (1)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [2]> then\n go to x: (7) y: (1)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [5]> then\n go to x: (-1) y: (1)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [6]> then\n go to x: (0) y: (0)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [7]> then\n go to x: (132) y: (24)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [8]> then\n go to x: (1) y: (4)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [9]> then\n go to x: (1) y: (5)\n forever\n point in direction (90)\n end\nend\n\n@Hints\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [4]> then\n go to x: (-5) y: (16)\nend\nif <(SCENE #) = [5]> then\n go to x: (-5) y: (16)\nend\nif <(SCENE #) = [7]> then\n go to x: (-5) y: (16)\nend\n\n@TN\n\nwhen flag clicked\nrepeat (10)\n change [color v] effect by (25)\n change [pixelate v] effect by (25)\n change [ghost v] effect by (10)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [gotta go fast v]\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.001) seconds\nhide\n\n@Speed\n\nwhen flag clicked\nshow\nswitch costume to (speeeeeeeeeed v)\ngo to x: (172) y: (-144)\n\nwhen this sprite clicked\nbroadcast (GOTTA GO FAST v)\nswitch costume to (no more speed :\( v)\nwait (5) seconds\nbroadcast (NO MORE SPEED :\( v)\nhide\nwait (30) seconds\nshow\nswitch costume to (speeeeeeeeeed v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
|Sonic the Cube|\n*Instructions*\nUse the arrow keys to move (Or drag if you are on mobile.)\nAvoid obstacles!\nCollect rings!\nLike, Favorite, and Follow! (YES THIS IS PART OF THE INSTRUCTIONS GO LIKE, FAVORITE, AND FOLLOW!)\nThanks!
Scratch Platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [26]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <not <(reload) = (☁ ONLINE)>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (5)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\n\nforever\nend\n\nwhen flag clicked\nif <(username) = [Cjbassett]> then\n set [@player mode v] to [Parachute]\nend\n\nwhen [t v] key pressed\nask [What do you want to say?] and wait\nsay (answer) for (3) seconds\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [x v] to [0]\nset [y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nif <(?Val) < (¬frame)> then\n set [_i v] to ((¬frame) - (?Val))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (?Val)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n
WOW! 400 views?!?! THANKS EVERYONE!\nRun the course - collect the flags, and then make it back to the beginning to collect the final flag to get your time.\n\n\n*** CONTROLS ***\n* Use arrow keys or WASD to control the player\n* Z is alternative crouch, SPACE alternative jump\n* Press 'N' to show all players names\n* Hold E or R to open Emoji panels\n* Complete the speed run and back to the start will report your time and reward you with a parachute - use space to use it :)\n* Mouse over a player to see their individual name\n* Q + R to reset level for speed runs\n\n*** SPECIAL MOVES ***\nHigh Jump - Hold down then Up\nLong Jump - Run then quickly press Down, then Up\nSlide - On a slope press Down and Left or Right\nWall Jump - Jump against a wall, then press Up again\n\nChangelog:\n7 Dec 2021 - Bugfix - Stop end of buffer making players appear under level.\n6 Dec 2021 - Initial Release v1.0\n\nCredits:\nEmoji - Openmoji\nMusic - Twenty Six 0 Eight by Tripledigit
空中でGO! platformer!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n play sound [夢のなか v] until done\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@マグマ\n\nwhen flag clicked\nset [time v] to [0]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [ネクスト v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [終了 v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@地面\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world record v]\nwait until <(costume [number v]) = [1]>\nrepeat until <(costume [number v]) = [11]>\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [ネクスト v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [終了 v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@プレイヤー\n\nwhen flag clicked\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\nset rotation style [all around 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: (-100) y: (0)\nshow\nforever\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < ((y position) - (10))> and <mouse down?>>> then\n change [y v] by (-1)\n point in direction (180)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<((y position) + (10)) < (mouse y)> and <mouse down?>>> then\n change [y 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 end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < ((x position) + (10))> 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\n change x by (x)\n set [x v] to ((x) * (0.92))\n if <touching (地面 v)?> then\n change x by (1)\n if <touching (地面 v)?> then\n change x by (1)\n if <touching (地面 v)?> then\n change x by (1)\n if <touching (地面 v)?> then\n change x by (1)\n if <touching (地面 v)?> then\n change x by (1)\n if <touching (地面 v)?> then\n change x by (1)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (y)> then\n set [y v] to [-5]\n else\n set [y v] to [5]\n end\n set [x v] to [8]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n if <touching (地面 v)?> then\n change [x v] by (0)\n else\n change [x v] by (-0.5)\n end\n change y by (y)\n if <<(x position) < [-220]> 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: (-100) 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) = [11]>> then\n broadcast (ネクスト v) and wait\n if <(ステージ) = [11]> then\n show variable [time v]\n if <(☁ World record) > (time)> then\n set [☁ world record v] to (time)\n end\n show variable [☁ world record v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-1.5)\nend\ndelete this clone\n\nwhen [r v] key pressed\ngo to x: (-100) y: (0)\n\nwhen I receive [ネクスト v]\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [終了 v]\ngo to x: (-100) y: (0)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@スプライト1\n\ndefine 普通\npen down\nset [変数 v] to [800]\nrepeat (28)\n erase all\n set pen size to (8080)\n set pen color to (#6fc6de)\n go to x: (0) y: (0)\n pen up\n set pen size to (変数)\n set pen color to (#c0e9f0)\n change [変数 v] by (-30)\n change pen size by (-30)\n pen down\nend\nerase all\nset pen size to (8080)\nset pen color to (#6fc6de)\ngo to x: (0) y: (0)\n\ndefine 円を描く (塗りつぶし)\npen up\ngo to x: (0) y: (130)\ndelete all of [点x v]\ndelete all of [点y v]\nset pen color to (#ffbebe)\nset pen size to (20)\npen down\npoint in direction (-90)\nmove ((800) / (変数)) steps\nadd (x position) to [点x v]\nadd (y position) to [点y v]\nset [変数 v] to [50]\nrepeat (変数)\n turn left ((360) / (変数)) degrees\n move ((800) / (変数)) steps\n add (x position) to [点x v]\n add (y position) to [点y v]\nend\nif <(塗りつぶし) = [YES]> then\n set [カウント v] to [1]\n repeat (変数)\n go to x: (item (カウント) of [点x v]) y: (item (カウント) of [点y v])\n go to x: (item (1) of [点x v]) y: (item (1) of [点y v])\n change [カウント v] by (1)\n end\nend\npen up\ngo to x: (0) y: (0)\n\nwhen I receive [ネクスト v]\ngo to [back v] layer\nhide\npoint in direction (90)\nerase all\nset size to (200) %\nshow\nstart sound [Water Drop v]\n普通\nchange [ステージ v] by (1)\nwait (1) seconds\npen down\nset [変数 v] to [800]\nrepeat (28)\n erase all\n set pen size to (8080)\n set pen color to (#c0e9f0)\n go to x: (0) y: (0)\n pen up\n set pen size to (変数)\n set pen color to (#6dc8de)\n change [変数 v] by (-30)\n change pen size by (-30)\n pen down\nend\nbroadcast (終了 v)\ngo to x: (0) y: (0)\nerase all\nhide\n\nwhen flag clicked\nerase all\nhide\n\n
【日本語】\n宣伝→◯ それを咎めるのは✖︎ です。\nコメント欄で争わないでください\nこの作品を否定するようなコメントはやめてください\n心が痛むので…\n\n・矢印キー、WASDキー、タッチで移動\n・モバイル対応ですが、かなり難しいです\n・rキーで最初の位置に戻る(埋まったとき用)\n・マグマ(赤)に触れると戻される\n・重力は左側に向かって働く\n・空中移動がメイン\n\n【English】\nAdvertising is OK, but please don't blame me for it.\nPlease don't fight in the comment section.\nIt's kind of heartbreaking, so...\n\nUse arrow keys, WASD keys, and touch to move.\nIt is mobile compatible, but it is quite difficult.\nUse the r key to return to the first position (for when you get buried).\nIf you touch the magma (red), you will be returned.\nGravity works towards the left side.\nGravity works towards the left side - Mainly aerial movement\n\nTranslated with www.DeepL.com/Translator (free version)\n\n↑だれかー英語訳の完全版作ってー\n\nバグ多めです。バグ報告はされても、Platformerのことをよく知らないため多分直せません。ごめんなさい…\n\nちなみに、作者のtimeは51です 
Egg Platformer. V1.6
@Stage\n\n@Levels\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n set [end v] to [1]\n broadcast (End v)\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\nplay sound [victory-royale 2 v] until done\n\n@egGUY\n\nwhen flag clicked\nshow\nset [spawnx v] to [-203]\nset [spawny v] to [-58]\ngo to x: (SpawnX) y: (SpawnY)\nset rotation style [left-right v]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n switch costume to (hit box v)\n UpDown Movement [14] [-1]\n Right/Left Movement [10] [0.6]\n CheckNextLevel\n CheckTouchingLava\n CheckFallOffScreen\n switch costume to (player v)\nend\n\ndefine UpDown Movement (jumpheight) (fall speed)\nchange y by (yVelocity)\nif <touching (levels v)?> then\n CheckTouchingLava\n repeat ([ceiling v] of ([abs v] of (yVelocity) ) )\n if <touching (levels v)?> then\n change y by (((yVelocity) / ([abs v] of (yVelocity) )) * (-1))\n end\n end\n if <<not <(yVelocity) > [0]>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yvelocity v] to (jumpheight)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (fall speed)\nend\n\ndefine Right/Left Movement (move speed) (drag)\nchange x by (xVelocity)\nif <touching (levels v)?> then\n CheckTouchingLava\n repeat ([ceiling v] of ([abs v] of (xVelocity) ) )\n if <touching (levels v)?> then\n change x by (((xVelocity) / ([abs v] of (xVelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n set [xvelocity v] to (move speed)\nelse\n if <<key (left arrow v) pressed?> or <key (a 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\ndefine CheckNextLevel\nif <(x position) > [240]> then\n broadcast (NextLevel v)\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine CheckTouchingLava\nif <touching color (#0015ff)?> then\n go to x: (SpawnX) y: (SpawnY)\n broadcast (Death v)\nend\n\ndefine CheckFallOffScreen\nif <(y position) < [-170]> then\n go to x: (SpawnX) y: (SpawnY)\n broadcast (Death v)\nend\n\nwhen [g v] key pressed\nstart sound [anime-wow-sound-effect v]\nforever\n change [color v] effect by (5)\nend\n\n@Thumb\n\nwhen flag clicked\nshow\nrepeat (50)\n change [ghost v] effect by (4)\nend\n\n@Death count\n\nwhen flag clicked\nset [deaths v] to [0]\nhide\n\nwhen I receive [death v]\nchange [deaths v] by (1)\n\nwhen flag clicked\nforever\n play sound [get_stick_bugged_lol v] until done\nend\n\nwhen I receive [death v]\nstart sound [Pop v]\n\nwhen I receive [nextlevel v]\nstart sound [Coin v]\n\nwhen flag clicked\nset [end v] to [0]\nset [time v] to [0]\nrepeat until <(End) = [1]>\n wait (0.1) seconds\n change [time v] by (0.1)\nend\nforever\n if <(Time) < (☁ WR)> then\n set [☁ wr v] to (Time)\n end\nend\n\n
DON’T ADVERTISE\n\nTRENDING LESS GOOO\nWow 1000 views?\nCheck out my new game Dodgie! https://scratch.mit.edu/projects/617231065/\nHiiii; @PANNAPTI1official here, this is my first Platformer EVER.\nHope you like it.\nTurbowarp: https://turbowarp.org/614093143\nPLAY ON FULL SCREEN\n\nWATER COULD BE BUGGED\n\n\n(I know it’s really easy )\n\n\n— —————— INSTRUCIONS ——————————\nUse arrow keys or WAD to move \nGet to the right edge of the level to pass it\n\n\n\n—————————UPDATE LOG——————————\n\nV 1.0 Released\nV1.1 Death counter\nV1.2 Added a level\nV1.3 Better hitbox \nV1.4 New egg design, new thumb and a secret added\nV1.5 Added some sounds\nV1.6 ADDED WR\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n————————-SECRET—————————————\nDon’t click g
santa platformer
@Stage\n\nwhen flag clicked\nplay sound [Jingle Bells-instrumental Christmas Music YouTube Audio Library v] until done\n\n@Santa\n\nwhen I start as a clone\nswitch costume to (dead \(17\) v)\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Simulate Gravity\nchange y by (fallSpeed)\nif <touching (platforms v)?> then\n if <(fallSpeed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\n set [fallspeed v] to [0]\nend\n\ndefine Jump Control\nset [jumpcostumeindex v] to [0]\nrepeat (10)\n switch costume to (join [Jump 0] (jumpCostumeIndex))\n change [jumpcostumeindex v] by (1)\n change y by (-1)\n if <touching (platforms v)?> then\n set [fallspeed v] to (jumpSpeed)\n end\n change y by (1)\nend\n\ndefine Run Control\nif <(runCostumeIndex) > [9]> then\n set [runcostumeindex v] to [0]\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n move (runSpeed) steps\n switch costume to (join [Run 0] (runCostumeIndex))\n change [runcostumeindex v] by (1)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n move (runSpeed) steps\n switch costume to (join [Run 0] (runCostumeIndex))\n change [runcostumeindex v] by (1)\nend\nif <key (down arrow v) pressed?> then\n move (5) steps\n switch costume to (join [Slide 0] (runCostumeIndex))\n change [runcostumeindex v] by (1)\nend\n\nwhen [up arrow v] key pressed\nJump Control\n\nwhen flag clicked\nforever\n Simulate Gravity\n Run Control\nend\n\ndefine Start Again\nshow\nswitch costume to (idle 01 v)\ngo to x: (-87) y: (-18)\npoint in direction (90)\ngo to [front v] layer\nset [runspeed v] to [8]\nset [jumpspeed v] to [15]\nset [fallspeed v] to [0]\nset [runcostumeindex v] to [0]\nset [jumpcostumeindex v] to [0]\nset [actioninprogress v] to [N]\nset [level v] to [1]\n\nwhen flag clicked\nStart Again\nforever\n change [fallspeed v] by (-1)\nend\n\nwhen flag clicked\nforever\n if <<not <key (any v) pressed?>> and <<(fallSpeed) < [0]> and <(actionInProgress) = [N]>>> then\n switch costume to (idle 01 v)\n end\nend\n\nwhen flag clicked\nforever\n if <[232] < (x position)> then\n change [level v] by (1)\n broadcast (new level v)\n end\n if <<touching (ice crystals v)?> or <touching (water v)?>> then\n create clone of (_myself_ v)\n go to x: (-63) y: (-64)\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-63) y: (-64)\n\n@DECO\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [backward v] (10) layers\n switch costume to (Level)\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n switch costume to (Level)\nend\n\n@Ice crystals\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Water\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n repeat (7)\n change y by (1)\n end\n repeat (14)\n change y by (-1)\n end\n repeat (7)\n change y by (1)\n end\n go to x: (12) y: (-10)\nend\n\n@snow\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to (random position v)\n set y to (200)\n create clone of (_myself_ v)\n wait (0.10) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\nforever\n change x by (pick random (-1) to (1))\n change y by (-5)\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\n\n@;;;\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (untitled \(4\) v)\ngo to x: (0) y: (0)\nshow\nwait (1.5) seconds\nglide (0.2) secs to x: (0) y: (-70)\nstart sound [High Whoosh v]\nglide (0.4) secs to x: (0) y: (400)\nhide\n\n
hihi! here is a santa platformer <3\n*desc later*\n\nup arrow - jump\ndown arrow - bend\nright arrow - right\nleft arrow - left\n\navoid the water and crystals\nsorry for the short project TvT\n\n#game #christmas #platformer #gamegame #animation\n\ncredit to @syh63 + me for pics <3
[日本語版] ☁︎ Moonlight Valley Multiplayer Platformer  [Japanese version]
@Stage\n\nwhen flag clicked\nif <(username) = [stratfordjames]> then\n set [coins v] to [500]\nelse\n set [coins v] to [0]\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\n@Blank\n\n@Graphics\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [-100]\nswitch costume to (2j v)\nClone [760] [100]\nswitch costume to (2l v)\nClone [480] [0]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2m v)\nClone [-600] [300]\nswitch costume to (2n v)\nClone [-600] [200]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (blank v)\n\n@Hitbox\n\nwhen I receive [tick v]\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [@offsetx v] by (x)\nchange [@offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nset [@offsetx v] to [-230]\nset [@offsety v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [-100]\nswitch costume to (2j v)\nClone [760] [100]\nswitch costume to (2l v)\nClone [480] [0]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2n v)\nClone [-1200] [500]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [150]\nswitch costume to (blank v)\n\n@Hidden\n\nwhen I receive [tick v]\nif <(costume [name v]) = [sign]> then\n go to (player v)\nelse\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\nend\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\nset [@collected? v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n set size to (72) %\n set [ghost v] effect to (100)\n wait (0.2) seconds\n show\n repeat until <(size) > [89]>\n change [ghost v] effect by (-10)\n change size by (((90) - (size)) / (5))\n end\n set size to (90) %\n wait (2) seconds\n repeat until <(size) < [73]>\n change [ghost v] effect by (10)\n change size by (((size) - (95)) / (7))\n end\n broadcast (exp v)\n hide\n delete this clone\nelse\n set size to (100) %\n set [@collected? v] to [0]\n show\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n go to [front v] layer\n forever\n check (costume [name v])\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclear graphic effects\nset [exp v] to [0]\nset [@offset_x v] to [1950]\nset [@offset_y v] to [60]\nhide\nswitch costume to (c1 v)\nClone [0] [0]\nswitch costume to (n1 v)\nClone [2010] [855]\nswitch costume to (r1 v)\nClone [-1980] [-100]\nswitch costume to (t1 v)\nClone [670] [300]\nswitch costume to (blank v)\n\ndefine check (i)\nswitch costume to (join (letter (1) of (i)) [0])\nif <touching (player v)?> then\n change [ghost v] effect by (16)\n if <(@collected?) = [0]> then\n switch costume to (sign v)\n create clone of (_myself_ v)\n set [@collected? v] to [1]\n change [exp v] by (10)\n end\nelse\n change [ghost v] effect by (-20)\nend\nswitch costume to (i)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n forever\n go to [front v] layer\n end\nend\n\n@Jump_through\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) (round ((@offset_y) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\nGo to (round ((@offset_x) - (SCROLL X))) (round ((@offset_y) - (SCROLL Y)))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [950]\nset [@offset_y v] to [60]\nhide\nswitch costume to (2c v)\nClone [0] [0]\nswitch costume to (2d v)\nClone [1000] [0]\nswitch costume to (2j v)\nClone [1000] [300]\nswitch costume to (2k v)\nClone [1800] [-50]\nswitch costume to (2l v)\nClone [200] [300]\nswitch costume to (2m v)\nClone [-680] [200]\nswitch costume to (2n v)\nClone [-640] [100]\nswitch costume to (2q v)\nClone [-1600] [115]\nswitch costume to (2t v)\nClone [-660] [300]\nswitch costume to (2u v)\nClone [550] [300]\nswitch costume to (blank v)\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\nshow\nset [time v] to [0]\nreset\nbroadcast (setup v) and wait\nbroadcast (start! v)\nforever\n Physics\n broadcast (Tick v)\nend\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-384]\nset [scroll y v] to [-23]\nset [offset x v] to [-384]\nset [offset y v] to [-10]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Physics\nif <(pause) = [0]> then\n change player x by (round ((XV) / (1.8)))\n if <<(click2) = [0]> and <<<(mouse x) > ((x position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <touching (water v)?> then\n change [xv v] by (2)\n else\n if <(slope) = [1]> then\n change [xv v] by (3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [offset y v] by (-4)\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n end\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-20))> and <<mouse down?> and <[0] = (clickShop)>>>> and <(click2) = [0]>> then\n if <touching (water v)?> then\n change [xv v] by (-2)\n else\n if <(slope) = [1]> then\n change [xv v] by (-3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [xv v] by (-4)\n change [offset y v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\n end\n if <<(click2) = [0]> and <<<(mouse y) > ((y position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <touching (water v)?> then\n if <(water) > [5]> then\n set [yv v] to [14.4]\n end\n else\n if <(in air) < [4]> then\n set [yv v] to [13.4]\n end\n end\n end\n switch costume to (water v)\n if <touching (water v)?> then\n change [yv v] by (2)\n end\n switch costume to (hitbox v)\n if <touching (water v)?> then\n Slope\n if <<<(PARACHUTE) = [1]> and <(YV) < [-5]>> and <<key (space v) pressed?> or <mouse down?>>> then\n set [yv v] to [-5]\n else\n if <(YV) < [-10]> then\n set [yv v] to [-10]\n end\n end\n if <(Offset X) < [-452]> then\n set [offset x v] to [-452]\n end\n change player y by (YV)\n Position\n change [scroll x v] by (round (((Offset X) - (SCROLL X)) / (9)))\n change [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\n position\n set [xv v] to ((XV) * (0.7))\n if <touching (water v)?> then\n set [yv v] to ((YV) * (0.5))\n change [water v] by (1)\n else\n set [water v] to [0]\n end\n stop [this script v]\nend\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (hitbox v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (hitbox v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (hitbox v)?>>\n if <(sx) > [0]> then\n change [offset x v] by (-1)\n else\n change [offset x v] by (1)\n end\n position\n end\nend\nSet Costume\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (hitbox v)?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nrepeat until <not <touching (jump_through v)?>>\n switch costume to (hitboxjumpth v)\n position\n if <(YV) > [0]> then\n Set Costume\n stop [this script v]\n end\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <not <(chat item) = [0]>> then\n say (item (chat item) of [chat list v])\nelse\n say []\nend\n\nwhen [c v] key pressed\nif <(username) = [stratfordjames]> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (l v)\nif <<touching (hitbox v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [1]\nelse\n switch costume to (r v)\n if <<touching (hitbox v)?> and <(XV) > [0.01]>> then\n set [slope v] to [1]\n else\n switch costume to (left2 v)\n if <<touching (hitbox v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching (hitbox v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n Set Costume\n end\nend\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\nif <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\nwhen this sprite clicked\nset [open chat v] to ((1) - (open chat))\nif <(open chat) = [1]> then\n ask [Which item of chat?] and wait\n if << [ghjvbn] contains (answer)?> or <<(answer) > [0]> and <(answer) < [10]>>> then\n broadcast (mobile v)\n if << [ghjvbn] contains (answer)?> and <not <(answer) = []>>> then\n if <(EmojiCHAT?) = [1]> then\n if <(answer) = [g]> then\n set [chat item v] to [10]\n else\n if <(answer) = [h]> then\n set [chat item v] to [11]\n else\n if <(answer) = [j]> then\n set [chat item v] to [12]\n else\n if <(answer) = [v]> then\n set [chat item v] to [13]\n else\n if <(answer) = [b]> then\n set [chat item v] to [14]\n else\n set [chat item v] to [15]\n end\n end\n end\n end\n end\n end\n else\n set [chat item v] to (answer)\n end\n end\nend\n\nwhen [p v] key pressed\nif <(username) = [stratfordjames]> then\n switch costume to (3a v)\n clear graphic effects\n set [scroll x v] to [1296]\n set [scroll y v] to [1212]\n set [offset x v] to [1296]\n set [offset y v] to [1212]\n set [xv v] to [0]\n set [yv v] to [0]\n set [in air v] to [0]\n point in direction (90)\n show\nend\n\nwhen I receive [reset v]\nreset\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nif <not <([exit v] of [alertsui v]) = [null]>> then\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@multiplayer v3.0\n\ndefine decode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n set [output v] to []\n repeat until <(join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) < [1]>\n switch costume to ((join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c1 v] by (2)\n end\n add (output) to [cloud_data v]\n change [c1 v] by (2)\nend\n\ndefine encode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n switch costume to (join (letter (c1) of (i)) [x])\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c1 v] by (1)\nend\nset [output v] to (join (output) [00])\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nsetup\nwait until <(w_Tick) > [3]>\nwait (0.1) seconds\ndetermine_ID\nbroadcast (cloud_players v)\n\ndefine setup\nset [@c v] to [0]\nset [playerid v] to [null]\nset [w_tick v] to [0]\ndelete all of [active_tick v]\ndelete all of [cloud_data v]\ndelete all of [active_check v]\ndelete all of [last_val v]\nset [names v] to [0]\nset [active check v] to [0]\nrepeat (10)\n add [4] to [active_tick v]\n add [null] to [active_check v]\n add [9999] to [last_val v]\nend\nimport_clouddata\nbroadcast (cloud_start v)\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n process [0]\n wait (0.4) seconds\n process [1]\n end\nend\n\ndefine process (i)\nif <(i) = [0]> then\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n replace item (c1) of [last_val v] with (item (((c1) * (6)) - (3)) of [cloud_data v])\n end\nelse\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n if <(item (((c1) * (6)) - (3)) of [cloud_data v]) = (item (c1) of [last_val v])> then\n if <(item (c1) of [active_tick v]) < [4]> then\n replace item (c1) of [active_tick v] with ((item (c1) of [active_tick v]) + (1))\n end\n else\n replace item (c1) of [active_tick v] with [0]\n end\n replace item (c1) of [active_check v] with ((1) - <(item (c1) of [active_tick v]) = [4]>)\n end\n if <(w_Tick) < [4]> then\n change [w_tick v] by (1)\n end\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n broadcast (cloud_tick v)\n end\nend\n\ndefine export_clouddata\nset [output v] to []\nencode (round ((SCROLL X) + ([x position v] of [player v])))\nencode (round ((SCROLL Y) + ([y position v] of [player v])))\nencode (pick random (1000) to (9999))\nencode (username)\nencode (chat item)\nencode ([costume name v] of [player v])\nif <(playerID) = [1]> then\n set [☁ cloud1 v] to (output)\nelse\n if <(playerID) = [2]> then\n set [☁ cloud2 v] to (output)\n else\n if <(playerID) = [3]> then\n set [☁ cloud3 v] to (output)\n else\n if <(playerID) = [4]> then\n set [☁ cloud4 v] to (output)\n else\n if <(playerID) = [5]> then\n set [☁ cloud5 v] to (output)\n else\n if <(playerID) = [6]> then\n set [☁ cloud6 v] to (output)\n else\n if <(playerID) = [7]> then\n set [☁ cloud7 v] to (output)\n else\n if <(playerID) = [8]> then\n set [☁ cloud8 v] to (output)\n else\n if <(playerID) = [9]> then\n set [☁ cloud9 v] to (output)\n else\n if <(playerID) = [10]> then\n set [☁ cloud10 v] to (output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine import_clouddata\ndelete all of [cloud_data v]\ndecode (☁ Cloud1)\ndecode (☁ Cloud2)\ndecode (☁ Cloud3)\ndecode (☁ Cloud4)\ndecode (☁ Cloud5)\ndecode (☁ Cloud6)\ndecode (☁ Cloud7)\ndecode (☁ Cloud8)\ndecode (☁ Cloud9)\ndecode (☁ Cloud10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine determine_ID\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if (item (c1) of [active_check v]) then\nend\nset [playerid v] to [full]\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n wait (0.3) seconds\n forever\n check\n end\nend\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n forever\n export_clouddata\n end\nend\n\ndefine check\nif <<(username) = (item (((playerID) * (6)) - (2)) of [cloud_data v])> or <<(playerID) = [null]> or <<(playerID) = [full]> or <(playerID) = [error]>>>> then\nif <<key (any v) pressed?> or <mouse down?>> then\n set [tick_afk v] to [0]\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n import_clouddata\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [@c v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (80)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat until <(y position) < [1]>\n change y by (((-2) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\nwait until <(w_Tick) > [3]>\nwait (0.6) seconds\nif <(playerID) = [error]> then\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@Collectibles\n\nwhen I receive [setup v]\nclone\n\nwhen I receive [tick v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + ((round ((offsety) - (SCROLL Y))) + (y_chagne \(local\))))\n\ndefine Clone (x) (y)\ngo to x: (999999) y: (999999)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [y_chagne \(local\) v] to [0]\npoint in direction (90)\nshow\nwait (0.1) seconds\nforever\n if <touching (player v)?> then\n if <(costume [name v]) = [star]> then\n clear graphic effects\n set size to (100) %\n set [click2 v] to [1]\n repeat until <(direction) > [130]>\n turn right (((direction) - (85)) / (5)) degrees\n change size by (((177) - (size)) / (8))\n change [ghost v] effect by (10)\n end\n repeat until <(size) > [180]>\n turn right (((195) - (direction)) / (6)) degrees\n change [ghost v] effect by (15)\n change size by (((200) - (size)) / (8))\n end\n wait (0.3) seconds\n broadcast (WIN!! v)\n delete this clone\n else\n repeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\n end\n if <(costume [name v]) = [coin]> then\n change [coins v] by (1)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n end\n end\n set size to (110) %\n switch costume to (+1 v)\n repeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((25.5) - (y_chagne \(local\))) / (6))\n else\n change [y_chagne \(local\) v] by (2)\n end\n end\n repeat until <(y_chagne \(local\)) > [28]>\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((28.5) - (y_chagne \(local\))) / (6))\n change [ghost v] effect by (4)\n else\n change [y_chagne \(local\) v] by (2)\n change [ghost v] effect by (6)\n end\n change size by (((90) - (size)) / (5))\n end\n delete this clone\n end\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [loot x v] to [none]\nset [loot y v] to [none]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine clone\nset [offsetx v] to [-284]\nset [offsety v] to [24]\nhide\nset size to (100) %\nswitch costume to (coin v)\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [545]\nset [offsety v] to [-66]\nClone [0] [0]\nClone [33] [19]\nClone [33] [19]\nClone [33] [19]\nset [offsetx v] to [1414]\nset [offsety v] to [134]\nClone [0] [0]\nClone [35] [0]\nClone [35] [0]\nClone [61] [-53]\nClone [35] [0]\nClone [35] [0]\nset [offsetx v] to [1946]\nset [offsety v] to [50]\nClone [0] [0]\nClone [0] [34]\nClone [34] [-34]\nClone [0] [34]\nset [offsetx v] to [2074]\nset [offsety v] to [331]\nClone [0] [0]\nClone [34] [0]\nset [offsetx v] to [2712]\nset [offsety v] to [258]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [3029]\nset [offsety v] to [267]\nClone [0] [0]\nClone [68] [0]\nswitch costume to (heart v)\nClone [-34] [0]\nswitch costume to (coin v)\nset [offsetx v] to [3845]\nset [offsety v] to [128]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [4514]\nset [offsety v] to [178]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [5271]\nset [offsety v] to [357]\nClone [0] [0]\nClone [0] [34]\nClone [0] [34]\nset [offsetx v] to [4657]\nset [offsety v] to [715]\nClone [0] [0]\nClone [0] [34]\nClone [-34] [0]\nClone [0] [-34]\nset [offsetx v] to [3927]\nset [offsety v] to [755]\nClone [0] [0]\nClone [-55] [-5]\nClone [-38] [0]\nClone [0] [38]\nClone [38] [0]\nset [offsetx v] to [3684]\nset [offsety v] to [925]\nClone [0] [0]\nClone [35] [0]\nset [offsetx v] to [3046]\nset [offsety v] to [1150]\nClone [0] [0]\nClone [0] [34]\nClone [-34] [0]\nClone [0] [-34]\nClone [0] [68]\nClone [34] [0]\nset [offsetx v] to [2583]\nset [offsety v] to [1288]\nClone [0] [0]\nClone [-27] [-21]\nClone [-27] [-21]\nClone [-27] [-21]\nset [offsetx v] to [2120]\nset [offsety v] to [828]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nClone [0] [34]\nClone [0] [34]\nClone [-34] [0]\nClone [-34] [0]\nClone [0] [-34]\nset [offsetx v] to [1660]\nset [offsety v] to [1520]\nClone [0] [0]\nClone [34] [0]\nset [offsetx v] to [4255]\nset [offsety v] to [698]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [2126]\nset [offsety v] to [1007]\nClone [0] [0]\nClone [29] [19]\nClone [29] [19]\nClone [29] [19]\nset [offsetx v] to [1350]\nset [offsety v] to [1205]\nClone [0] [0]\nClone [0] [34]\nClone [0] [34]\nClone [-34] [0]\nClone [0] [-34]\nClone [0] [-34]\nset [offsetx v] to [2820]\nset [offsety v] to [1091]\nClone [0] [0]\nClone [0] [35]\nClone [0] [35]\nClone [-35] [0]\nClone [-35] [0]\nClone [0] [-35]\nClone [0] [-35]\nClone [35] [0]\nswitch costume to (star v)\nset [offsetx v] to [2197]\nset [offsety v] to [1652]\nClone [0] [0]\nswitch costume to (blank v)\nset [offsetx v] to [null]\n\nwhen I receive [loot v]\nif <(offsetx) = [null]> then\n set [offsetx v] to (loot x)\n set [offsety v] to (loot y)\n wait (0.4) seconds\n switch costume to (coin v)\n Clone [0] [15]\n Clone [0] [34]\n Clone [0] [34]\n switch costume to (blank v)\n set [offsetx v] to [null]\n wait (0.1) seconds\n set [loot x v] to [none]\nend\n\n@Water\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [2300]\nset [offsety v] to [-85]\nhide\nset size to (100) %\nrepeat (1)\n switch costume to (2a v)\n repeat (5)\n Clone [550] [0]\n end\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round (((offsetx) - (SCROLL X)) + ((((days since 2000) * (70000)) * (70)) mod (550)))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<<(x position) = (x)> and <(y position) = (y)>> and <(SCROLL X) > [3200]>> then\n show\nelse\n hide\nend\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y_SHAKE)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\nset [@id v] to [0]\nswitch costume to (item0 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [@id v] to [-1]\nswitch costume to (item1 v)\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(openmenu?) = [0]>> then\n set [clickshop v] to [1]\n repeat (7)\n change [ghost v] effect by (15)\n end\n set [clickshop v] to [0]\n set [shop_ghost v] to [100]\n switch costume to (shop v)\n set [y_shop v] to [-105]\n set [openmenu? v] to [1]\n repeat until <(y_shop) > [-1]>\n change [y_shop v] by (((4) - (y_shop)) / (8))\n change [ghost v] effect by (-10)\n if <(shop_ghost) > [9]> then\n change [shop_ghost v] by (-10)\n end\n end\n repeat until <(close#) = [1]>\n switch costume to (b1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (shopb v)\n if <mouse down?> then\n set [close# v] to [1]\n end\n else\n switch costume to (shop v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\n set [openmenu? v] to [0]\n set [close# v] to [0]\n repeat until <(y_shop) < [-99]>\n change [y_shop v] by (((y_shop) - (21)) / (7))\n change [ghost v] effect by (8.5)\n if <(shop_ghost) < [91]> then\n change [shop_ghost v] by (10)\n end\n if <(y_shop) < [-30]> then\n set [clickshop v] to [0]\n end\n end\n switch costume to (button v)\n set [y_shop v] to [0]\n repeat (7)\n change [ghost v] effect by (-15)\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n if <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n else\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\n end\n end\n else\n if <(costume [name v]) = [heart]> then\n forever\n if <(win) = [1]> then\n change [ghost v] effect by (10)\n else\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\n end\n end\n else\n if <(letter (1) of (@clone)) = [d]> then\n go to x: (0) y: (0)\n set size to (100) %\n if <(letter (2) of (@clone)) = [1]> then\n switch costume to (c1 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<(coins) > [19]> and <(mousewait) = [0]>> then\n change [coins v] by (-20)\n change [lives v] by (1)\n set [mousewait v] to [1]\n broadcast (purch v)\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [2]> then\n switch costume to (c2 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(coins) > [29]> and <(mousewait) = [0]>> and <(EmojiCHAT?) = [0]>> then\n change [coins v] by (-30)\n set [emojichat? v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c2a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [3]> then\n switch costume to (c3 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(PARACHUTE) = [0]> and <(mousewait) = [0]>> and <(coins) > [39]>> then\n change [coins v] by (-40)\n set [parachute v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c3a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@clone) = [shop]> then\n set y to (y_shop)\n if <not <mouse down?>> then\n set [mousewait v] to [0]\n end\nelse\n go to [front v] layer\n if <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n else\n if <(letter (1) of (@clone)) = [v]> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (@clone)) = [d]> then\n set y to (y_shop)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\n end\n end\n end\nend\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nif <<<(costume [name v]) = [coins]> or <(@clone) = [shop]>> or <(letter (1) of (@clone)) = [v]>> then\n repeat (30)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nset [@clone v] to [d1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [d] ((letter (2) of (@clone)) + (1)))\nend\nswitch costume to (button v)\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nset [close# v] to [0]\nset [@clone v] to [shop]\nset [clickshop v] to [0]\nset [mousewait v] to [0]\nset [emojichat? v] to [0]\nset [parachute v] to [0]\nset [shop_ghost v] to [100]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [v]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\nend\n\n@@PLAYERS\n\nwhen I receive [cloud_players v]\nswitch costume to (blank v)\nset [@id v] to [1]\nrepeat (10)\n if <(@ID) = (playerID)> then\n change [@id v] by (1)\nend\ngo to x: (999) y: (999)\n\nwhen I start as a clone\nswitch costume to (3a v)\nset [ghost v] effect to (100)\nsay []\nset rotation style [all around v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [names v] to [0]\n\ndefine @Position XY (@player)\nif <(costume [name v]) = [blank]> then\n hide\nelse\n if <(costume [name v]) = [arrow]> then\n move ((0) - (d)) steps\n end\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555))\n change y by (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555))\n go to x: (round (x position)) y: (round (y position))\n switch costume to (join (item ((@player) * (6)) of [cloud_data v]) [a])\n show\n if <<<(x position) < [-250]> or <(x position) > [250]>> or <<(y position) < [-190]> or <(y position) > [190]>>> then\n switch costume to (arrow v)\n point in direction (([atan v] of ((x position) / (y position)) ) + (<not <[0] > (y position)>> * (180)))\n set [d v] to ((32) + ((([abs v] of (x position) ) / (20)) + (([abs v] of (y position) ) / (25))))\n move (d) steps\n else\n if <<<(x position) > [-250]> and <(x position) < [250]>> and <<(y position) < [190]> and <(y position) > [-190]>>> then\n switch costume to (item ((@player) * (6)) of [cloud_data v])\n point in direction (90)\n end\n end\n if <(item (@player) of [active_check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (1)) of [cloud_data v]) > [9]> or <(item (((@player) * (6)) - (1)) of [cloud_data v]) = [0]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n if <not <(costume [name v]) = [arrow]>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n say []\n end\n end\n else\n say (item (item (((@player) * (6)) - (1)) of [cloud_data v]) of [chat list v])\n end\n else\n change [ghost v] effect by (20)\n say []\n end\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@EMOJI\n\nwhen I receive [cloud_players v]\nset [@id v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [@id v] by (1)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (20) %\nshow\nsay []\nset [ghost v] effect to (100)\nforever\n repeat until <<<(item (((@ID) * (6)) - (1)) of [cloud_data v]) < [16]> and <(item (((@ID) * (6)) - (1)) of [cloud_data v]) > [9]>> and <(item (@ID) of [active_check v]) = [1]>>\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n switch costume to (join [emoji] (item (((@ID) * (6)) - (1)) of [cloud_data v]))\n repeat until <<not <(costume [name v]) = (join [emoji] (item (((@ID) * (6)) - (1)) of [cloud_data v]))>> or <(item (@ID) of [active_check v]) = [0]>>\n set [bvel v] to ((((100) - (size)) / (7)) + ((bvel) * (0.75)))\n change size by (bvel)\n change [ghost v] effect by (-20)\n end\n repeat until <(size) < [25]>\n change size by (((20) - (size)) / (5))\n change [ghost v] effect by (20)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine @Position XY (@player)\nif <(@player) = (playerID)> then\n go to (player v)\n change y by (35)\nelse\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555555555555555)))\n go to x: (round (x position)) y: (round (y position))\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@Enemies\n\nwhen flag clicked\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (bot1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n else\n if <(costume [name v]) = [y1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (y1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [red1]> then\n forever\n if <<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and <<<(direction) = [90]> and <([x position v] of [player v]) > (x position)>> or <<(direction) = [-90]> and <([x position v] of [player v]) < (x position)>>>> then\n switch costume to (red1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [setup v]\nCLONE @ [2565] [24] [bot1] [81]\nCLONE @ [60] [-86] [red1] [120]\nCLONE @ [2872] [1081] [bot1] [81]\nCLONE @ [1341] [949] [bot1] [81]\nCLONE @ [3514] [68] [red1] [100]\nCLONE @ [4675] [667] [red1] [90]\nCLONE @ [2680] [1310] [y1] [100]\nCLONE @ [1857] [956] [red1] [82]\nCLONE @ [2203] [228] [y1] [63]\nswitch costume to (blank v)\n\nwhen I start as a clone\nforever\n set [@change_offset v] to [0]\n point in direction (90)\n repeat until <((@Change_OFFSET) + (1)) > (@Change)>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) > (x position)>> then\n change [@change_offset v] by (3)\n else\n change [@change_offset v] by (1.5)\n end\n end\n point in direction (-90)\n repeat until <(@Change_OFFSET) < [1]>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) < (x position)>> then\n change [@change_offset v] by (-3)\n else\n change [@change_offset v] by (-1.5)\n end\n end\nend\n\n@AlertsUI\n\nwhen I receive [afk v]\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [win v] to [1]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round (TIME)) [1]\ndraw (join (exp) (join [/] [40])) [0]\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\ndefine draw (i) (c)\nclear graphic effects\nif <(c) = [1]> then\n go to x: ((2) - (((length of (i)) + (5)) * (5.5))) y: (-54)\n set size to (80) %\n set [@id v] to [null]\n switch costume to (time v)\n create clone of (_myself_ v)\n change x by (50)\n change y by (3)\nelse\n if <(i) = [0/40]> then\n go to x: (16) y: (-76)\n else\n go to x: (20) y: (-76)\n end\n set size to (100) %\n set [@id v] to [null]\n switch costume to (exp v)\n create clone of (_myself_ v)\n if <(i) = [0/40]> then\n change x by (-53)\n change y by (3)\n else\n change x by (-63)\n change y by (3)\n end\nend\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (i))\n switch costume to (join (letter (c_!) of (i)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <<(costume [name v]) = [/a]> or <(costume [name v]) = [1a]>> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (80) %\n set [ghost v] effect to (100)\n repeat until <(size) > [99]>\n change [ghost v] effect by (-10)\n change size by (((102) - (size)) / (7))\n go to [front v] layer\n end\n forever\n go to [front v] layer\n switch costume to (c1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue10 v)\n if <mouse down?> then\n set [win v] to [0]\n broadcast (hide v)\n set [click2 v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (c2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue01 v)\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (continue00 v)\n end\n end\n end\n else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\n set [ghost v] effect to (100)\n set size to (50) %\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (2) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [win v] to [0]\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (50) %\n set [pause v] to [1]\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (reset v)\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen flag clicked\nset [click2 v] to [0]\nset [ghost v] effect to (100)\nset [open chat v] to [0]\ndelete all of [chat list v]\nadd [こんにちは!] to [chat list v]\nadd [ここ来て!] to [chat list v]\nadd [バイバイ!] to [chat list v]\nadd [見て!] to [chat list v]\nadd [^_^] to [chat list v]\nadd [重いね] to [chat list v]\nadd [❤️&⭐️押そ!] to [chat list v]\nadd [いいよ!] to [chat list v]\nadd [F-300をフォローしないと天罰が下るよw] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open chat v] to [0]\ngo to x: (-150) y: (0)\nforever\n set [ghost v] effect to (ghost)\n if <(ghost) = [100]> then\n hide\n else\n show\n end\n if <(open chat) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n if <(EmojiCHAT?) = [1]> then\n switch costume to (main2 v)\n else\n switch costume to (main v)\n end\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open chat) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open chat v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open chat v] to ((1) - (open chat))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [mobile v]\nreset\n\nwhen [timer v] > (0.1)\nhide\n\n@Detector\n\nwhen flag clicked\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\nwait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\nwait (0.1) seconds\nchange [coins v] by (10)\nbroadcast (alert v)\nstop [this script v]\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n stop [this script v]\n end\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n stop [this script v]\n end\n end\n end\nend\n\n@moon\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\n@Notifications\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (55)\nset [ghost v] effect to (100)\n\nwhen I receive [exp v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (join [s] ((exp) / (10)))\ngo to x: (0) y: (55)\nrepeat until <(y position) < [5]>\n change [ghost v] effect by (-8)\n change y by (((2) - (y position)) / (7))\nend\nwait (3) seconds\nrepeat until <(y position) > [53]>\n change y by (((y position) + (3)) / (7))\n change [ghost v] effect by (8)\nend\nset y to (55)\n\nwhen I receive [purch v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (buy v)\ngo to x: (0) y: (55)\nrepeat until <(y position) < [5]>\n change [ghost v] effect by (-8)\n change y by (((2) - (y position)) / (7))\nend\nwait (3) seconds\nrepeat until <(y position) > [53]>\n change y by (((y position) + (3)) / (7))\n change [ghost v] effect by (8)\nend\nset y to (55)\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n
*スペースキーでパラシュートが開きます!   \n     Vᴀʟᴇʏ ✿ M'sᴏɴʟɪɢʜᴛ Vᴀʟᴇʏ\n  多人数同時参加型スクロールプラットフォーマー\n\nこれは私の最高のゲームです!!! もっと楽しいゲームを作るためにフォローしてください!\n\n説明書です。\nMᴏᴏɴʟɪɢʜᴛ Vᴀʟᴇʏへようこそ! コインを集めて、ショップでアイテムを買いましょう。危険な生き物には十分注意してくださいね。オプションで4つの隠し場所があり、それを見つけると10点の探検家ポイントがもらえます。お楽しみください :)\n         ◆ ◆ ◆ ◆ ◆ ◆ 遊び方\n➜ コインを集めて、それを使ってショップでアイテムを買う\n➜ [T]でチャット、[#]や[文字]でフレーズを選ぶ。MOBILEでは、プレイヤーをタップ\n➜ SPACE キーを押すと、パラシュートが作動します。モバイルでは指を押したままにします。\n➜ [N] で名前のオン/オフを切り替える\n          \n➜ "Moonlight Valley "というタイトルを作成した@0014049氏\n➜ マルチプレイヤーエンジンを担当した @StratfordJames\n➜ All ART - 100% - drawn by @StratfordJames\n➜ Veewo (Super Phantom Cat 2)にインスパイアされたアート\n\n#games #ゲーム #アート #マルチプレイヤー #スクロール #プラットフォーマー #stratfordjames #ストラットフォードジェイムス ✿ Mᴏ ɴʟɪʜᴛ Vᴀʟᴇʏ ✿\n       マルチプレイヤー・スクロール・プラットフォーマー(✿) \n        ✿ Mᴏᴏɴʟɪɢʜᴛ Vᴀʟʟᴇʏ ✿\n       ✿ Multiplayer Scrolling Platformer ✿\n\nTHIS IS MY BEST GAME SO FAR!! MAKE SURE TO FOLLOW FOR MORE FUN GAMES =)\n\nIF THIS IS EMPTY, GO HERE:\nhttps://scratch.mit.edu/projects/426968347/\n\nInstructions:\nWelcome to the Mᴏᴏɴʟɪɢʜᴛ Vᴀʟʟᴇʏ! Collect coins to buy items from the shop. Make sure to watch out for dangerous critters! There are 4 optional hidden places, finding one gives you 10 explorer points! Enjoy :)\n         ✦✦ How to play ✦✦\n➜ Collect coins, use them to buy items in the shop\n➜ [T] to chat, [#] or [letter] to choose phrase. On MOBILE, tap the player\n➜ Press the SPACE key to activate a parachute. Hold your finger down on mobile.\n➜ [N] to turn on/off names\n          ✦✦ Credits ✦✦\n➜ @0014049 for creating the title "Moonlight Valley"\n➜ Multiplayer engine by @StratfordJames\n➜ ALL ART - 100% - drawn by @StratfordJames\n➜ Art inspired by Veewo (Super Phantom Cat 2)\n\n#games #games #games #games #art #multiplayer #scrolling #platformer #stratfordjames #stratfordjames
Desert 2 - A Mobile Friendly Platformer Game #Games #Games #Games #Games #Games #All #All #All
@Stage\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\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\n@Text\n\nwhen I receive [next level v]\nnext costume\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 flag clicked\nforever\n play sound [bensound-adventure v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\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 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) = [23]>\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\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 create clone of (_myself_ v)\nend\n\nwhen flag clicked\nrepeat until <(Level) = [23]>\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (Ded v)\n end\nend\n\nwhen flag clicked\nforever\n set size to (125) %\nend\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@Sprite1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
MY NEWEST GAME: https://scratch.mit.edu/projects/617317451/\n\narrow keys\nmobile friendly\ns/down arrow to duck\nHave fun!\n@Ziyu3 for the engine\nNO ADS!!!!!\n
A Platformer Game-3D Game !!!
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n play sound [Chaos 1.2.mp3 v] until done\nend\n\n@Sprite1\n\ndefine Vẽ 3D\ngo to x: (0) y: (-10)\nset [brightness v] effect to (0)\nrepeat (70)\n stamp\n change x by (1)\n change y by (-1)\n change [brightness v] effect by (-0.7)\nend\n\nwhen I receive [next level v]\nerase all\nnext costume\nVẽ 3D\n\nwhen flag clicked\nrepeat (10)\n point in direction (90)\n erase all\n switch costume to (costume1 v)\n Vẽ 3D\nend\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nforever\n if <(Level) = [7]> then\n switch backdrop to (backdrop2 v)\n hide variable [level v]\n else\n switch backdrop to (backdrop1 v)\n show variable [level v]\n end\nend\n\npoint in direction (80)\nerase all\ngo to x: (0) y: (-10)\nset size to (200) %\nswitch costume to (costume2 v)\nVẽ 3D\n\n@Player\n\ndefine Touch Ground <up?>\nrepeat until <not <touching color (#008400)?>>\n if <up?> then\n change y by (-1)\n else\n set [falling? v] to [0]\n change y by (1)\n end\n set [yv v] to [0]\nend\n\ndefine Physics\nchange [yv v] by (-1)\nchange y by (Yv)\nchange [falling? v] by (1)\nTouch Ground <(Yv) > [0]>\nif <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <mouse down?>> and <(falling?) < [3]>> then\n set [yv v] to [13]\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1.7)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1.7)\nend\nset [xv v] to ((Xv) * (0.85))\nchange x by (Xv)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#008400)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((Xv) * (-1))\n change y by ((slope) * (-1))\n if <<mouse down?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>> then\n if <(Xv) > [0]> then\n set [xv v] to ((-15) * (0.8))\n else\n set [xv v] to ((15) * (0.8))\n end\n set [yv v] to ((15) * (0.8))\n end\nend\nif <touching color (#008400)?> then\n if <<mouse down?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>> then\n set [yv v] to [7]\n else\n set [yv v] to [-1.5]\n end\nend\nif <touching color (#818500)?> then\n set [yv v] to [21]\nend\nif <<not <(Level) = [6]>> and <<touching color (#8d0000)?> or <(y position) < [-179]>>> then\n go to x: (-176) y: (0)\nelse\n if <<touching color (#840000)?> or <(y position) < [-179]>> then\n go to x: (-176) y: (0)\n end\nend\nif <(x position) > [238]> then\n broadcast (Next level v)\n go to x: (-176) y: (0)\n change [level v] by (1)\nend\n\nwhen flag clicked\nswitch costume to (player v)\ngo to x: (-176) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nset [falling? v] to [0]\nforever\n Physics\nend\n\nwhen flag clicked\npoint in direction (90)\nset size to (125) %\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nswitch backdrop to (backdrop1 v)\nswitch costume to (2 v)\npoint in direction (75)\nset size to (200) %\ngo to x: (-127) y: (69)\n\n
My first 3D project !!!
Scratch Platformer 3 || #All #Trending # Games #Platformers
@Stage\n\nwhen flag clicked\nset [player v] to (username)\nforever\n play sound [@BroomingSKILLS is da best v] until done\nend\n\nwhen flag clicked\nif <(username) = [griffpatch]> then\n change [☁ did griffpatch play? v] by (1)\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Celling or Floor \n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platforms v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - 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?> or <(STICK Y) > [0.5]>> 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 (d v) pressed?> or <(STICK X) > [0.5]>> or <key (right arrow v) pressed?>> - <<<key (a v) pressed?> or <(STICK X) < [-0.5]>> or <key (left arrow v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [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 - 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\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(Lives) > [0]> then\n Reset and Begin Level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [jumping v] to [0]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [9]\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 [10]\n\n@Level\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\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 Outline\nStamp Shadow\n\nwhen flag clicked\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (blank v)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [3]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (200)) ))\n end\nend\n\n@Platforms\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [0]> then\n Spawn [Rotating Platform] at [76] [-12] dir [90] turn [1]\n Spawn [Platform] at [-76] [-24] dir [90] turn []\nend\nif <(SCENE #) = [-1]> then\n Spawn [Plank] at [-6] [-11] dir [90] turn [1]\nend\n\ndefine Animate Platform\nshow\npoint in direction (90)\nforever\n glide (1.5) secs to x: (x position) y: ((y position) - (90))\n wait (0) seconds\n glide (1.5) secs to x: (x position) y: ((y position) + (90))\n wait (0) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\ngo to x: (95) y: (5)\nforever\n glide (2) secs to x: (95) y: (-35)\n wait (1) seconds\n glide (2) secs to x: (95) y: (5)\n wait (0.5) seconds\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\ngo to [back v] layer\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\nAnimate Platform\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\n@Collectible\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [Apple]> then\n start sound [Chomp v]\n change [apples v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nif <(costume [name v]) = [Huge Apple]> then\n start sound [Chomp v]\n change [apples v] by (5)\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 [53] [14]\nPlace [Huge Apple] scene [2] xy [125] [-35]\nPlace [Apple] scene [103] xy [-165] [-25]\nPlace [Key 1] scene [103] xy [50] [-100]\nPlace [Apple] scene [105] xy [-115] [10]\nPlace [Green Flag] scene [3] xy [-175] [-35]\nPlace [Green Flag] scene [5] xy [100] [32]\nPlace [Green Flag] scene [107] xy [195] [-125]\nPlace [Huge Apple] scene [-1] xy [-119] [-48]\nPlace [Huge Apple] scene [104] xy [-60] [47]\nPlace [Huge Apple] scene [8] xy [138] [122]\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 Screens\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-55)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Enemy] at [77] [-55] dir [90]\n else\n Spawn [Enemy] at [77] [-55] dir [90]\n end\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (enemy1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platforms v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n switch costume to (squished v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Safe zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (safe zone v)\nswitch costume to (join [Scene] (SCENE #))\n\n@Control Stick\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nset [myself v] to [Control Stick]\nset size to (100) %\nset [max stick v] to [25]\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\n
Pixel 2 | A Mobile Friendly Platformer #games #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\nset volume to (100) %\nforever\n play sound [Music v] until done\nend\n\nwhen flag clicked\nrepeat until <(level) = (Levels)>\n set [time v] to (timer)\nend\nswitch backdrop to (bühnenbild6 v)\nwait (5) seconds\nrepeat (20)\n change volume by (-5)\nend\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (outro v)\n\nwhen I receive [nachricht1 v]\nif <(backdrop [number v]) < [4]> then\n next backdrop\nend\n\nwhen I receive [outro v]\nset [ghost v] effect to (80)\nswitch backdrop to (bühnenbild5 v)\n\n@Figur2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (kostüm1 v)\nset [pixel v] to [50]\n\nwhen I receive [nachricht1 v]\nnext costume\nrepeat (5)\n change [pixel v] by (-0.75)\nend\n\nwhen flag clicked\nforever\n set [pixelate v] effect to ((pixel) / (2))\nend\n\nwhen I receive [outro v]\nhide\n\n@Player\n\nwhen flag clicked\nset [y v v] to [0]\nset [x v v] to [0]\ngo to x: (-200) y: (27)\nforever\n check\nend\n\ndefine check\nset rotation style [left-right v]\nset [level: v] to (join (join (level) [/]) (Levels))\nif <touching (figur1 v)?> then\n start sound [roblox death sound v]\n hide\n broadcast (effect v)\n wait (1) seconds\n go to x: (-200) y: (27)\n set [y v v] to [0]\n set [x v v] to [0]\n show\nend\nchange [y v v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [x v v] by (-1)\nend\nset [x v v] to ((x v) * (0.9))\nchange x by (x v)\nif <touching (figur2 v)?> then\n change y by (1)\nend\nif <touching (figur2 v)?> then\n change y by (1)\nend\nif <touching (figur2 v)?> then\n change y by (1)\nend\nif <touching (figur2 v)?> then\n change y by (1)\nend\nif <touching (figur2 v)?> then\n change y by (-4)\n change x by ((x v) * (-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 v] to [15]\n if <(x v) > [0]> then\n set [x v v] to [-9]\n else\n set [x v v] to [9]\n end\n else\n set [x v v] to [0]\n end\nend\nchange y by (y v)\nif <touching (figur2 v)?> then\n change y by ((y v) - ((y v) * (2)))\n set [y v v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (figur2 v)?>> then\n set [y v v] to [15]\nend\nchange y by (1)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [level v] to [1]\nset [levels v] to [16]\nset size to (66) %\nforever\n if <(x position) > [220]> then\n broadcast (Nachricht1 v)\n end\nend\n\nwhen I receive [nachricht1 v]\nstart sound [checkpoint v]\ngo to x: (-200) y: (27)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n set [pixelate v] effect to ((pixel) / (2))\nend\n\nwhen I receive [outro v]\nhide\n\n@Figur1\n\nwhen I receive [nachricht1 v]\nnext costume\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (kostüm1 v)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n set [pixelate v] effect to (pixel)\nend\n\nwhen I receive [outro v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (10)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Figur3\n\ndefine Particle\nrepeat (27)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [pixelate v] effect to (pixel)\nswitch costume to (pick random (1) to (3))\nset [brightness v] effect to (pick random (-18) to (-100))\npoint in direction (pick random (-180) to (180))\nset [v v] to (pick random (3.0) to (9.0))\nset [effekt: y v] to [3]\nset size to (pick random (27) to (127)) %\ngo to [front v] layer\nrepeat (5)\n move (V) steps\n change y by (Effekt: Y)\n set [v v] to ((V) * (0.9))\n change [effekt: y v] by (-0.3)\nend\nrepeat (20)\n move (V) steps\n change y by (Effekt: Y)\n set [v v] to ((V) * (0.9))\n change [effekt: y v] by (-0.3)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [effect v]\ngo to (player v)\nParticle\n\nwhen flag clicked\nhide\n\n@O2009H\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nforever\n start sound [Vexento - Syndrome v]\n wait (15) seconds\n change size by (20)\n repeat (30)\n wait (0.45) seconds\n change size by (20)\n end\n repeat (50)\n wait (0.2) seconds\n change size by (25)\n end\n repeat (14)\n wait (0.1) seconds\n change size by (30)\n end\n repeat (98)\n wait (0.4) seconds\n change size by (25)\n end\n repeat (173)\n wait (0.2) seconds\n change size by (10)\n end\n repeat (50)\n wait (0.2) seconds\n change size by (25)\n end\n repeat (15)\n wait (0.1) seconds\n change size by (30)\n end\n repeat (132)\n wait (0.4) seconds\n change size by (25)\n end\n wait (2) seconds\nend\n\nwhen I receive [outro v]\nshow\ngo to x: (0) y: (-250)\nforever\n change y by (((25) - (y position)) / (5))\n point in direction ((([sin v] of ((timer) * (175)) ) * (6)) + (90))\n change size by (((100) - (size)) / (5))\nend\n\n@Particel\n\nwhen I start as a clone\nswitch costume to (pick random (2) to (4))\nset [ghost v] effect to (50)\ngo to [back v] layer\nset size to (50) %\nset [direction v] to (pick random (-1) to (1))\nset [speed v] to (pick random (1) to (2))\ngo to x: (-250) y: (pick random (-180) to (180))\nforever\n change x by (Speed)\n turn right (Direction) degrees\n if <(x position) > [235]> then\n delete this clone\n end\nend\n\nwhen I receive [outro v]\nswitch costume to (blank v)\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@LIKE FAVE FOLLOW\n\nwhen I start as a clone\nchange [~clone# v] by (1)\nif <(~clone#) = [1]> then\n switch costume to (not liked v)\n go to x: (-100) y: (-200)\n repeat (26)\n change y by (((-110) - (y position)) / (5))\n end\n forever\n set y to ((([sin v] of ((timer) * (200)) ) * (20)) - (110))\n Change size\n if <(costume [number v]) = [2]> then\n Like/Fave/Follow\n end\n end\nelse\n if <(~clone#) = [2]> then\n switch costume to (not faved v)\n go to x: (0) y: (-200)\n repeat (26)\n change y by (((-110) - (y position)) / (5))\n end\n forever\n set y to ((([sin v] of ((timer) * (200)) ) * (20)) - (110))\n Change size\n if <(costume [number v]) = [4]> then\n Like/Fave/Follow\n end\n end\n else\n if <(~clone#) = [3]> then\n switch costume to (not followed v)\n go to x: (100) y: (-200)\n repeat (26)\n change y by (((-110) - (y position)) / (5))\n end\n forever\n set y to ((([sin v] of ((timer) * (200)) ) * (20)) - (110))\n Change size\n if <(costume [number v]) = [6]> then\n Like/Fave/Follow\n end\n end\n end\n end\nend\nset [~clone# v] to [0]\n\ndefine Like/Fave/Follow\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n change size by (20)\n wait until <not <mouse down?>>\nend\n\ndefine Change size\nif <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\nelse\n change size by (((100) - (size)) / (4))\nend\n\nwhen I receive [outro v]\nswitch costume to (blank v)\nset [~clone# v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\nend\n\n
Welcome to the second part of my new game: Pixel!\n\nPart 1: https://scratch.mit.edu/projects/611489381/\n\nPlease Like, Fave and Follow for more cool games :)\n\n-Instructions-\nMove with arrow keys, WASD or you finger (mobile)\nand don't touch spikes or lava!\nHave fun!\n\n-Credits-\n@TeamRamby for the amazing outro!\n\n-Tags-\n#pixel #platformer #mobile #friendly #O2009H #cool #games #all #music #art #animations
Circle-A Platformer #Games #All #Platformer #Art #Mobile
@Stage\n\n@lag UI\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (5) seconds\nforever\n if <(FPS) < [8]> then\n wait (0.5) seconds\n if <(FPS) < [8]> then\n switch costume to (slow v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\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 [afk v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nshow\nswitch costume to (afk v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Detector\n\nwhen flag clicked\nshow\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [stared? v] to [0]\nset [loved? v] to [0]\nwait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\nwait (0.1) seconds\nbroadcast (alert v)\n\nwhen I start as a clone\nshow\ngo to x: (-15) y: (0)\nif <(@id) = [1]> then\n switch costume to (fave v)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.03) seconds\n if <touching (mouse-pointer v)?> then\n set [stared? v] to ((1) - (Stared?))\n wait until <not <touching (mouse-pointer v)?>>\n wait (0.05) seconds\n end\n end\n end\nelse\n if <(@id) = [2]> then\n switch costume to (love v)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.03) seconds\n if <touching (mouse-pointer v)?> then\n set [loved? v] to ((1) - (Loved?))\n wait until <not <touching (mouse-pointer v)?>>\n wait (0.05) seconds\n end\n end\n end\n else\n end\nend\n\n@lf_UI\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (50)\nhide\nset [ghost v] effect to (100)\nwait (pick random (11) to (16)) seconds\nforever\n if <<(Stared?) = [1]> and <(Loved?) = [1]>> then\n stop [this script v]\n end\n show\n repeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\n end\n wait (4) seconds\n repeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\n end\n hide\n wait (pick random (20) to (40)) seconds\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\nend\nwait (4) seconds\nrepeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\n\n@particles\n\nwhen I receive [win v]\nif <(costume [name v]) = [blank]> then\n set [color v] effect to (0)\n repeat (pick random (9) to (12))\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nswitch costume to (blank v)\nhide\n\ndefine move (x vel)\nset size to (50) %\nswitch costume to (particle v)\nclear graphic effects\nshow\nrepeat (20)\n go to [back v] layer\n change x by (x vel)\n change y by (@YV)\n change [@yv v] by (-1)\n change size by (-1)\n change [ghost v] effect by (1)\nend\nrepeat (7)\n go to [back v] layer\n change x by (x vel)\n change y by (@YV)\n change [@yv v] by (-1)\n change [ghost v] effect by (11.5)\n change size by (-1)\nend\ndelete this clone\n\nwhen I start as a clone\ngo to (player v)\nset [@yv v] to (pick random (11) to (14))\nmove (pick random (-4.5) to (4.5))\n\n@UI/alerts\n\nwhen flag clicked\nset [pause v] to [0]\nhide\ngo to x: (0) y: (0)\nswitch costume to (splash-screen v)\nset [@id v] to [ov]\ncreate clone of (_myself_ v)\nset [@id v] to [null]\n\nwhen I receive [win v]\nif <(@id) = [null]> then\n switch costume to (splash-screen v)\n hide\n wait (1) seconds\n set [pause v] to [1]\n go to [front v] layer\n wait (1.25) seconds\n go to x: (0) y: (-200)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n wait (0.1) seconds\n repeat until <(y position) > [-0.5]>\n change [ghost v] effect by (-10)\n change y by (((1) - (y position)) / (7))\n end\n wait (0.2) seconds\n draw (TIME-SCORE)\n wait (1.5) seconds\n set [@id v] to [button]\n create clone of (_myself_ v)\n set [@id v] to [null]\nelse\n if <(@id) = [ov]> then\n hide\n set [ghost v] effect to (100)\n switch costume to (overlay v)\n wait (2.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@id) = [number]> then\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(@id) = [ov]> then\n go to [front v] layer\n hide\nelse\n if <(@id) = [val]> then\n set [@id v] to [number]\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(@id) = [button]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (button00 v)\n set size to (130) %\n show\n set [ghost v] effect to (100)\n repeat until <(size) < [100.3]>\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-10)\n end\n set size to (100) %\n forever\n switch costume to (hitbox10 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (button10 v)\n if <mouse down?> then\n broadcast (continue v)\n stop [this script v]\n end\n else\n switch costume to (hitbox01 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (button01 v)\n if <mouse down?> then\n broadcast (disconnect v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n else\n switch costume to (button00 v)\n end\n end\n end\n end\n end\nend\n\ndefine draw (time)\ngo to x: ((25) - (((length of (time)) + (5)) * (6.15))) y: (-60)\nset size to (80) %\nset [@id v] to [val]\nswitch costume to (time v)\ncreate clone of (_myself_ v)\nchange x by (30)\nchange y by (5)\nset size to (27) %\nset [c_! v] to [1]\nrepeat (length of (time))\n switch costume to (join (letter (c_!) of (time)) [a])\n set [@id v] to [val]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <(costume [name v]) = [1a]> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset [@id v] to [null]\nset size to (100) %\nswitch costume to (splash-screen v)\ngo to x: (0) y: (0)\n\nwhen I receive [continue v]\nset [pause v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Chat\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [chat-open? v] to [0]\ndelete all of [chat list v]\nadd [Hello!] to [chat list v]\nadd [Bye!] to [chat list v]\nadd [Help!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Noooooo!] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nset [ghost v] to [100]\nset [chat-open? v] to [0]\ngo to [front v] layer\nforever\n set [ghost v] effect to (ghost)\n if <(ghost) = [100]> then\n hide\n else\n show\n end\n if <(chat-open?) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n go to x: (-150) y: (0)\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nset [chat-selection v] to [0]\nforever\n if <(chat-open?) = [1]> then\n if <key (1 v) pressed?> then\n reset\n set [chat-selection v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat-selection v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat-selection v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat-selection v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat-selection v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat-selection v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat-selection v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat-selection v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat-selection v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\n if <(chat reset) > [5]> then\n set [chat-selection v] to [0]\n end\nend\n\ndefine reset\nset [chat-open? v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [chat-open? v] to ((1) - (chat-open?))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [mobile v]\nreset\n\n@signs\n\nwhen flag clicked\nset [cx v] to [0]\nset [cc v] to [-480]\nset [cy v] to [515]\nclone @ [60] [565] [-10]\nclone @ [91] [1026] [-10]\nclone @ [121.4] [864] [80]\nclone @ [222.5] [790] [80]\nclone @ [-16.1] [488] [0]\nclone @ [-16] [488] [0]\nclone @ [301] [646] [-10]\nclone @ [167.1] [846] [0]\nclone @ [167] [843] [0]\nclone @ [69.9] [718] [0]\nclone @ [70] [715] [0]\nhide\nforever\n erase all\n Run\nend\n\ndefine Run\nsign @ [60] [565] direction [-10] clone? [0]\nsign @ [91] [1026] direction [-10] clone? [0]\nsign @ [121.4] [864] direction [80] clone? [0]\nsign @ [222.5] [790] direction [80] clone? [0]\nsign @ [301] [646] direction [-10] clone? [0]\nbroadcast (Tick v)\n\ndefine sign @ (x) (y) direction (d) clone? (c)\nif <(c) = [1]> then\n positon (x) (y) (d)\n if <<(join (@x) [A]) = [-16.1A]> or <<(join (@x) [A]) = [167.1A]> or <(join (@x) [A]) = [69.9A]>>> then\n switch costume to (join [flag] (@flag))\n go to [back v] layer\n else\n if <<(@x) = [-16]> or <<(@x) = [167]> or <(@x) = [70]>>> then\n switch costume to (cover v)\n go to [back v] layer\n go [forward v] (5) layers\n else\n switch costume to (sign v)\n go to [back v] layer\n end\n end\nelse\n if <<(((y) * ((size) / (100))) * ([sin v] of ((x) - (rotation-x-scroll)) )) > [-280]> and <(((y) * ((size) / (100))) * ([sin v] of ((x) - (rotation-x-scroll)) )) < [280]>> then\n positon (x) (y) (d)\n switch costume to (base v)\n stamp\n end\nend\n\ndefine clone @ (x) (y) (d)\nset [@x v] to (x)\nset [@y v] to (y)\nset [@deg v] to (d)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo [backward v] (999) layers\nset [@flag v] to [0]\nif <(join (@x) [A]) = [-16.1A]> then\n switch costume to (flag0 v)\n wait (3) seconds\n forever\n if <touching (player v)?> then\n set [cc v] to [-480]\n set [cx v] to [343]\n set [cy v] to [515]\n broadcast (win v)\n repeat (5)\n change [brightness v] effect by (20)\n change [@deg v] by (((30) - (@deg)) / (1.5))\n end\n set [@flag v] to [1]\n wait (0.04) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n change [@deg v] by (((0) - (@deg)) / (6))\n end\n repeat until <(@deg) < [0.3]>\n change [@deg v] by (((0) - (@deg)) / (6))\n end\n set [@deg v] to [0]\n stop [this script v]\n end\n end\nelse\n if <(join (@x) [A]) = [167.1A]> then\n switch costume to (flag0 v)\n wait (3) seconds\n forever\n if <touching (player v)?> then\n set [cc v] to [-250]\n set [cx v] to [167]\n set [cy v] to [868]\n repeat (5)\n change [brightness v] effect by (20)\n change [@deg v] by (((30) - (@deg)) / (1.5))\n end\n set [@flag v] to [1]\n wait (0.04) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n change [@deg v] by (((0) - (@deg)) / (6))\n end\n repeat until <(@deg) < [0.3]>\n change [@deg v] by (((0) - (@deg)) / (6))\n end\n set [@deg v] to [0]\n stop [this script v]\n end\n end\n else\n if <(join (@x) [A]) = [69.9A]> then\n switch costume to (flag0 v)\n wait (3) seconds\n forever\n if <touching (player v)?> then\n set [cc v] to [-430]\n set [cx v] to [70]\n set [cy v] to [738]\n repeat (5)\n change [brightness v] effect by (20)\n change [@deg v] by (((30) - (@deg)) / (1.5))\n end\n set [@flag v] to [1]\n wait (0.04) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n change [@deg v] by (((0) - (@deg)) / (6))\n end\n repeat until <(@deg) < [0.3]>\n change [@deg v] by (((0) - (@deg)) / (6))\n end\n set [@deg v] to [0]\n stop [this script v]\n end\n end\n end\n end\nend\n\ndefine positon (x) (y) (d)\nset size to (size) %\nswitch costume to (costume1 v)\ngo to x: (((y) * ((size) / (100))) * ([sin v] of ((x) - (rotation-x-scroll)) )) y: (((center-y-scroll) + (((110) - (size)) * (3))) + (((y) * ((size) / (100))) * ([cos v] of ((x) - (rotation-x-scroll)) )))\npoint in direction ((d) + ((([atan v] of ((x position) / ((y position) - ((center-y-scroll) + (((110) - (size)) * (3))))) ) + (<not <((center-y-scroll) + (((110) - (size)) * (3))) > (y position)>> * (180))) + (-90)))\n\nwhen I receive [tick v]\nrepeat (1)\n sign @ (@x) (@y) direction (@deg) clone? [1]\nend\n\n@Flash\n\nwhen I receive [intro v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nwait (0.15) seconds\nrepeat (13)\n change [ghost v] effect by (8)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nset [time-score v] to [0]\nwait until <<key (any v) pressed?> or <mouse down?>>\nforever\n if <(cx) = [343]> then\n stop [this script v]\n end\n change [time-score v] by (1)\n wait (1) seconds\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\n@player\n\ndefine position\ngo to x: (((_y position) * ((size) / (100))) * ([sin v] of ((_degrees) - (rotation-x-scroll)) )) y: (((center-y-scroll) + (((110) - (size)) * (3))) + (((_y position) * ((size) / (100))) * ([cos v] of ((_degrees) - (rotation-x-scroll)) )))\npoint in direction ((([sin v] of (x position) ) * (8)) + (90))\nset size to ((size) - (20)) %\nsay (item (chat-selection) of [chat list v])\nif <(pause) = [0]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [30]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (10))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-30]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\n end\nelse\n switch costume to (3a v)\nend\nset [localcostume v] to (letter (1) of (costume [name v]))\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [tick v]\nposition\n\nwhen this sprite clicked\nset [chat-open? v] to ((1) - (chat-open?))\nif <(chat-open?) = [1]> then\n ask [Which item of chat?] and wait\n set [chat-selection v] to (answer)\n broadcast (mobile v)\nend\n\n@Multiplayer v1.2\n\nreplace item (1) of [cloud list v] with (item (1) of [pulse v])\n\nwhen flag clicked\nSETUP\nbroadcast (initialise cloud v)\nwait until <not <(item (10) of [active check v]) = [null]>>\nwait (0.7) seconds\nAssign Slot\nbroadcast (online start v)\n\ndefine Assign Slot\nset [c_4 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_4) of [active check v]) = [0]> then\n set [@player v] to (c_4)\n replace item ((@Player) * (6)) of [cloud list v] with (username_encoded)\n stop [this script v]\n else\n change [c_4 v] by (1)\n end\nend\nset [@player v] to [full]\n\nwhen [space v] key pressed\nif <(username) = [stratfordjames]> then\n if <key (x v) pressed?> then\n set [save v] to [0000000099991036565656565656565656565656565656565656565]\n set [☁ c1 v] to (Save)\n wait (0.1) seconds\n set [☁ c2 v] to (Save)\n wait (0.1) seconds\n set [☁ c3 v] to (Save)\n wait (0.1) seconds\n set [☁ c4 v] to (Save)\n wait (0.1) seconds\n set [☁ c5 v] to (Save)\n wait (0.1) seconds\n set [☁ c6 v] to (Save)\n wait (0.1) seconds\n set [☁ c7 v] to (Save)\n wait (0.1) seconds\n set [☁ c8 v] to (Save)\n wait (0.1) seconds\n set [☁ c9 v] to (Save)\n wait (0.1) seconds\n set [☁ c10 v] to (Save)\n end\nend\n\ndefine Encode (input) (length)\nset [c_1 v] to [1]\nset [output v] to []\nrepeat (length)\n if <(letter (c_1) of (input)) = []> then\n switch costume to ( v)\n else\n if < [1234567890] contains (letter (c_1) of (input))?> then\n switch costume to (join (letter (c_1) of (input)) [s])\n else\n switch costume to (letter (c_1) of (input))\n end\n end\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c_1 v] by (1)\nend\n\ndefine Decode (input)\nset [c_2 v] to [1]\nset [output v] to []\nrepeat ((length of (input)) / (2))\n switch costume to ((join (letter (c_2) of (input)) (letter ((c_2) + (1)) of (input))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c_2 v] by (2)\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Pulse\n wait (1.4) seconds\n Kick AFK (join (join (join (join (join (join (join (join (join (☁ c1) (☁ c2)) (☁ c3)) (☁ c4)) (☁ c5)) (☁ c6)) (☁ c7)) (☁ c8)) (☁ c9)) (☁ c10))\n end\nend\n\ndefine Postition @Player (@player) set to (value)\nif <(@player) = [1]> then\n set [☁ c1 v] to (value)\nelse\n if <(@player) = [2]> then\n set [☁ c2 v] to (value)\n else\n if <(@player) = [3]> then\n set [☁ c3 v] to (value)\n else\n if <(@player) = [4]> then\n set [☁ c4 v] to (value)\n else\n if <(@player) = [5]> then\n set [☁ c5 v] to (value)\n else\n if <(@player) = [6]> then\n set [☁ c6 v] to (value)\n else\n if <(@player) = [7]> then\n set [☁ c7 v] to (value)\n else\n if <(@player) = [8]> then\n set [☁ c8 v] to (value)\n else\n if <(@player) = [9]> then\n set [☁ c9 v] to (value)\n else\n if <(@player) = [10]> then\n set [☁ c10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Import Cloud_Data (input)\nset [c_5 v] to [1]\nset [c_6 v] to [1]\nrepeat ((length of (input)) / (55))\n Import string to letter [4] of input from (input)\n Import string to letter [4] of input from (input)\n Import string to letter [4] of input from (input)\n Import string to letter [2] of input from (input)\n Import string to letter [1] of input from (input)\n Import string to letter [40] of input from (input)\nend\nDecode\n\ndefine Import string to letter (val) of input from (cloud)\nreplace item (c_5) of [cloud list v] with []\nrepeat (val)\n replace item (c_5) of [cloud list v] with (join (item (c_5) of [cloud list v]) (letter (c_6) of (cloud)))\n change [c_6 v] by (1)\nend\nchange [c_5 v] by (1)\n\nwhen I start as a clone\nset [isaclone? v] to [1]\nswitch costume to (connecting v)\ngo to x: (0) y: (80)\nshow\nset [ghost v] effect to (100)\nwait (0.8) seconds\nrepeat until <(y position) < [1]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [1]> then\n wait until <not <(@Player) = [null]>>\n wait (1.2) seconds\n if <not <(@Player) = [error]>> then\n if <(@Player) = [full]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n else\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Cloud_Data (join (join (join (join (join (join (join (join (join (☁ c1) (☁ c2)) (☁ c3)) (☁ c4)) (☁ c5)) (☁ c6)) (☁ c7)) (☁ c8)) (☁ c9)) (☁ c10))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n forever\n Postition @Player (@Player) set to (join (join (join (join ((round (_degrees)) + (5000)) ((round (_y position)) + (5000))) (join (pick random (1111) to (9999)) ((chat-selection) + (10)))) (localcostume)) (username_encoded))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n wait (0.2) seconds\n forever\n if <<not <(item ((@Player) * (6)) of [cloud list v]) = (username_encoded)>> and <<not <(@Player) = [afk]>> and <not <(@Player) = [full]>>>> then\n set [@player v] to [error]\n broadcast (Error v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [error v]\nif <(IsAClone?) = [1]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n set [@player v] to [full]\n stop [this script v]\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <<key (any v) pressed?> or <mouse down?>> then\n set [key-press v] to [0]\nend\n\ndefine SETUP\nset [active players v] to [0]\nset [active player_ui v] to [0]\nshow variable [active player_ui v]\nset [@player v] to [null]\nset [isaclone? v] to [0]\nhide\ncreate clone of (_myself_ v)\ndelete all of [pulse v]\ndelete all of [cloud list v]\ndelete all of [usernames v]\ndelete all of [active check v]\nrepeat (10)\n add [] to [usernames v]\n add [null] to [active check v]\n add [1] to [pulse v]\n repeat (6)\n add [] to [cloud list v]\n end\nend\nEncode (username) [20]\nset [username_encoded v] to (output)\n\ndefine Decode\nset [c_9 v] to [1]\nrepeat (length of [active check v])\n Decode (item ((c_9) * (6)) of [cloud list v])\n replace item (c_9) of [usernames v] with (output)\n change [c_9 v] by (1)\nend\n\ndefine determine players\nset [active players v] to [0]\nset [c_c v] to [1]\nrepeat (length of [active check v])\n if <(item (c_c) of [active check v]) = [1]> then\n change [active players v] by (1)\n end\n change [c_c v] by (1)\nend\n\ndefine Import Pulse\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n set [var v] to [46]\n replace item (c_3) of [pulse v] with []\n repeat (4)\n replace item (c_3) of [pulse v] with (join (item (c_3) of [pulse v]) (letter (((c_3) * (55)) - (var)) of (join (join (join (join (join (join (join (join (join (☁ c1) (☁ c2)) (☁ c3)) (☁ c4)) (☁ c5)) (☁ c6)) (☁ c7)) (☁ c8)) (☁ c9)) (☁ c10))))\n change [var v] by (-1)\n end\n change [c_3 v] by (1)\nend\n\ndefine Kick AFK (input)\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_3) of [pulse v]) = (join (join (letter (((c_3) * (55)) - (46)) of (input)) (letter (((c_3) * (55)) - (45)) of (input))) (join (letter (((c_3) * (55)) - (44)) of (input)) (letter (((c_3) * (55)) - (43)) of (input))))> then\n replace item (c_3) of [active check v] with [0]\n else\n replace item (c_3) of [active check v] with [1]\n end\n change [c_3 v] by (1)\nend\ndetermine players\n\nwhen I receive [tick v]\nif <<(mouse x) < [-183]> and <(mouse y) > [150]>> then\n set [active player_ui v] to (join (Active Players) [ online])\nelse\n set [active player_ui v] to (Active Players)\nend\n\nwhen I receive [disconnect v]\nset [@player v] to [null]\nstop [other scripts in sprite v]\nforever\n reset timer\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n wait (1) seconds\n set [key-press v] to [0]\n forever\n wait (1) seconds\n change [key-press v] by (1)\n if <<(FPS) < [9]> and <(key-press) > [9]>> then\n set [@player v] to [afk]\n broadcast (AFK v)\n forever\n reset timer\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [tick v] to [0]\nforever\n change [tick v] by (1)\n if <(timer) > [1]> then\n set [fps v] to ((tick) / (timer))\n reset timer\n set [tick v] to [0]\n end\nend\n\n@player_code\n\ndefine collision?\nset [collide? v] to [0]\nset [c1 v] to [0]\nif <((_y position) - (15)) < [498]> then\n set [collide? v] to [1]\nend\nrepeat ((length of [ground v]) / (4))\n change [c1 v] by (4)\n if <<(item ((c1) - (2)) of [ground v]) > ((_y position) + (-18))> and <((_y position) + (16)) > (item (c1) of [ground v])>> then\n if <<((item ((c1) - (1)) of [ground v]) mod (360)) > (((_degrees) + (-1.2)) mod (360))> and <(((_degrees) + (1.2)) mod (360)) > ((item ((c1) - (3)) of [ground v]) mod (360))>> then\n set [collide? v] to [1]\n end\n end\nend\n\ndefine player\nchange [y_vel v] by (-0.8)\nchange [_y position v] by (round (y_vel))\ncollision?\nif <(collide?) = [1]> then\n repeat until <(collide?) = [0]>\n if <(y_vel) > [0]> then\n change [_y position v] by (-1)\n else\n change [_y position v] by (1)\n end\n collision?\n end\n set [y_vel v] to [0]\n change [_y position v] by (-3)\n collision?\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (([y position v] of [player v]) + (20))>>> and <(collide?) = [1]>> then\n if <(pause) = [0]> then\n change [y_vel v] by (12.5)\n end\n end\n change [_y position v] by (3)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [30]>>> then\n if <(pause) = [0]> then\n change [x_vel v] by (0.17)\n end\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [-30]>>> then\n if <(pause) = [0]> then\n change [x_vel v] by (-0.17)\n end\nend\nchange x by (x_vel)\nchange [rotation-x-scroll v] by (((_degrees) - (rotation-x-scroll)) / (6))\nchange [center-y-scroll v] by (((((-50) - (_y position)) / ((100) / (size))) - ((center-y-scroll) / ((100) / (size)))) / (8))\nset [x_vel v] to ((x_vel) * (0.65))\nlava\n\nwhen flag clicked\nset [size v] to [25]\nset [center-y-scroll v] to [-480]\nset [rotation-x-scroll v] to [0]\nset [_y position v] to [530]\nset [_degrees v] to [0]\nset [size v] to [25]\nset [y_vel v] to [0]\nbroadcast (intro v)\n\nwhen I receive [intro v]\nif <(size) = [25]> then\n repeat until <(size) > [35]>\n change [size v] by (((size) - (13)) / (13))\n end\n repeat until <(size) > [67]>\n change [size v] by (1.7)\n end\n repeat until <(size) > [99.8]>\n change [size v] by (((105) - (size)) / (21.5))\n end\n set [size v] to [100]\nelse\n repeat until <(size) > [64]>\n change [size v] by (((size) - (30)) / (15))\n end\n repeat until <(size) > [76]>\n change [size v] by (1.85)\n end\n repeat until <(size) > [99.8]>\n change [size v] by (((102) - (size)) / (13.7))\n end\n set [size v] to [100]\nend\n\nwhen I receive [tick v]\nplayer\n\nwhen [c v] key pressed\nif <(username) = [stratfordjames]> then\n set [y_vel v] to [10]\nend\n\ndefine change x by (i)\nchange [_degrees v] by (i)\ncollision?\nif <(collide?) = [1]> then\n repeat until <(collide?) = [0]>\n change [_degrees v] by ((0) - (x_vel))\n collision?\n end\n set [x_vel v] to [0]\nend\n\ndefine lava\nset [c1 v] to [0]\nrepeat ((length of [lava v]) / (4))\n change [c1 v] by (4)\n if <<(item ((c1) - (2)) of [lava v]) > ((_y position) + (-5))> and <((_y position) + (16)) > (item (c1) of [lava v])>> then\n if <<((item ((c1) - (1)) of [lava v]) mod (360)) > (((_degrees) + (-1)) mod (360))> and <(((_degrees) + (1)) mod (360)) > ((item ((c1) - (3)) of [lava v]) mod (360))>> then\n set [size v] to [50]\n broadcast (intro v)\n repeat (2)\n set [_degrees v] to (cx)\n set [_y position v] to (cy)\n set [rotation-x-scroll v] to (cx)\n set [center-y-scroll v] to (cc)\n end\n set [y_vel v] to [0]\n end\n end\nend\n\nwhen [e v] key pressed\nif <(username) = [stratfordjames]> then\n set [_degrees v] to [170]\n set [_y position v] to [750]\n set [rotation-x-scroll v] to [170]\nend\n\n@render\n\ndefine go to (x) (y)\ngo to x: (((y) * ((size) / (100))) * ([sin v] of ((x) - (rotation-x-scroll)) )) y: (((center-y-scroll) + (((110) - (size)) * (3))) + (((y) * ((size) / (100))) * ([cos v] of ((x) - (rotation-x-scroll)) )))\n\ndefine line (x1) (y1) (x2) (y2)\npen up\ngo to (x1) (y1)\npen down\ngo to (x2) (y2)\npen up\n\ndefine line (y1) degrees (x1) (x2) height (y2)\nset [counter v] to [0]\nrepeat (((x2) - (x1)) * ((y1) / (340)))\n change [counter v] by ((1) / ((y1) / (340)))\n line ((x1) + (counter)) (y1) ((x1) + (counter)) ((y1) - (y2))\nend\n\ndefine render\ndelete all of [ground v]\ndelete all of [lava v]\nset pen size to ((round (size)) / (11))\nLEVEL\nplanet\nset [timer v] to ((days since 2000) * (80000))\n\ndefine ground (altura_1) (grados_1) (altura_2) (grados_2) DIRT? (dirt)\nif <<<(((_y position) * ((size) / (100))) * ([sin v] of ((grados_2) - (rotation-x-scroll)) )) > [-280]> and <(((_y position) * ((size) / (100))) * ([sin v] of ((grados_2) - (rotation-x-scroll)) )) < [280]>> or <<(((_y position) * ((size) / (100))) * ([sin v] of ((grados_1) - (rotation-x-scroll)) )) > [-280]> and <(((_y position) * ((size) / (100))) * ([sin v] of ((grados_1) - (rotation-x-scroll)) )) < [280]>>> then\n add (grados_1) to [ground v]\n add (altura_1) to [ground v]\n add (grados_2) to [ground v]\n add (altura_2) to [ground v]\n set pen color to (#8c8c8c)\n line (altura_1) degrees (grados_1) (grados_2) height ((altura_1) - (altura_2))\n if <(dirt) = [1]> then\nend\n\ndefine lava en (angulo_1) (altura_1) (angulo_2) (altura_2)\nif <<<(((_y position) * ((size) / (100))) * ([sin v] of ((angulo_1) - (rotation-x-scroll)) )) > [-300]> and <(((_y position) * ((size) / (100))) * ([sin v] of ((angulo_1) - (rotation-x-scroll)) )) < [300]>> or <<(((_y position) * ((size) / (100))) * ([sin v] of ((angulo_2) - (rotation-x-scroll)) )) > [-300]> and <(((_y position) * ((size) / (100))) * ([sin v] of ((angulo_2) - (rotation-x-scroll)) )) < [300]>>> then\n add (angulo_1) to [lava v]\n add (altura_1) to [lava v]\n add (angulo_2) to [lava v]\n add (altura_2) to [lava v]\n set pen color to (#f93a3a)\n line (altura_1) degrees (angulo_1) (angulo_2) height ((altura_1) - (altura_2))\nend\n\ndefine planet\nset pen color to (#4eea4a)\ngo to [0] [0]\nset pen size to ((size) * (10))\npen down\npen up\nset pen color to (#8c8c8c)\ngo to [0] [0]\nset pen size to ((size) * (9))\npen down\npen up\nset pen color to (#5d5d5d)\nset pen size to ((size) * (7))\npen down\npen up\n\ndefine LEVEL\nset [v1 v] to [1]\nif <<(((_degrees) mod (360)) + (360)) > [320]> and <(((_degrees) + (50)) mod (360)) < [125]>> then\n moving lava 1 [15] [510] [48] [485] 2 [15] [515] [48] [485] vel. [125] + [45]\n moving platform 1 [23] [708] [29] [678] 2 [41] [620] [47] [590] speed [50] + [90]\n ground [755] [351] [490] [355] DIRT? []\n ground [708] [19] [678] [23] DIRT? []\n ground [630] [6] [600] [11] DIRT? []\n ground [550] [15] [490] [20] DIRT? []\nelse\n change [v1 v] by (1)\nend\nif <<(_degrees) > [19]> and <<(_y position) < [800]> and <(_degrees) < [100]>>> then\n moving lava 1 [50] [512] [90] [490] 2 [50] [519] [90] [490] vel. [150] + [90]\n ground [541] [54] [490] [64] DIRT? []\n ground [620] [47] [490] [54] DIRT? []\n ground [591] [71] [500] [76] DIRT? []\nend\nif <<<(_degrees) < [110]> and <(_degrees) > [40]>> and <(_y position) > [550]>> then\n moving platform 1 [75] [767] [78] [745] 2 [78] [801] [81] [779] speed [100] + [45]\n ground [844] [85] [820] [90] DIRT? []\n ground [924] [79] [900] [82] DIRT? []\nelse\n change [v1 v] by (1)\nend\nif <<<(_degrees) < [90]> and <(_degrees) > [40]>> and <(_y position) < [880]>> then\n ground [720] [67] [696] [72] DIRT? []\n ground [636] [79] [612] [83] DIRT? []\nend\nif <<(_degrees) < [95]> and <(_degrees) > [55]>> then\n moving lava 1 [95] [973] [102] [920] 2 [95] [959] [102] [920] vel. [150] + [90]\n ground [1000] [89] [800] [95] DIRT? []\n ground [920] [89] [800] [103] DIRT? [1]\n ground [1000] [102] [800] [105] DIRT? []\nend\nif <<<(_degrees) < [140]> and <(_degrees) > [94]>> and <(_y position) > [580]>> then\n moving lava 1 [95] [973] [102] [920] 2 [95] [959] [102] [920] vel. [150] + [90]\n moving platform 1 [75] [767] [78] [745] 2 [78] [801] [81] [779] speed [100] + [90]\n moving lava 1 [104] [897] [114] [850] 2 [104] [883] [114] [850] vel. [150] + [0]\n ground [1000] [89] [800] [95] DIRT? []\n ground [920] [89] [800] [103] DIRT? [1]\n ground [1000] [102] [800] [105] DIRT? []\n ground [929] [113] [800] [120] DIRT? []\nelse\n change [v1 v] by (1)\nend\nif <<(_degrees) < [150]> and <(_degrees) > [55]>> then\n ground [850] [89] [500] [120] DIRT? [1]\nend\nif <<(_degrees) < [250]> and <(_degrees) > [30]>> then\n moving lava 1 [170] [525] [220] [0495] 2 [170] [513] [220] [495] vel. [150] + [0]\n moving lava 1 [130] [525] [170] [495] 2 [130] [513] [170] [495] vel. [150] + [0]\n moving platform 1 [130] [570] [137] [542] 2 [160] [700] [167] [672] speed [36] + [90]\n ground [570] [120] [500] [130] DIRT? []\n ground [700] [167] [495] [179] DIRT? []\n ground [770] [178] [745] [183] DIRT? []\n ground [850] [163] [825] [175] DIRT? []\nelse\n change [v1 v] by (1)\nend\nif <<(_degrees) < [220]> and <(_degrees) > [150]>> then\n ground [930] [171] [905] [179] DIRT? []\n moving platform 1 [179] [930] [182] [905] 2 [189] [960] [192] [935] speed [50] + [0]\n ground [960] [192] [490] [195] DIRT? []\n ground [860] [200] [490] [203] DIRT? []\nelse\n change [v1 v] by (1)\nend\nif <<(_degrees) < [270]> and <(_degrees) > [185]>> then\n moving lava 1 [220] [525] [240] [495] 2 [220] [513] [240] [495] vel. [150] + [95]\n ground [930] [206] [490] [209] DIRT? []\n ground [810] [214] [490] [217] DIRT? []\n ground [850] [218] [490] [221] DIRT? []\n ground [680] [223] [490] [227] DIRT? []\n ground [580] [227] [490] [233] DIRT? []\nend\nif <<(((_degrees) + (-50)) mod (360)) > [150]> and <((_degrees) mod (-360)) < [20]>> then\n moving lava 1 [240] [525] [285] [495] 2 [240] [513] [285] [495] vel. [150] + [40]\n moving lava 1 [305] [520] [330] [500] 2 [305] [512] [330] [500] vel. [130] + [20]\n ground [635] [240] [500] [244] DIRT? []\n ground [600] [249] [500] [253] DIRT? []\n moving platform 1 [256] [550] [262] [500] 2 [274] [550] [280] [500] speed [60] + [0]\n ground [550] [280] [500] [291] DIRT? []\n ground [620] [290] [500] [305] DIRT? []\n ground [660] [313] [625] [325] DIRT? []\n ground [530] [322] [500] [332] DIRT? []\n ground [605] [330] [580] [335] DIRT? []\nend\n\ndefine moving platform 1 (º1) (h1) (º2) (h2) 2 (º3) (h3) (º4) (h4) speed (vel.) + (+)\nset [vel-sine v] to (([sin v] of (((timer) + (+)) * (vel.)) ) + (1))\nground (((((h3) - (h1)) / (2)) * (vel-sine)) + (h1)) (((((º3) - (º1)) / (2)) * (vel-sine)) + (º1)) (((((h4) - (h2)) / (2)) * (vel-sine)) + (h2)) (((((º4) - (º2)) / (2)) * (vel-sine)) + (º2)) DIRT? []\nif <<((((((º4) - (º2)) / (2)) * (vel-sine)) + (º2)) mod (360)) > (((_degrees) + (-1)) mod (360))> and <(((_degrees) + (1)) mod (360)) > ((((((º3) - (º1)) / (2)) * (vel-sine)) + (º1)) mod (360))>> then\n if <<(((((h3) - (h1)) / (2)) * (vel-sine)) + (h1)) > ((_y position) + (-40))> and <((_y position) + (-16)) > (((((h3) - (h1)) / (2)) * (vel-sine)) + (h1))>> then\n change [_degrees v] by (((vel-sine) - (item (v1) of [vel sine v])) * ([abs v] of (((º3) - (º1)) / (2)) ))\n end\nend\nreplace item (v1) of [vel sine v] with (vel-sine)\nchange [v1 v] by (1)\n\ndefine moving lava 1 (º1) (h1) (º2) (h2) 2 (º3) (h3) (º4) (h4) vel. (vel.) + (+)\nset [vel-sine v] to (([sin v] of (((timer) * (vel.)) + (+)) ) + (1))\nlava en (((((º3) - (º1)) / (2)) * (vel-sine)) + (º1)) (((((h3) - (h1)) / (2)) * (vel-sine)) + (h1)) (((((º4) - (º2)) / (2)) * (vel-sine)) + (º2)) (((((h4) - (h2)) / (2)) * (vel-sine)) + (h2))\n\nwhen I receive [tick v]\nrepeat (1)\n render\nend\n\nwhen flag clicked\nhide\ndelete all of [vel sine v]\nrepeat (6)\n add [] to [vel sine v]\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [online start v]\nforever\n broadcast (online_tick v)\nend\n\nwhen [timer v] > (1)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nset size to (130) %\nrepeat until <(size) < [100.2]>\n go to [front v] layer\n switch costume to (costume1 v)\n change size by (((99) - (size)) / (5))\n switch costume to (cover v)\n change [ghost v] effect by (-10)\nend\nset size to (100) %\n\n@Sprite1\n\nwhen flag clicked\nerase all\nhide\nrepeat (300)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-235) to (235)) y: (180)\nset [ghost v] effect to (pick random (20) to (40))\nset [mysize v] to (pick random (2) to (25))\nset size to (mysize) %\nset [xvel v] to (pick random (-0.7) to (0.7))\nset [yvel v] to (pick random (-0.9) to (-1.8))\npoint in direction (pick random (-180) to (180))\nshow\nrepeat until <<(y position) < [-175]> or <([abs v] of (x position) ) > [235]>>\n if <mouse down?> then\n change [xvel v] by (((x position) - (mouse x)) / ((distance to [mouse-pointer v]) * (10)))\n change [yvel v] by (((y position) - (mouse y)) / ((distance to [mouse-pointer v]) * (10)))\n end\n set size to (300) %\n change x by ((xvel) + ((0.0002) * ((mouse x) * (mysize))))\n change y by ((yvel) + ((0.0001) * ((mouse y) * (mysize))))\n set size to (mysize) %\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen [s v] key pressed\ndelete this clone\n\n
Arrow Keys to move\nAlso you can use WASD to move\nT to chat\nMobile Friendly\nHope you like it\nIt took a while\n42 seconds is my best time\nTry beating it
Massive Multiplayer Platformer RAINBOW!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (acid v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\n forever\n change [color v] effect by (25)\n forever\n change [color v] effect by (25)\n forever\n change [color v] effect by (25)\n forever\n change [color v] effect by (25)\n forever\n change [color v] effect by (25)\n forever\n change [color v] effect by (25)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (stand3 v)\n\nwhen flag clicked\nforever\n if <touching (acid v)?> then\n hide\n wait (0.3) seconds\n show\n end\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@Scratch\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (2) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@ACID\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\nhide\n\n@...\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nforever\n glide (0.5) secs to (random position v)\nend\n\n
@osult050 @scart040 @griffpatch @nobody.com @Be200 @JEFFS_ARMY @RYRY33096
Iceball - A Platformer 2
@Stage\n\nwhen I receive [play v]\nforever\n play sound [Unlimited v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Ball\n\nwhen flag clicked\nbroadcast (Play v)\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-200) y: (40)\n\nwhen I receive [play v]\nshow\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n switch costume to (ball v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (ball r v)\n change [x velocity 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 switch costume to (ball l v)\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (snowy level v)?> then\n change y by (1)\n end\n if <touching (snowy level v)?> then\n change y by (1)\n end\n if <touching (snowy level v)?> then\n change y by (1)\n end\n if <touching (snowy level v)?> then\n change y by (1)\n end\n if <touching (snowy level v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> 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 [14]\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 (snowy level v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (snowy level v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y velocity v] to [14]\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 (ice spikes v)?> then\n start sound [Pew v]\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (ice spikes v)?> then\n start sound [Pew v]\n broadcast (Reset v)\n end\n if <(y position) < [-170]> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (moving spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n end\n if <<touching (bouncy v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y velocity v] to [14]\n end\n if <touching (freez rocket v)?> then\n hide\n broadcast (Ending v)\n stop [other scripts in sprite v]\n end\nend\n\n@Snowy level\n\nwhen I receive [play v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Ice spikes\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Bouncy\n\nwhen I receive [play v]\ngo to [back v] layer\ngo to x: (20) y: (-40)\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Text\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Lava\n\nwhen I receive [play v]\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\nwhen I receive [play v]\ngo to x: (33) y: (-3)\nforever\n go to [back v] layer\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Text B\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nwait (0.7) seconds\nstart sound [Sound v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nchange [the level v] by (1)\nstop [other scripts in sprite v]\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Moving Spikes\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [play v]\nforever\n wait (0.2) seconds\n glide (1.3) secs to x: (185) y: (0)\n wait (0.2) seconds\n glide (1.3) secs to x: (0) y: (0)\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Freez Rocket\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [ending v]\nglide (1) secs to x: (0) y: (300)\nhide\nbroadcast (title v)\n\n@Ending\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nhide\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [title v]\nshow\nswitch costume to (11 v)\nstop [other scripts in sprite v]\n\n
ɪᴄᴇʙᴀʟʟ - ᴀ ᴘʟᴀᴛғᴏʀᴍᴇʀ 2 \n------------------------------------------------------------------------- \nʙᴇғᴏʀᴇ ᴘʟᴀʏ ᴛʜɪs ɪ ʀᴇᴄᴏᴍᴇɴᴅᴇᴅ ᴘʟᴀʏ ᴘᴀʀᴛ 1 : \nhttps://scratch.mit.edu/projects/612866541/\n------------------------------------------------------------------------- ɪɴsᴛʀᴜᴄᴛɪᴏɴs: \n• ᴜsᴇ ᴀʀʀᴏᴡ , ᴡᴀsᴅ ᴋᴇʏs / ᴍᴏʙɪʟᴇ ᴛᴀᴘ ᴛᴏ ᴍᴏᴠᴇ \n• sᴘɪᴋᴇs,ʟᴀᴠᴀ ᴀʀᴇ ᴅᴀɴɢᴇʀᴏᴜs!! \n--------------------------------------------------------------------- \n❤️ - ɪғ ʏᴏᴜ ʟɪᴋᴇ ᴛʜɪs ᴘʀᴏᴊᴇᴄᴛ ;) \n⭐ - ɪғ ʏᴏᴜ ғᴀᴠᴏᴜʀɪᴛᴇ ᴛʜɪs ᴘʀᴏᴊᴇᴄᴛ ;) \n\nɴᴏᴛᴇ: ᴛʜɪs ɪs ᴛʜᴇ ʟᴀsᴛ ᴘᴀʀᴛ \nɪᴄᴇʙᴀʟʟ ʀɪᴅᴇs ᴛʜᴀᴛ ʀᴏᴄᴋᴇᴛ ᴛᴏ ɢᴏ ᴛᴏ ᴘʟᴀɴᴇᴛ ɴᴇᴘᴛᴜɴᴇ xᴅ
Earth Ⅱ Mobile Platformer
@Stage\n\nwhen flag clicked\nforever\n if <not <(level) = [17]>> then\n if <<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <(level) = [4]>>>> then\n switch backdrop to (background_plain v)\n else\n if <<(level) = [5]> or <<(level) = [6]> or <(level) = [7]>>> then\n switch backdrop to (background_cave v)\n else\n if <<(level) = [8]> or <<(level) = [9]> or <(level) = [10]>>> then\n switch backdrop to (background_desert v)\n else\n switch backdrop to (background_plain v)\n end\n end\n end\n else\n switch backdrop to (background_finish 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) %\ngo to [back v] layer\ngo [forward v] (3) layers\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)\nforever\n if <(player's moving) = [n]> then\nend\n\nwhen flag clicked\nforever\n if <touching (sea v)?> then\n start sound [water-throw-stone2 \(1\) v]\n wait until <not <touching (sea v)?>>\n end\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\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\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] (4) layers\nforever\n switch costume to (level)\n go to x: (0) y: (0)\n show\nend\n\nif <<(level) = [1]> or <(level) = [10]>> then\n hide\nend\nif <(level) = [2]> then\n x : 0 y : 0 表示する [2]\nend\nif <(level) = [3]> then\n x : 0 y : 0 表示する [3]\nend\nif <(level) = [4]> then\n x : 0 y : 0 表示する [4]\nend\nif <(level) = [5]> then\n x : 0 y : 0 表示する [5]\nend\nif <(level) = [6]> then\n x : 0 y : 0 表示する [6]\nend\nif <(level) = [7]> then\n x : 0 y : 0 表示する [7]\nend\nif <(level) = [8]> then\n x : 0 y : 0 表示する [8]\nend\nif <(level) = [9]> then\n x : 0 y : 0 表示する [9]\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) = [17]> 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) > [132]> then\n add [Rank : s ᴀ ʙ ᴄ ᴅ E] to [time v]\n else\n if <(time_バグ修正用) < [120]> then\n if <(time_バグ修正用) < [109]> then\n if <(time_バグ修正用) < [100]> then\n if <(time_バグ修正用) < [93]> then\n if <(time_バグ修正用) < [88]> 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) = [17]>>\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@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_Background_Mountains\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <<<<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <(level) = [4]>>>> or <<(level) = [14]> or <<(level) = [15]> or <<(level) = [16]> or <(level) = [17]>>>>> or <<(level) = [8]> or <<(level) = [9]> or <(level) = [10]>>>> then\n show\n else\n hide\n end\n if <<<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <(level) = [4]>>>> or <<(level) = [14]> or <<(level) = [15]> or <<(level) = [16]> or <(level) = [17]>>>>> then\n switch costume to (2 v)\n else\n switch costume to (3 v)\n end\nend\n\n@Explanation\n\nwhen flag clicked\n\ngo to [back v] layer\nshow\nforever\n レベル名→ [1] | show? : [y]\n レベル名→ [2] | show? : [y]\n レベル名→ [3] | show? : [y]\n レベル名→ [4] | show? : [y]\n レベル名→ [5] | show? : [y]\n レベル名→ [6] | show? : [n]\n レベル名→ [7] | show? : [n]\n レベル名→ [8] | show? : [n]\n レベル名→ [9] | show? : [n]\n レベル名→ [10] | show? : [n]\n レベル名→ [11] | show? : [n]\n レベル名→ [12] | show? : [n]\n レベル名→ [13] | show? : [n]\n レベル名→ [14] | show? : [n]\n レベル名→ [15] | show? : [y]\n point in direction (90)\n change [angle v] by (12)\n set size to ((100) + (([sin v] of (angle) ) * (5))) %\nend\n\ndefine レベル名→ (1~15\(level\)) | show? : (y/n)\nif <(level) = (1~15\(level\))> then\n switch costume to (1~15\(level\))\n go to x: (0) y: (105)\n if <(y/n) = [y]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [finish v]\nstop [other scripts in sprite v]\nhide\n\n@Next\n\nwhen flag clicked\nset [player's moving v] to [y]\nhide\n\nwhen I receive [neeeeeeeeeeeeeeeeeeeeeeeeeext v]\nif <not <(level) = [17]>> then\n set [ghost v] effect to (0)\n go to [front v] layer\n if <<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <(level) = [4]>>>> then\n switch costume to (next_plain v)\n else\n if <<(level) = [5]> or <<(level) = [6]> or <(level) = [7]>>> then\n switch costume to (next_cave v)\n else\n if <<(level) = [8]> or <<(level) = [9]> or <(level) = [10]>>> then\n switch costume to (next_desert v)\n else\n if <<(level) = [11]> or <<(level) = [12]> or <(level) = [13]>>> then\n switch costume to (next_sea v)\n else\n switch costume to (next_plain v)\n end\n end\n end\n end\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 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@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)\nif <<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <(level) = [4]>>>> then\n switch costume to (1 v)\nelse\n if <<(level) = [5]> or <<(level) = [6]> or <(level) = [7]>>> then\n switch costume to (2 v)\n else\n if <<(level) = [8]> or <<(level) = [9]> or <(level) = [10]>>> then\n switch costume to (3 v)\n else\n if <<(level) = [11]> or <<(level) = [12]> or <(level) = [13]>>> then\n switch costume to (4 v)\n else\n switch costume to (5 v)\n end\n end\n end\nend\nset [ghost v] effect to (100)\nstart sound [Magic Spell v]\nrepeat (100)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Light_Player\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n if <<(level) = [5]> or <<(level) = [6]> or <(level) = [7]>>> then\n show\n else\n hide\n end\nend\n\n@引っ掛け\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (8 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <(level) = [9]> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n set [ghost v] effect to (32)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Sea\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n if <<(level) = [11]> or <<(level) = [12]> or <(level) = [13]>>> then\n set [ghost v] effect to (15)\n show\n else\n set [ghost v] effect to (0)\n hide\n end\nend\n\n
•Difficulty:★★★★★\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•難易度:★★★★★\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
ᴅᴀʀᴋ ɴɪɢʜᴛ 5 || 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)?> or <touching (invisible v)?>> or <touching (button v)?>> or <touching (door v)?>> or <touching (button3 v)?>> or <touching (door2 v)?>> then\n change y by (1)\n if <<<<<<touching (level v)?> or <touching (invisible v)?>> or <touching (button v)?>> or <touching (door v)?>> or <touching (button3 v)?>> or <touching (door2 v)?>> then\n change y by (1)\n if <<<<<<touching (level v)?> or <touching (invisible v)?>> or <touching (button v)?>> or <touching (door v)?>> or <touching (button3 v)?>> or <touching (door2 v)?>> then\n change y by (1)\n if <<<<<<touching (level v)?> or <touching (invisible v)?>> or <touching (button v)?>> or <touching (door v)?>> or <touching (button3 v)?>> or <touching (door2 v)?>> then\n change y by (1)\n if <<<<<<touching (level v)?> or <touching (invisible v)?>> or <touching (button v)?>> or <touching (door v)?>> or <touching (button3 v)?>> or <touching (door2 v)?>> then\n change y by (1)\n if <<<<<<touching (level v)?> or <touching (invisible v)?>> or <touching (button v)?>> or <touching (door v)?>> or <touching (button3 v)?>> or <touching (door2 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)?> or <touching (invisible v)?>> or <touching (button v)?>> or <touching (door v)?>> or <touching (button3 v)?>> or <touching (door2 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)?> or <touching (invisible v)?>> or <touching (button v)?>> or <touching (door v)?>> or <touching (button3 v)?>> or <touching (door2 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 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 (enemy v)?> or <<<touching (spikey v)?> or <touching (lava v)?>> or <touching (saw v)?>>> or <<touching (spikey2 v)?> or <touching (spikey3 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\nwhen flag clicked\nforever\n if <<touching (tranpoline v)?> or <<touching (tranpoline2 v)?> or <touching (tranpoline3 v)?>>> then\n set [y v] to [20]\n end\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@SPIKEY\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n go to x: (36) y: (28)\n point in direction (90)\n show\n switch costume to (costume2 v)\n go to [back v] layer\n else\n if <(level) = [2]> then\n go to x: (36) y: (28)\n switch costume to (costume1 v)\n show\n go to [back v] layer\n else\n if <(level) = [3]> then\n go to x: (36) y: (28)\n switch costume to (costume5 v)\n show\n go to [back v] layer\n else\n if <(level) = [4]> then\n go to x: (36) y: (28)\n switch costume to (costume3 v)\n show\n go to [back v] layer\n else\n if <(level) = [5]> then\n go to x: (36) y: (28)\n switch costume to (costume6 v)\n go to [back v] layer\n else\n if <(level) = [7]> then\n go to x: (36) y: (28)\n switch costume to (costume4 v)\n show\n go to [back v] layer\n else\n if <(level) = [8]> then\n go to x: (36) y: (28)\n switch costume to (costume7 v)\n show\n go to [back v] layer\n else\n if <(level) = [11]> then\n go to x: (36) y: (28)\n switch costume to (costume8 v)\n show\n go to [back v] layer\n else\n if <(level) = [12]> then\n go to x: (36) y: (28)\n switch costume to (costume9 v)\n show\n go to [back v] layer\n else\n if <(level) = [13]> then\n go to x: (36) y: (28)\n switch costume to (costume10 v)\n show\n go to [back v] layer\n else\n if <(level) = [14]> then\n go to x: (36) y: (28)\n switch costume to (costume11 v)\n go to x: (-181) y: (-67)\n turn right (2) degrees\n show\n go to [back v] layer\n else\n if <(level) = [15]> then\n switch costume to (costume12 v)\n point in direction (90)\n go to x: (0) y: (0)\n show\n go to [back v] layer\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nshow\n\ngo to x: (36) y: (28)\n\nturn right (2) degrees\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n switch costume to (costume2 v)\n show\n go to [back v] layer\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nelse\n if <(level) = [4]> then\n switch costume to (costume2 v)\n show\n go to [back v] layer\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\n else\n if <(level) = [6]> then\n switch costume to (costume2 v)\n show\n go to [back v] layer\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\n else\n if <(level) = [7]> then\n switch costume to (costume2 v)\n show\n go to [back v] layer\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\n else\n if <(level) = [10]> then\n switch costume to (costume2 v)\n show\n go to [back v] layer\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\n else\n hide\n end\n end\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [A_Bit_Puzzled v] until done\nend\n\nshow\ngo to [front v] layer\n\n@Saw\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n go to x: (149) y: (-96)\n turn right (15) degrees\n go to [back v] layer\n show\n else\n if <(level) = [4]> then\n go to x: (46) y: (62)\n set size to (70) %\n turn right (15) degrees\n go to [back v] layer\n show\n else\n if <(level) = [7]> then\n go to x: (10) y: (100)\n set size to (90) %\n turn right (15) degrees\n go to [back v] layer\n show\n else\n if <(level) = [8]> then\n go to x: (224) y: (-62)\n set size to (90) %\n turn right (15) degrees\n go to [back v] layer\n show\n else\n hide\n end\n end\n end\n end\nend\n\n@Saw2\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n switch costume to (sharpy2 v)\n point in direction (90)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n else\n if <(level) = [6]> then\n show\n repeat (300)\n create clone of (_myself_ v)\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nturn right (15) degrees\nclear graphic effects\nswitch costume to (cat flying-a v)\ngo [backward v] (5) layers\ngo to (random position v)\nglide (0.1) secs to (random position v)\nwait (0.01) seconds\ndelete this clone\n\nwhen I receive [next level v]\nif <(level) = [7]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen I receive [on \(⊙o⊙\)? v]\nswitch costume to (on v)\n\nwhen I receive [next level v]\nif <(level) = [4]> then\n switch costume to (off v)\n show\n go to [back v] layer\n go to x: (190) y: (-37)\nelse\n hide\nend\n\nif <(level) = [8]> then\n show\n go to [back v] layer\n go to x: (-206) y: (105)\n switch costume to (off v)\nelse\nend\n\nif <(level) = [9]> then\n show\n go to [back v] layer\n go to x: (-61) y: (77)\n switch costume to (off v)\nelse\n if <(level) = [11]> then\n show\n go to [back v] layer\n go to x: (126) y: (126)\n switch costume to (off v)\n else\n end\nend\n\n@Door\n\nwhen I receive [on \(⊙o⊙\)? v]\nshow\nglide (1.5) secs to x: (-230) y: (63)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [4]> then\n go to x: (-103) y: (63)\n set size to (100) %\n point in direction (0)\n show\nelse\n if <(level) = [8]> then\n go to x: (220) y: (110)\n point in direction (90)\n set size to (100) %\n point in direction (90)\n show\n else\n hide\n end\nend\n\n@Button2\n\nwhen I receive [next level v]\nif <(level) = [4]> then\n if <touching (red v)?> then\n show\n stop [this script v]\n end\nelse\n hide\nend\n\nwhen I receive [next level v]\nif <(level) = [4]> then\n go to (button v)\n show\n set [ghost v] effect to (100)\n wait (1) seconds\n forever\n if <touching (red v)?> then\n broadcast (On \(⊙o⊙\)? v)\n stop [this script v]\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@Tranpoline\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n show\n go to [back v] layer\n go to x: (-90) y: (-110)\n else\n if <(level) = [4]> then\n show\n go to [back v] layer\n else\n if <(level) = [7]> then\n show\n go to x: (-126) y: (-79)\n go to [back v] layer\n else\n if <(level) = [8]> then\n show\n go to x: (15) y: (-42)\n go to [back v] layer\n else\n if <(level) = [15]> then\n go to x: (-131) y: (-90)\n go to [back v] layer\n show\n else\n hide\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n if <touching (red v)?> then\n repeat (6)\n next costume\n end\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@Enemy\n\nwhen I receive [next level v]\nforever\n if <(level) = [4]> then\n show\n go to x: (-150) y: (-94)\n repeat until <(level) = [6]>\n glide (2) secs to x: (-1) y: (-94)\n wait (0.5) seconds\n glide (2) secs to x: (-150) y: (-94)\n wait (0.5) seconds\n end\n else\n if <(level) = [8]> then\n show\n go to x: (-83) y: (116)\n repeat until <(level) = [9]>\n glide (0.8) secs to x: (-210) y: (115)\n wait (0.5) seconds\n glide (0.8) secs to x: (-83) y: (116)\n wait (0.5) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nturn left (15) degrees\n\n@Enemy2\n\nwhen I receive [next level v]\nforever\n if <(level) = [5]> then\n show\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n go [forward v] (1) layers\n change [color v] effect by (2)\n turn left (15) degrees\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\ngo [forward v] (1) layers\nchange [color v] effect by (2)\nturn left (15) degrees\n\nwhen I start as a clone\nturn right (15) degrees\nclear graphic effects\nswitch costume to (cat flying-a v)\ngo [forward v] (1) layers\ngo to (random position v)\nglide (0.1) secs to (random position v)\nwait (0.01) seconds\ndelete this clone\n\n@Tranpoline2\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n go to x: (0) y: (-79)\n go to [back v] layer\n else\n if <(level) = [15]> then\n show\n go to x: (114) y: (-85)\n go to [back v] layer\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n if <touching (red v)?> then\n repeat (6)\n next costume\n end\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@Tranpoline3\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n go to x: (115) y: (-79)\n go to [back v] layer\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n if <touching (red v)?> then\n repeat (6)\n next costume\n end\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@InVisIbLe2\n\nwhen I receive [next level v]\nif <(level) = [10]> then\n go to x: (0) y: (0)\n switch costume to (level7 v)\n clear graphic effects\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@SPIKEY2\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n turn right (2) degrees\n switch costume to (costume11 v)\n go to x: (-2) y: (-73)\n show\n go to [back v] layer\n else\n hide\n end\nend\n\nshow\n\n@SPIKEY3\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n switch costume to (costume11 v)\n turn right (2) degrees\n go to x: (169) y: (-64)\n show\n go to [back v] layer\n else\n hide\n end\nend\n\n
Add this project to this studio please. :)\nhttps://scratch.mit.edu/studios/28715018/\nTurbowarp: https://turbowarp.org/615294016\n\nSPAM THE GREEN FLAG!!!\nI need this to be on trending because I do it a long time and sorry for the late posting.\n \n Parts \nPart 1: https://scratch.mit.edu/projects/588685230/\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 6: https://scratch.mit.edu/projects/619802021/\nPart 7: https://scratch.mit.edu/projects/619763005/\nPart 8: https://scratch.mit.edu/projects/621854444/\n\n ~ᴅᴀʀᴋ ɴɪɢʜᴛ 5~\nWelcome to ᴅᴀʀᴋ ɴɪɢʜᴛ 5! \nPlease love and star and follow me to get my newest project! @hern1 \n ~How to play~\nSpam the Green Flag!!! :D\nUse WAD , arrow keys or drag to move.\nAvoid red spikes, saw, lava and enemy!\nJust rest your eyes when you finish the game.\n\nCREDITS\nThanks to @Capt_Boanerges for the background music.\nThanks to @Tao196 for fixing some glitch.\n\n\n\n\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#games #all #fun #platformer #spikes #saw #lava #like #fav #art #follow #hern1 #enjoy #lol #good #enemy #ground #hope #you #enjoy #thumbnail #music\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLove and star and follow me if you see this. :DDDD
~platformer~ Scratchで一度は見たことのあるプラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n play sound [natsuyasuminotanken v] until done\nend\n\n@プラフォ\n\nwhen flag clicked\nswitch costume to (主人公 v)\nswitch backdrop to (背景2 v)\ngo to x: (-210) y: (-90)\nshow\nset size to (75) %\nstart sound [シーン切り替え1 v]\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n if <([costume # v] of [タボフィー v]) = [2]> then\n set rotation style [left-right v]\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x2 v] by (-0.8)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x2 v] by (0.8)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1.0)\n if <touching (ステージ v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <<<(y position) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n if <touching (バネ v)?> then\n start sound [Whiz v]\n set [y2 v] to [23]\n else\n start sound [ニュッ2 v]\n set [y2 v] to [15]\n end\n else\n if <touching (バネ v)?> then\n start sound [Whiz v]\n set [y2 v] to [23]\n end\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (ステージ v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n go to x: (-201) y: (0)\n broadcast (あ v) and wait\n next backdrop\n end\n if <<touching (触れちゃダメ v)?> or <(y position) < [-174]>> then\n set [x v] to [0]\n set [x2 v] to [0]\n set [y v] to [0]\n set [y2 v] to [0]\n start sound [キャンセル5 v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (-201) y: (0)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n if <<<(mouse y) < (y position)> and <mouse down?>> or <key (down arrow v) pressed?>> 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\n end\nend\n\n@ステージ\n\nwhen I receive [あ v]\nnext costume\nif <(costume [number v]) = [14]> then\n set [あなたのタイム v] to (timer)\n show variable [あなたのタイム v]\n show variable [☁ 世界記録 v]\n if <(あなたのタイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (あなたのタイム)\n broadcast (世界記録更新 v)\n end\nend\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nreset timer\nswitch costume to (コスチューム2 v)\n\n@バネ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [あ v]\nnext costume\n\n@触れちゃダメ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [あ v]\nnext costume\n\n@next\n\nwhen I receive [あ v]\ngo to [front v] layer\nshow\ngo to x: (433) y: (0)\nglide (0.3) secs to x: (10) y: (0)\nglide (1) secs to x: (-10) y: (0)\nglide (0.3) secs to x: (-433) y: (0)\nhide\n\nwhen flag clicked\nhide\n\n@テロップ\n\nwhen flag clicked\nhide\nforever\n wait (pick random (8) to (18)) seconds\n set y to (178)\n show\n repeat until <(y position) < [150]>\n change y by ((0) - ((y position) / (80)))\n end\n wait (3) seconds\n repeat until <[177] < (y position)>\n change y by ((y position) / (80))\n end\n hide\nend\n\n@スプライト1\n\nwhen flag clicked\nset [あなたのタイム v] to [0]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@文字\n\nwhen I receive [あ v]\nnext costume\n\nwhen flag clicked\nswitch costume to (come on, let's move on! v)\n\n@タボフィー\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n go to [front v] layer\n switch costume to ( v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\n
♦English♦ 日本語は下です!\n・ I tried to summarize the platformers I have seen at scratch once! ☆& ♡ I'm glad if you get a follow!\n◆Operation method◆\n◇Those who play on PC◇\nUp and left and right keys move\n◇Those who play on mobile◇\nTap on screen Jump\nLeft tap on screen Move to left Screen right tap Move to right\n\n♦日本語♦\n・Scratchで一度は見たことがあるプラットフォーマーをまとめてみました!☆&♡&フォローをもらえると嬉しいです!\n◆操作方法◆\n◇PCで遊ばれる方◇\n上と左右キー 移動\n◇モバイルで遊ばれる方◇\n画面上をタップ ジャンプ\n画面左タップ 左へ移動 画面右タップ 右へ移動
ʟᴀɴᴛᴇʀɴ ᴠᴀʟʟᴇʏ Games Multiplayer Platformer. #Games #All #Trending #Games #All #Music
@Stage\n\nwhen flag clicked\nif <(username) = [SkypeeNade]> then\n set [coins v] to [500]\nelse\n set [coins v] to [100]\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\n@Blank\n\n@Graphics\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [-100]\nswitch costume to (2j v)\nClone [760] [100]\nswitch costume to (2l v)\nClone [480] [0]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2m v)\nClone [-600] [300]\nswitch costume to (2n v)\nClone [-600] [200]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (blank v)\n\n@Hitbox\n\nwhen I receive [tick v]\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [@offsetx v] by (x)\nchange [@offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nset [@offsetx v] to [-230]\nset [@offsety v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [-100]\nswitch costume to (2j v)\nClone [760] [100]\nswitch costume to (2l v)\nClone [480] [0]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2n v)\nClone [-1200] [500]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [150]\nswitch costume to (blank v)\n\n@Hidden\n\nwhen I receive [tick v]\nif <(costume [name v]) = [sign]> then\n go to (player v)\nelse\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\nend\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\nset [@collected? v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n set size to (72) %\n set [ghost v] effect to (100)\n wait (0.2) seconds\n show\n repeat until <(size) > [89]>\n change [ghost v] effect by (-10)\n change size by (((90) - (size)) / (5))\n end\n set size to (90) %\n wait (2) seconds\n repeat until <(size) < [73]>\n change [ghost v] effect by (10)\n change size by (((size) - (95)) / (7))\n end\n broadcast (exp v)\n hide\n delete this clone\nelse\n set size to (100) %\n set [@collected? v] to [0]\n show\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n go to [front v] layer\n forever\n check (costume [name v])\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclear graphic effects\nset [exp v] to [0]\nset [@offset_x v] to [1950]\nset [@offset_y v] to [60]\nhide\nswitch costume to (c1 v)\nClone [0] [0]\nswitch costume to (n1 v)\nClone [2010] [855]\nswitch costume to (r1 v)\nClone [-1980] [-100]\nswitch costume to (t1 v)\nClone [670] [300]\nswitch costume to (blank v)\n\ndefine check (i)\nswitch costume to (join (letter (1) of (i)) [0])\nif <touching (player v)?> then\n change [ghost v] effect by (16)\n if <(@collected?) = [0]> then\n switch costume to (sign v)\n create clone of (_myself_ v)\n set [@collected? v] to [1]\n change [exp v] by (10)\n end\nelse\n change [ghost v] effect by (-20)\nend\nswitch costume to (i)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n forever\n go to [front v] layer\n end\nend\n\n@Jump_through\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) (round ((@offset_y) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\nGo to (round ((@offset_x) - (SCROLL X))) (round ((@offset_y) - (SCROLL Y)))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [950]\nset [@offset_y v] to [60]\nhide\nswitch costume to (2c v)\nClone [0] [0]\nswitch costume to (2d v)\nClone [1000] [0]\nswitch costume to (2j v)\nClone [1000] [300]\nswitch costume to (2k v)\nClone [1800] [-50]\nswitch costume to (2l v)\nClone [200] [300]\nswitch costume to (2m v)\nClone [-680] [200]\nswitch costume to (2n v)\nClone [-640] [100]\nswitch costume to (2q v)\nClone [-1600] [115]\nswitch costume to (2t v)\nClone [-660] [300]\nswitch costume to (2u v)\nClone [550] [300]\nswitch costume to (blank v)\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\nshow\nset [time v] to [0]\nreset\nbroadcast (setup v) and wait\nbroadcast (start! v)\nforever\n Physics\n broadcast (Tick v)\nend\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-384]\nset [scroll y v] to [-23]\nset [offset x v] to [-384]\nset [offset y v] to [-10]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Physics\nif <(pause) = [0]> then\n change player x by (round ((XV) / (1.8)))\n if <<(click2) = [0]> and <<<(mouse x) > ((x position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <touching (water v)?> then\n change [xv v] by (2)\n else\n if <(slope) = [1]> then\n change [xv v] by (3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [offset y v] by (-4)\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n end\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-20))> and <<mouse down?> and <[0] = (clickShop)>>>> and <(click2) = [0]>> then\n if <touching (water v)?> then\n change [xv v] by (-2)\n else\n if <(slope) = [1]> then\n change [xv v] by (-3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [xv v] by (-4)\n change [offset y v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\n end\n if <<(click2) = [0]> and <<<(mouse y) > ((y position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <touching (water v)?> then\n if <(water) > [5]> then\n set [yv v] to [14.4]\n end\n else\n if <(in air) < [4]> then\n set [yv v] to [13.4]\n end\n end\n end\n switch costume to (water v)\n if <touching (water v)?> then\n change [yv v] by (2)\n end\n switch costume to (hitbox v)\n if <touching (water v)?> then\n Slope\n if <<<(PARACHUTE) = [1]> and <(YV) < [-5]>> and <<key (space v) pressed?> or <mouse down?>>> then\n set [yv v] to [-5]\n else\n if <(YV) < [-10]> then\n set [yv v] to [-10]\n end\n end\n if <(Offset X) < [-452]> then\n set [offset x v] to [-452]\n end\n change player y by (YV)\n Position\n change [scroll x v] by (round (((Offset X) - (SCROLL X)) / (9)))\n change [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\n position\n set [xv v] to ((XV) * (0.7))\n if <touching (water v)?> then\n set [yv v] to ((YV) * (0.5))\n change [water v] by (1)\n else\n set [water v] to [0]\n end\n stop [this script v]\nend\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (hitbox v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (hitbox v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (hitbox v)?>>\n if <(sx) > [0]> then\n change [offset x v] by (-1)\n else\n change [offset x v] by (1)\n end\n position\n end\nend\nSet Costume\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (hitbox v)?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nrepeat until <not <touching (jump_through v)?>>\n switch costume to (hitboxjumpth v)\n position\n if <(YV) > [0]> then\n Set Costume\n stop [this script v]\n end\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <not <(chat item) = [0]>> then\n say (item (chat item) of [chat list v])\nelse\n say []\nend\n\nwhen [c v] key pressed\nif <<(username) = [SkypeeNade]> or <(username) = [Moonlightunicorn2011]>> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (l v)\nif <<touching (hitbox v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [1]\nelse\n switch costume to (r v)\n if <<touching (hitbox v)?> and <(XV) > [0.01]>> then\n set [slope v] to [1]\n else\n switch costume to (left2 v)\n if <<touching (hitbox v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching (hitbox v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n Set Costume\n end\nend\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\nif <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\nwhen this sprite clicked\nset [open chat v] to ((1) - (open chat))\nif <(open chat) = [1]> then\n ask [Which item of chat?] and wait\n if << [ghjvbn] contains (answer)?> or <<(answer) > [0]> and <(answer) < [10]>>> then\n broadcast (mobile v)\n if << [ghjvbn] contains (answer)?> and <not <(answer) = []>>> then\n if <(EmojiCHAT?) = [1]> then\n if <(answer) = [g]> then\n set [chat item v] to [10]\n else\n if <(answer) = [h]> then\n set [chat item v] to [11]\n else\n if <(answer) = [j]> then\n set [chat item v] to [12]\n else\n if <(answer) = [v]> then\n set [chat item v] to [13]\n else\n if <(answer) = [b]> then\n set [chat item v] to [14]\n else\n set [chat item v] to [15]\n end\n end\n end\n end\n end\n end\n else\n set [chat item v] to (answer)\n end\n end\nend\n\nwhen [p v] key pressed\nif <<(username) = [tacoschratcher]> or <(username) = [SkypeeNade]>> then\n switch costume to (3a v)\n clear graphic effects\n set [scroll x v] to [1296]\n set [scroll y v] to [1212]\n set [offset x v] to [1296]\n set [offset y v] to [1212]\n set [xv v] to [0]\n set [yv v] to [0]\n set [in air v] to [0]\n point in direction (90)\n show\nend\n\nwhen I receive [reset v]\nreset\n\nwhen flag clicked\nplay sound [Bruno Mars - That's What I Like Official Audio.mp3 v] until done\n\nwhen [m v] key pressed\nstop all sounds\nstart sound [yt1s v]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nif <not <([exit v] of [alertsui v]) = [null]>> then\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\nshow\n\nshow\n\n@multiplayer v3.0\n\ndefine decode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n set [output v] to []\n repeat until <(join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) < [1]>\n switch costume to ((join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c1 v] by (2)\n end\n add (output) to [cloud_data v]\n change [c1 v] by (2)\nend\n\ndefine encode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n switch costume to (join (letter (c1) of (i)) [x])\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c1 v] by (1)\nend\nset [output v] to (join (output) [00])\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nsetup\nwait until <(w_Tick) > [3]>\nwait (0.1) seconds\ndetermine_ID\nbroadcast (cloud_players v)\n\ndefine setup\nset [@c v] to [0]\nset [playerid v] to [null]\nset [w_tick v] to [0]\ndelete all of [active_tick v]\ndelete all of [cloud_data v]\ndelete all of [active_check v]\ndelete all of [last_val v]\nset [names v] to [0]\nset [active check v] to [0]\nrepeat (10)\n add [4] to [active_tick v]\n add [null] to [active_check v]\n add [9999] to [last_val v]\nend\nimport_clouddata\nbroadcast (cloud_start v)\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n process [0]\n wait (0.4) seconds\n process [1]\n end\nend\n\ndefine process (i)\nif <(i) = [0]> then\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n replace item (c1) of [last_val v] with (item (((c1) * (6)) - (3)) of [cloud_data v])\n end\nelse\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n if <(item (((c1) * (6)) - (3)) of [cloud_data v]) = (item (c1) of [last_val v])> then\n if <(item (c1) of [active_tick v]) < [4]> then\n replace item (c1) of [active_tick v] with ((item (c1) of [active_tick v]) + (1))\n end\n else\n replace item (c1) of [active_tick v] with [0]\n end\n replace item (c1) of [active_check v] with ((1) - <(item (c1) of [active_tick v]) = [4]>)\n end\n if <(w_Tick) < [4]> then\n change [w_tick v] by (1)\n end\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n broadcast (cloud_tick v)\n end\nend\n\ndefine export_clouddata\nset [output v] to []\nencode (round ((SCROLL X) + ([x position v] of [player v])))\nencode (round ((SCROLL Y) + ([y position v] of [player v])))\nencode (pick random (1000) to (9999))\nencode (username)\nencode (chat item)\nencode ([costume name v] of [player v])\nif <(playerID) = [1]> then\n set [☁ cloud1 v] to (output)\nelse\n if <(playerID) = [2]> then\n set [☁ cloud2 v] to (output)\n else\n if <(playerID) = [3]> then\n set [☁ cloud3 v] to (output)\n else\n if <(playerID) = [4]> then\n set [☁ cloud4 v] to (output)\n else\n if <(playerID) = [5]> then\n set [☁ cloud5 v] to (output)\n else\n if <(playerID) = [6]> then\n set [☁ cloud6 v] to (output)\n else\n if <(playerID) = [7]> then\n set [☁ cloud7 v] to (output)\n else\n if <(playerID) = [8]> then\n set [☁ cloud8 v] to (output)\n else\n if <(playerID) = [9]> then\n set [☁ cloud9 v] to (output)\n else\n if <(playerID) = [10]> then\n set [☁ cloud10 v] to (output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine import_clouddata\ndelete all of [cloud_data v]\ndecode (☁ Cloud1)\ndecode (☁ Cloud2)\ndecode (☁ Cloud3)\ndecode (☁ Cloud4)\ndecode (☁ Cloud5)\ndecode (☁ Cloud6)\ndecode (☁ Cloud7)\ndecode (☁ Cloud8)\ndecode (☁ Cloud9)\ndecode (☁ Cloud10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine determine_ID\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if (item (c1) of [active_check v]) then\nend\nset [playerid v] to [full]\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n wait (0.3) seconds\n forever\n check\n end\nend\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n forever\n export_clouddata\n end\nend\n\ndefine check\nif <<(username) = (item (((playerID) * (6)) - (2)) of [cloud_data v])> or <<(playerID) = [null]> or <<(playerID) = [full]> or <(playerID) = [error]>>>> then\nif <<key (any v) pressed?> or <mouse down?>> then\n set [tick_afk v] to [0]\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n import_clouddata\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [@c v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (80)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat until <(y position) < [1]>\n change y by (((-2) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\nwait until <(w_Tick) > [3]>\nwait (0.6) seconds\nif <(playerID) = [error]> then\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@Collectibles\n\nwhen I receive [setup v]\nclone\n\nwhen I receive [tick v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + ((round ((offsety) - (SCROLL Y))) + (y_chagne \(local\))))\n\ndefine Clone (x) (y)\ngo to x: (999999) y: (999999)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [y_chagne \(local\) v] to [0]\npoint in direction (90)\nshow\nwait (0.1) seconds\nforever\n if <touching (player v)?> then\n if <(costume [name v]) = [star]> then\n clear graphic effects\n set size to (100) %\n set [click2 v] to [1]\n repeat until <(direction) > [130]>\n turn right (((direction) - (85)) / (5)) degrees\n change size by (((177) - (size)) / (8))\n change [ghost v] effect by (10)\n end\n repeat until <(size) > [180]>\n turn right (((195) - (direction)) / (6)) degrees\n change [ghost v] effect by (15)\n change size by (((200) - (size)) / (8))\n end\n wait (0.3) seconds\n broadcast (WIN!! v)\n delete this clone\n else\n repeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\n end\n if <(costume [name v]) = [coin]> then\n change [coins v] by (1)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n end\n end\n set size to (110) %\n switch costume to (+1 v)\n repeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((25.5) - (y_chagne \(local\))) / (6))\n else\n change [y_chagne \(local\) v] by (2)\n end\n end\n repeat until <(y_chagne \(local\)) > [28]>\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((28.5) - (y_chagne \(local\))) / (6))\n change [ghost v] effect by (4)\n else\n change [y_chagne \(local\) v] by (2)\n change [ghost v] effect by (6)\n end\n change size by (((90) - (size)) / (5))\n end\n delete this clone\n end\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [loot x v] to [none]\nset [loot y v] to [none]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine clone\nset [offsetx v] to [-284]\nset [offsety v] to [24]\nhide\nset size to (100) %\nswitch costume to (coin v)\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [545]\nset [offsety v] to [-66]\nClone [0] [0]\nClone [33] [19]\nClone [33] [19]\nClone [33] [19]\nset [offsetx v] to [1414]\nset [offsety v] to [134]\nClone [0] [0]\nClone [35] [0]\nClone [35] [0]\nClone [61] [-53]\nClone [35] [0]\nClone [35] [0]\nset [offsetx v] to [1946]\nset [offsety v] to [50]\nClone [0] [0]\nClone [0] [34]\nClone [34] [-34]\nClone [0] [34]\nset [offsetx v] to [2074]\nset [offsety v] to [331]\nClone [0] [0]\nClone [34] [0]\nset [offsetx v] to [2712]\nset [offsety v] to [258]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [3029]\nset [offsety v] to [267]\nClone [0] [0]\nClone [68] [0]\nswitch costume to (heart v)\nClone [-34] [0]\nswitch costume to (coin v)\nset [offsetx v] to [3845]\nset [offsety v] to [128]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [4514]\nset [offsety v] to [178]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [5271]\nset [offsety v] to [357]\nClone [0] [0]\nClone [0] [34]\nClone [0] [34]\nset [offsetx v] to [4657]\nset [offsety v] to [715]\nClone [0] [0]\nClone [0] [34]\nClone [-34] [0]\nClone [0] [-34]\nset [offsetx v] to [3927]\nset [offsety v] to [755]\nClone [0] [0]\nClone [-55] [-5]\nClone [-38] [0]\nClone [0] [38]\nClone [38] [0]\nset [offsetx v] to [3684]\nset [offsety v] to [925]\nClone [0] [0]\nClone [35] [0]\nset [offsetx v] to [3046]\nset [offsety v] to [1150]\nClone [0] [0]\nClone [0] [34]\nClone [-34] [0]\nClone [0] [-34]\nClone [0] [68]\nClone [34] [0]\nset [offsetx v] to [2583]\nset [offsety v] to [1288]\nClone [0] [0]\nClone [-27] [-21]\nClone [-27] [-21]\nClone [-27] [-21]\nset [offsetx v] to [2120]\nset [offsety v] to [828]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nClone [0] [34]\nClone [0] [34]\nClone [-34] [0]\nClone [-34] [0]\nClone [0] [-34]\nset [offsetx v] to [1660]\nset [offsety v] to [1520]\nClone [0] [0]\nClone [34] [0]\nset [offsetx v] to [4255]\nset [offsety v] to [698]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [2126]\nset [offsety v] to [1007]\nClone [0] [0]\nClone [29] [19]\nClone [29] [19]\nClone [29] [19]\nset [offsetx v] to [1350]\nset [offsety v] to [1205]\nClone [0] [0]\nClone [0] [34]\nClone [0] [34]\nClone [-34] [0]\nClone [0] [-34]\nClone [0] [-34]\nset [offsetx v] to [2820]\nset [offsety v] to [1091]\nClone [0] [0]\nClone [0] [35]\nClone [0] [35]\nClone [-35] [0]\nClone [-35] [0]\nClone [0] [-35]\nClone [0] [-35]\nClone [35] [0]\nswitch costume to (star v)\nset [offsetx v] to [2197]\nset [offsety v] to [1652]\nClone [0] [0]\nswitch costume to (blank v)\nset [offsetx v] to [null]\n\nwhen I receive [loot v]\nif <(offsetx) = [null]> then\n set [offsetx v] to (loot x)\n set [offsety v] to (loot y)\n wait (0.4) seconds\n switch costume to (coin v)\n Clone [0] [15]\n Clone [0] [34]\n Clone [0] [34]\n switch costume to (blank v)\n set [offsetx v] to [null]\n wait (0.1) seconds\n set [loot x v] to [none]\nend\n\n@Water\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [2300]\nset [offsety v] to [-85]\nhide\nset size to (100) %\nrepeat (1)\n switch costume to (2a v)\n repeat (5)\n Clone [550] [0]\n end\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round (((offsetx) - (SCROLL X)) + ((((days since 2000) * (70000)) * (70)) mod (550)))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<<(x position) = (x)> and <(y position) = (y)>> and <(SCROLL X) > [3200]>> then\n show\nelse\n hide\nend\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(openmenu?) = [0]>> then\n set [clickshop v] to [1]\n repeat (7)\n change [ghost v] effect by (15)\n end\n set [clickshop v] to [0]\n set [shop_ghost v] to [100]\n switch costume to (shop v)\n set [y_shop v] to [-105]\n set [openmenu? v] to [1]\n repeat until <(y_shop) > [-1]>\n change [y_shop v] by (((4) - (y_shop)) / (8))\n change [ghost v] effect by (-10)\n if <(shop_ghost) > [9]> then\n change [shop_ghost v] by (-10)\n end\n end\n repeat until <(close#) = [1]>\n switch costume to (b1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (shopb v)\n if <mouse down?> then\n set [close# v] to [1]\n end\n else\n switch costume to (shop v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\n set [openmenu? v] to [0]\n set [close# v] to [0]\n repeat until <(y_shop) < [-99]>\n change [y_shop v] by (((y_shop) - (21)) / (7))\n change [ghost v] effect by (8.5)\n if <(shop_ghost) < [91]> then\n change [shop_ghost v] by (10)\n end\n if <(y_shop) < [-30]> then\n set [clickshop v] to [0]\n end\n end\n switch costume to (button v)\n set [y_shop v] to [0]\n repeat (7)\n change [ghost v] effect by (-15)\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n if <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n else\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\n end\n end\n else\n if <(costume [name v]) = [heart]> then\n forever\n if <(win) = [1]> then\n change [ghost v] effect by (10)\n else\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\n end\n end\n else\n if <(letter (1) of (@clone)) = [d]> then\n go to x: (0) y: (0)\n set size to (100) %\n if <(letter (2) of (@clone)) = [1]> then\n switch costume to (c1 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<(coins) > [19]> and <(mousewait) = [0]>> then\n change [coins v] by (-20)\n change [lives v] by (1)\n set [mousewait v] to [1]\n broadcast (purch v)\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [2]> then\n switch costume to (c2 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(coins) > [29]> and <(mousewait) = [0]>> and <(EmojiCHAT?) = [0]>> then\n change [coins v] by (-30)\n set [emojichat? v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c2a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [3]> then\n switch costume to (c3 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(PARACHUTE) = [0]> and <(mousewait) = [0]>> and <(coins) > [39]>> then\n change [coins v] by (-40)\n set [parachute v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c3a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@clone) = [shop]> then\n set y to (y_shop)\n if <not <mouse down?>> then\n set [mousewait v] to [0]\n end\nelse\n go to [front v] layer\n if <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n else\n if <(letter (1) of (@clone)) = [v]> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (@clone)) = [d]> then\n set y to (y_shop)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\n end\n end\n end\nend\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nif <<<(costume [name v]) = [coins]> or <(@clone) = [shop]>> or <(letter (1) of (@clone)) = [v]>> then\n repeat (30)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nset [@clone v] to [d1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [d] ((letter (2) of (@clone)) + (1)))\nend\nswitch costume to (button v)\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nset [close# v] to [0]\nset [@clone v] to [shop]\nset [clickshop v] to [0]\nset [mousewait v] to [0]\nset [emojichat? v] to [0]\nset [parachute v] to [0]\nset [shop_ghost v] to [100]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [v]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\nend\n\n@@PLAYERS\n\nwhen I receive [cloud_players v]\nswitch costume to (blank v)\nset [@id v] to [1]\nrepeat (10)\n if <(@ID) = (playerID)> then\n change [@id v] by (1)\nend\ngo to x: (999) y: (999)\n\nwhen I start as a clone\nswitch costume to (3a v)\nset [ghost v] effect to (100)\nsay []\nset rotation style [all around v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [names v] to [0]\n\ndefine @Position XY (@player)\nif <(costume [name v]) = [blank]> then\n hide\nelse\n if <(costume [name v]) = [arrow]> then\n move ((0) - (d)) steps\n end\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555))\n change y by (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555))\n go to x: (round (x position)) y: (round (y position))\n switch costume to (join (item ((@player) * (6)) of [cloud_data v]) [a])\n show\n if <<<(x position) < [-250]> or <(x position) > [250]>> or <<(y position) < [-190]> or <(y position) > [190]>>> then\n switch costume to (arrow v)\n point in direction (([atan v] of ((x position) / (y position)) ) + (<not <[0] > (y position)>> * (180)))\n set [d v] to ((32) + ((([abs v] of (x position) ) / (20)) + (([abs v] of (y position) ) / (25))))\n move (d) steps\n else\n if <<<(x position) > [-250]> and <(x position) < [250]>> and <<(y position) < [190]> and <(y position) > [-190]>>> then\n switch costume to (item ((@player) * (6)) of [cloud_data v])\n point in direction (90)\n end\n end\n if <(item (@player) of [active_check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (1)) of [cloud_data v]) > [9]> or <(item (((@player) * (6)) - (1)) of [cloud_data v]) = [0]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n if <not <(costume [name v]) = [arrow]>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n say []\n end\n end\n else\n say (item (item (((@player) * (6)) - (1)) of [cloud_data v]) of [chat list v])\n end\n else\n change [ghost v] effect by (20)\n say []\n end\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@EMOJI\n\nwhen I receive [cloud_players v]\nset [@id v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [@id v] by (1)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (20) %\nshow\nsay []\nset [ghost v] effect to (100)\nforever\n repeat until <<<(item (((@ID) * (6)) - (1)) of [cloud_data v]) < [16]> and <(item (((@ID) * (6)) - (1)) of [cloud_data v]) > [9]>> and <(item (@ID) of [active_check v]) = [1]>>\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n switch costume to (join [emoji] (item (((@ID) * (6)) - (1)) of [cloud_data v]))\n repeat until <<not <(costume [name v]) = (join [emoji] (item (((@ID) * (6)) - (1)) of [cloud_data v]))>> or <(item (@ID) of [active_check v]) = [0]>>\n set [bvel v] to ((((100) - (size)) / (7)) + ((bvel) * (0.75)))\n change size by (bvel)\n change [ghost v] effect by (-20)\n end\n repeat until <(size) < [25]>\n change size by (((20) - (size)) / (5))\n change [ghost v] effect by (20)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine @Position XY (@player)\nif <(@player) = (playerID)> then\n go to (player v)\n change y by (35)\nelse\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555555555555555)))\n go to x: (round (x position)) y: (round (y position))\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@Enemies\n\nwhen flag clicked\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (bot1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n else\n if <(costume [name v]) = [y1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (y1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [red1]> then\n forever\n if <<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and <<<(direction) = [90]> and <([x position v] of [player v]) > (x position)>> or <<(direction) = [-90]> and <([x position v] of [player v]) < (x position)>>>> then\n switch costume to (red1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [setup v]\nCLONE @ [2565] [24] [bot1] [81]\nCLONE @ [60] [-86] [red1] [120]\nCLONE @ [2872] [1081] [bot1] [81]\nCLONE @ [1341] [949] [bot1] [81]\nCLONE @ [3514] [68] [red1] [100]\nCLONE @ [4675] [667] [red1] [90]\nCLONE @ [2680] [1310] [y1] [100]\nCLONE @ [1857] [956] [red1] [82]\nCLONE @ [2203] [228] [y1] [63]\nswitch costume to (blank v)\n\nwhen I start as a clone\nforever\n set [@change_offset v] to [0]\n point in direction (90)\n repeat until <((@Change_OFFSET) + (1)) > (@Change)>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) > (x position)>> then\n change [@change_offset v] by (3)\n else\n change [@change_offset v] by (1.5)\n end\n end\n point in direction (-90)\n repeat until <(@Change_OFFSET) < [1]>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) < (x position)>> then\n change [@change_offset v] by (-3)\n else\n change [@change_offset v] by (-1.5)\n end\n end\nend\n\n@AlertsUI\n\nwhen I receive [afk v]\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [win v] to [1]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round (TIME)) [1]\ndraw (join (exp) (join [/] [40])) [0]\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\ndefine draw (i) (c)\nclear graphic effects\nif <(c) = [1]> then\n go to x: ((2) - (((length of (i)) + (5)) * (5.5))) y: (-54)\n set size to (80) %\n set [@id v] to [null]\n switch costume to (time v)\n create clone of (_myself_ v)\n change x by (50)\n change y by (3)\nelse\n if <(i) = [0/40]> then\n go to x: (16) y: (-76)\n else\n go to x: (20) y: (-76)\n end\n set size to (100) %\n set [@id v] to [null]\n switch costume to (exp v)\n create clone of (_myself_ v)\n if <(i) = [0/40]> then\n change x by (-53)\n change y by (3)\n else\n change x by (-63)\n change y by (3)\n end\nend\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (i))\n switch costume to (join (letter (c_!) of (i)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <<(costume [name v]) = [/a]> or <(costume [name v]) = [1a]>> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (80) %\n set [ghost v] effect to (100)\n repeat until <(size) > [99]>\n change [ghost v] effect by (-10)\n change size by (((102) - (size)) / (7))\n go to [front v] layer\n end\n forever\n go to [front v] layer\n switch costume to (c1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue10 v)\n if <mouse down?> then\n set [win v] to [0]\n broadcast (hide v)\n set [click2 v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (c2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue01 v)\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (continue00 v)\n end\n end\n end\n else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\n set [ghost v] effect to (100)\n set size to (50) %\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (2) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [win v] to [0]\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (50) %\n set [pause v] to [1]\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (reset v)\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen flag clicked\nset [click2 v] to [0]\nset [ghost v] effect to (100)\nset [open chat v] to [0]\ndelete all of [chat list v]\nadd [Hello!] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Which way?] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open chat v] to [0]\ngo to x: (-150) y: (0)\nforever\n set [ghost v] effect to (ghost)\n if <(ghost) = [100]> then\n hide\n else\n show\n end\n if <(open chat) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n if <(EmojiCHAT?) = [1]> then\n switch costume to (main2 v)\n else\n switch costume to (main v)\n end\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open chat) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open chat v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open chat v] to ((1) - (open chat))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [mobile v]\nreset\n\nwhen [timer v] > (0.1)\nhide\n\n@Detector\n\nwhen flag clicked\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\nwait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\nwait (0.1) seconds\nchange [coins v] by (100)\nbroadcast (alert v)\nstop [this script v]\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n stop [this script v]\n end\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n stop [this script v]\n end\n end\n end\nend\n\n@moon\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\n@Notifications\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (55)\nset [ghost v] effect to (100)\n\nwhen I receive [exp v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (join [s] ((exp) / (10)))\ngo to x: (0) y: (55)\nrepeat until <(y position) < [5]>\n change [ghost v] effect by (-8)\n change y by (((2) - (y position)) / (7))\nend\nwait (3) seconds\nrepeat until <(y position) > [53]>\n change y by (((y position) + (3)) / (7))\n change [ghost v] effect by (8)\nend\nset y to (55)\n\nwhen I receive [purch v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (buy v)\ngo to x: (0) y: (55)\nrepeat until <(y position) < [5]>\n change [ghost v] effect by (-8)\n change y by (((2) - (y position)) / (7))\nend\nwait (3) seconds\nrepeat until <(y position) > [53]>\n change y by (((y position) + (3)) / (7))\n change [ghost v] effect by (8)\nend\nset y to (55)\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (1) to (5)) 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 (6) to (8)) 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@Lightning\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [brightness v] effect to (10)\n\nwhen I receive [lightning v]\nif <(Sound) = [1]> then\n start sound [sfx_level_dragon_castlethunder_08 v]\nend\nshow\nset [brightness v] effect to (10)\nwait (0.2) seconds\nset [brightness v] effect to (50)\nwait (0.1) seconds\nset [brightness v] effect to (10)\nwait (0.2) seconds\nset [brightness v] effect to (50)\nwait (0.1) seconds\nhide\n\nwhen I receive [play v]\n\nwhen I receive [green screen v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nrepeat until <(Dead) = [1]>\n wait (pick random (7) to (16)) seconds\n broadcast (Lightning v) and wait\nend\n\n@Efekt\n\nwhen flag clicked\nhide\n\nwhen I receive [win!! v]\nshow\nrepeat (100)\n go to [front v] layer\n go [backward v] (1) layers\n point in direction (pick random (80) to (100))\n set [ghost v] effect to (pick random (1) to (40))\n set size to (pick random (90) to (120)) %\nend\nwait (0.2) seconds\nhide\n\n@report\n\nwhen flag clicked\nforever\n set [report.yes? v] to <touching (mouse-pointer v)?>\nend\n\nwhen flag clicked\nshow list [people who reported v]\nset [report.yes? v] to [0]\nforever\n if <(report.yes?) = [1]> then\n set [report.yes? v] to [1]\n add (username) to [people who reported v]\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nif <<(username) = [SkypeeNade]> and <key (r v) pressed?>> then\n hide list [people who reported v]\n play sound [Coin v] until done\n stop [all v]\nelse\n show list [people who reported v]\nend\n\n
✿ ✿ LOVE AND FAVE FOR INSTANT 100 COINS! ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ ✿ \n\n✿ ʟᴀɴᴛᴇʀɴ ᴠᴀʟʟᴇʏ ✿ -\n Lantern Valley Made Again -\nImagine not making platformers. \n\n- Instructions: - want to chat? Click on your player to chat! - beat the game by collecting all the bonus points and all the coins! Until you reach the golden star at the top! Use parachute by jumping then clicking on player! ✦✦ How to play ✦✦ ➜ Collect coins, use them to buy items in the shop ➜ [T] to chat, [#] or [letter] to choose phrase. On MOBILE, tap the player ➜ Press the SPACE key to activate a parachute. Hold your finger down on mobile. ➜ [N] to turn on/off .. I shared this project again for people to play on it again because they enjoyed it. My old account had this but it got deleted accidentally.. but whatever just enjoy the platformer \n\n #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #trending #music #art #games #SkypeeNade
||Massive Multiplayer Platformer v1.2 || #Games #Platformer #Multiplayer #Online
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\nwhen flag clicked\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [CookieFox12]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [Buttercup v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n
Here I added some things to the project\nThere probably might not be much people, \nPress e or r key to show emojis\nFind the Secret spot
color platformer #game #platformer #Stories #all #music #art
@Stage\n\nwhen flag clicked\nforever\n play sound [309 v] until done\nend\n\n@스프라이트 1\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (2)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x v] by (-2)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (스프라이트 2 v)?> then\n change x by ((0) - (x))\n set [x v] to [0]\n end\nend\n\nchange y by (y)\n\nif <touching (스프라이트 2 v)?> then\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-190) y: (-40)\nforever\n if <touching (스프라이트 2 v)?> then\n change y by (1)\n if <touching (스프라이트 2 v)?> then\n change y by (1)\n if <touching (스프라이트 2 v)?> then\n change y by (1)\n if <touching (스프라이트 2 v)?> then\n change y by (1)\n if <touching (스프라이트 2 v)?> then\n change y by (1)\n if <touching (스프라이트 2 v)?> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [14]\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 (스프라이트 2 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (스프라이트 2 v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [14]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <[239] < (x position)> then\n change [레벨 v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-40)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (스프라이트 6 v)?> then\n go to x: (-190) y: (-40)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\n@스프라이트 2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (레벨)\n go to [front v] layer\nend\n\n@스프라이트 3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [레벨 v] to [1]\nshow\nforever\n switch costume to (레벨)\nend\n\n@스프라이트 4\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n create clone of (_myself_ v)\n wait (2) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nswitch costume to (모양 1 v)\nshow\ngo to x: (276) y: (pick random (157) to (80))\nrepeat (6)\n change [ghost v] effect by (-10)\n change x by (-1.5)\nend\nrepeat until <(x position) < [-275]>\n change x by (-1.5)\nend\nrepeat (70)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@스프라이트 5\n\nwhen flag clicked\nswitch backdrop to (배경 1 v)\ngo to x: (26) y: (-80)\nhide\nwait until <(레벨) = [3]>\nshow\nwait until <touching (스프라이트 1 v)?>\nset [레벨 v] to [4]\nnext backdrop\nhide\n\n\n\n@스프라이트 6\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (레벨)\nend\n\n@스프라이트 7\n\nwhen flag clicked\ngo to x: (26) y: (-80)\nhide\nwait until <(레벨) = [20]>\nshow\nwait until <touching (스프라이트 1 v)?>\nset [레벨 v] to [21]\nswitch backdrop to (배경 1 v)\nhide\n\n@스프라이트 8\n\nwhen flag clicked\nhide\n\n
Please have fun~\n\n재밌게 해주세요~\n\nHearts and stars please :)\n하트와 별 부탁드립니다 :)
My Journey on Scratch! | platformer
@Stage\n\nwhen flag clicked\nwait (9.5) seconds\nrepeat (10)\n play sound [popsicle xaf v] until done\n play sound [summer k391 v] until done\n play sound [vexento devotion v] until done\n play sound [ampyx rise v] until done\n play sound [vexento game over v] until done\n play sound [windfall thefatrat v] until done\n play sound [sentimento vexento v] until done\n play sound [PIXEL PARTY :DDD \(vexento\) v] until done\nend\n\n@text\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (100)\nhide\nwait (9.5) seconds\nshow\n\nwhen flag clicked\ngo to x: (0) y: (100)\nset [ojwega v] to [1.94]\nforever\n repeat (16)\n change [ojwega v] by (-0.25)\n end\n repeat (16)\n change [ojwega v] by (0.25)\n end\nend\n\nwhen flag clicked\nwait (9) seconds\n\nwhen flag clicked\nforever\n change y by (ojwega)\nend\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nif <touching (player v)?> then\n set [ghost v] effect to (50)\nelse\n set [ghost v] effect to (0)\nend\n\ngo to x: (0) y: (100)\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9.5) seconds\nforever\n if <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>>> then\n repeat until <not <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>>>>\n create clone of (_myself_ v)\n wait (3) seconds\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\ngo to x: (-200) y: (pick random (180) to (-80))\nrepeat (480)\n change x by (1)\nend\ndelete this clone\n\nwhen I receive [next level v]\nforever\n if <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>>> then\n show\n else\n hide\n end\nend\n\n@gras\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\nhide\nwait (9.5) seconds\nshow\n\n@player\n\nwhen flag clicked\nforever\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water/toxic stuff ??? v)?> then\n change y by (2)\n if <touching (water/toxic stuff ??? v)?> then\n change y by (2)\n if <touching (water/toxic stuff ??? v)?> then\n change y by (2)\n if <touching (water/toxic stuff ??? v)?> then\n change y by (2)\n if <touching (water/toxic stuff ??? v)?> then\n change y by (2)\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (0.15) seconds\nrepeat (5)\n change [ghost v] effect by (30)\nend\n\nwhen I start as a clone\nset size to (75) %\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nset size to (75) %\nrepeat (12)\n change size by (-8)\n change [color v] effect by (-1)\nend\ndelete this clone\n\nswitch costume to (costume3 v)\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\n set [playery v] to (y position)\nend\n\nwhen flag clicked\nforever\n set volume to (100) %\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (playerx)>>>> then\n change [xvelocity v] by ((running speed) * (1))\n if <(skin) = [1]> then\n switch costume to (costume1 v)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (playerx)>>>> then\n change [xvelocity v] by ((running speed) * (-1))\n if <(skin) = [1]> then\n switch costume to (costume1 v)\n end\nend\nset [xvelocity v] to ((xvelocity) * (friction))\nchange x by (xvelocity)\nif <<touching (level v)?> or <touching (level2 v)?>> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <<touching (level v)?> or <touching (level2 v)?>>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (xvelocity) ) )\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change x by ((([abs v] of (xvelocity) ) / (xvelocity)) * (-1))\n end\n end\n set [xvelocity v] to [0]\n end\nend\nchange y by (yvelocity)\nif <<touching (level v)?> or <touching (level2 v)?>> then\n repeat ([ceiling v] of ([abs v] of (yvelocity) ) )\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by ((([abs v] of (yvelocity) ) / (yvelocity)) * (-1))\n end\n end\n if <<(([abs v] of (yvelocity) ) / (yvelocity)) = [-1]> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <(mouse y) > (playery)>> or <touching (jump pad v)?>>>>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (-1)\nend\n\nwhen flag clicked\nhide\nwait (9.5) seconds\nshow\ngo to x: (-202) y: (0)\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n if <touching (jump pad v)?> then\n platform [20] [-1] [0.7] [2.3]\n else\n platform [12] [-1] [0.7] [2.3]\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [ghost v] effect to (0)\nforever\n if <<touching (lavalpjker ho veol tuff v)?> or <<touching (evil stuff4 v)?> or <touching (bad things that you dont wana touch v)?>>> then\n broadcast (respawn muahaha v)\n change [deaths v] by (1)\n end\nend\n\nwhen I receive [respawn muahaha v]\ngo to x: (-202) y: (-60)\n\nset [coins v] to [0]\n\nwhen flag clicked\nforever\n if <<(level #) = [1]> or <<(level #) = [3]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [13]> or <<(level #) = [16]> or <(level #) = [17]>>>>>>>>> then\n if <<touching (goal v)?> and <(coins) > [0]>> then\n broadcast (respawn muahaha v)\n broadcast (next level v)\n end\n else\n if <<(level #) = [2]> or <<(level #) = [4]> or <<(level #) = [5]> or <<(level #) = [10]> or <<(level #) = [11]> or <<(level #) = [12]> or <<(level #) = [14]> or <(level #) = [15]>>>>>>>> then\n if <<touching (goal v)?> and <(coins) > [1]>> then\n broadcast (respawn muahaha v)\n broadcast (next level v)\n end\n end\n end\nend\n\ndefine out\n\nwhen flag clicked\nforever\n if <(xvelocity) > [0]> then\n repeat until <not <touching color (#3bb700)?>>\n change x by (-1)\n end\n else\n if <(xvelocity) < [0]> then\n repeat until <not <touching color (#3bb700)?>>\n change x by (1)\n end\n end\n end\nend\n\nwhen flag clicked\n\ngo [forward v] (11) layers\n\nwhen flag clicked\nset [skin v] to [1]\n\nwhen flag clicked\ngo [backward v] (1000) layers\nforever\n set size to (75) %\nend\n\nwhen flag clicked\n\nforever\n if <<touching (coin 1 v)?> or <<touching (coin 2 v)?> or <touching (coin 3 v)?>>> then\n wait until <not <<touching (coin 1 v)?> or <<touching (coin 2 v)?> or <touching (coin 3 v)?>>>>\n end\nend\n\nwhen flag clicked\nset [coins total v] to [0]\nforever\n set [coins total v] to ((((level #) - (1)) * (3)) + (coins))\nend\n\nwhen flag clicked\nhide variable [fps v]\nwait (10) seconds\nshow variable [fps v]\nforever\n set [fps \(exact\) v] to ((1) / (timer))\n set [fps v] to (join (letter (1) of (fps \(exact\))) (join (letter (2) of (fps \(exact\))) (join (letter (3) of (fps \(exact\))) (letter (4) of (fps \(exact\))))))\n wait (.2) seconds\nend\n\nwhen flag clicked\nwait (10) seconds\nforever\n reset timer\nend\n\nhide variable [coins v]\nhide variable [coins v]\n\nset size to (75) %\n\nwhen flag clicked\nhide variable [coins v]\nhide variable [fps v]\nhide variable [level # v]\nforever\n if <<(username) = [tornadoyay1]> or <(username) = [AIyaTurtle]>> then\n if <<(mouse y) > [100]> and <(mouse x) < [-140]>> then\n show variable [coins v]\n show variable [fps v]\n show variable [level # v]\n else\n hide variable [coins v]\n hide variable [fps v]\n hide variable [level # v]\n end\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n broadcast (next level v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n go to x: (-202) y: (0)\n set [coins v] to [0]\n broadcast (clear text v)\n end\nend\n\n@level\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo [forward v] (1) layers\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n set [level # v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level # v] by (1)\n\ndefine gggsdga\n\ngggsdga\n\nwait (.1) seconds\n\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (9.5) seconds\nshow\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [ghost v] effect to (100)\nwait (9.5) seconds\nset [ghost v] effect to (40)\nforever\n if <(level #) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (9.5) seconds\nset size to (115) %\nrepeat (2)\n create clone of (_myself_ v)\n wait (.75) seconds\nend\nset size to (140) %\nrepeat (2)\n create clone of (_myself_ v)\n wait (.75) seconds\nend\nset size to (80) %\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (80)\nforever\n repeat (30)\n change size by (1)\n end\n repeat (30)\n change size by (-1)\n end\nend\n\ndelete this clone\n\nset size to (100) %\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nforever\n if <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9.5) seconds\nforever\n if <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>>> then\n repeat until <not <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>>>>\n create clone of (_myself_ v)\n wait (3) seconds\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\ngo to x: (200) y: (pick random (180) to (-80))\nrepeat (480)\n change x by (-1)\nend\ndelete this clone\n\ngo [backward v] (10) layers\n\nwhen I receive [next level v]\nforever\n if <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>>> then\n show\n else\n hide\n end\nend\n\n@text #2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (100)\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\nforever\n change y by (ojwega)\nend\n\nwhen flag clicked\ngo to x: (0) y: (100)\nset [ojwega v] to [1.94]\nforever\n repeat (16)\n change [ojwega v] by (-0.25)\n end\n repeat (16)\n change [ojwega v] by (0.25)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\n\nwhen I receive [clear text v]\nset [ghost v] effect to (100)\n\nwhen I receive [text2 v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\n\n@text #3\n\nwhen flag clicked\ngo to x: (0) y: (100)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\nforever\n change y by (ojwega)\nend\n\nwhen flag clicked\ngo to x: (0) y: (100)\nset [ojwega v] to [1.94]\nforever\n repeat (16)\n change [ojwega v] by (-0.25)\n end\n repeat (16)\n change [ojwega v] by (0.25)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\n\nforever\n\nif <touching (player v)?> then\n set [ghost v] effect to (50)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [clear text v]\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\n\nwhen I receive [exyt 3 v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\n\n@goal\n\nwhen flag clicked\nhide\nwait (9.5) seconds\nshow\nset size to (100) %\ngo to [front v] layer\nset size to (75) %\nset [brightness v] effect to (-20)\nset [ghost v] effect to (0)\npoint in direction (75)\nforever\n repeat (30)\n turn right (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\nwait (9.5) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\npoint in direction (90)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\ngo to x: (212) y: (-85)\nforever\n if <<(level #) = [1]> or <<(level #) = [3]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [13]> or <<(level #) = [16]> or <(level #) = [17]>>>>>>>>> then\n if <(coins) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n else\n if <<(level #) = [2]> or <<(level #) = [4]> or <<(level #) = [5]> or <<(level #) = [10]> or <<(level #) = [11]> or <<(level #) = [12]> or <<(level #) = [14]> or <(level #) = [15]>>>>>>>> then\n if <(coins) = [2]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\n\n\nwhen I start as a clone\nforever\n on level [1] go to x: [213] y: [-90]\n on level [2] go to x: [204] y: [-71]\n on level [3] go to x: [219] y: [-1]\n on level [7] go to x: [217] y: [110]\n on level [8] go to x: [220] y: [-93]\n on level [10] go to x: [221] y: [-74]\n on level [11] go to x: [220] y: [-120]\n on level [14] go to x: [220] y: [-80]\n on level [17] go to x: [220] y: [-117]\nend\n\nwhen flag clicked\nforever\n on level [1] go to x: [213] y: [-90]\n on level [2] go to x: [204] y: [-71]\n on level [3] go to x: [219] y: [-1]\n on level [7] go to x: [217] y: [110]\n on level [8] go to x: [220] y: [-93]\n on level [10] go to x: [221] y: [-74]\n on level [11] go to x: [220] y: [-120]\n on level [14] go to x: [220] y: [-80]\n on level [17] go to x: [220] y: [-117]\nend\n\ndefine on level (#) go to x: (x) y: (y)\nif <(level #) = (#)> then\n go to x: (x) y: (y)\nend\n\ngo to x: (212) y: (-85)\n\nwhen flag clicked\nforever\n if <<(level #) = [1]> or <<(level #) = [3]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [13]> or <<(level #) = [16]> or <(level #) = [17]>>>>>>>>> then\n if <(coins) > [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n else\n if <<(level #) = [2]> or <<(level #) = [4]> or <<(level #) = [5]> or <<(level #) = [10]> or <<(level #) = [11]> or <<(level #) = [12]> or <<(level #) = [14]> or <(level #) = [15]>>>>>>>> then\n if <(coins) > [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n else\n hide\n end\n end\nend\n\n@button 2\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n switch costume to (button down v)\n else\n switch costume to (button 1 v)\n end\nend\n\nif <(level #) = [1]> then\n go to x: (0) y: (-118)\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen I receive [next level v]\nset [coins v] to [0]\n\nwhen flag clicked\nforever\n if <(level #) = [1]> then\n point in direction (90)\n go to x: (0) y: (-118)\n end\n if <(level #) = [2]> then\n point in direction (108)\n go to x: (-6) y: (-111)\n end\n if <(level #) = [3]> then\n point in direction (90)\n go to x: (-1) y: (-147)\n end\n if <(level #) = [4]> then\n point in direction (90)\n go to x: (44) y: (-10)\n end\n if <(level #) = [5]> then\n point in direction (90)\n go to x: (-111) y: (-140)\n end\n if <(level #) = [6]> then\n point in direction (80)\n go to x: (14) y: (10)\n end\n if <(level #) = [7]> then\n point in direction (90)\n go to x: (-90) y: (-23)\n end\n if <(level #) = [8]> then\n point in direction (90)\n go to x: (43) y: (-24)\n end\n if <(level #) = [9]> then\n point in direction (90)\n go to x: (14) y: (-31)\n end\n if <(level #) = [10]> then\n point in direction (90)\n go to x: (111) y: (-85)\n end\n if <(level #) = [11]> then\n point in direction (90)\n go to x: (-79) y: (-135)\n end\n if <(level #) = [12]> then\n point in direction (90)\n go to x: (-90) y: (-132)\n end\n if <(level #) = [13]> then\n point in direction (50)\n go to x: (189) y: (117)\n end\n if <(level #) = [14]> then\n point in direction (90)\n go to x: (-95) y: (-100)\n end\n if <(level #) = [15]> then\n point in direction (90)\n go to x: (-85) y: (-115)\n end\n if <(level #) = [16]> then\n point in direction (90)\n go to x: (-66) y: (-38)\n end\n if <(level #) = [17]> then\n point in direction (90)\n go to x: (44) y: (-136)\n end\n if <(level #) = [18]> then\n set [ghost v] effect to (100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (button 3 v)\n broadcast (text2 v)\n set [coins v] to [1]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nwait (9.5) seconds\nshow\n\n@button 3\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n switch costume to (button down v)\n else\n switch costume to (button 1 v)\n end\nend\n\nwhen I receive [button 3 v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen flag clicked\nforever\n if <<(level #) = [1]> or <<(level #) = [3]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [13]> or <<(level #) = [16]> or >>>>>>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [text2 v]\nshow\n\nshow\n\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (exyt 3 v)\n set [coins v] to [2]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(level #) = [1]> then\n hide\n end\n if <(level #) = [2]> then\n point in direction (90)\n go to x: (107) y: (-97)\n end\n if <(level #) = [4]> then\n point in direction (90)\n go to x: (114) y: (-42)\n end\n if <(level #) = [5]> then\n point in direction (99)\n go to x: (150) y: (44)\n end\n if <(level #) = [10]> then\n point in direction (90)\n go to x: (-112) y: (16)\n end\n if <(level #) = [11]> then\n point in direction (90)\n go to x: (114) y: (-135)\n end\n if <(level #) = [12]> then\n point in direction (90)\n go to x: (105) y: (-132)\n end\n if <(level #) = [14]> then\n point in direction (90)\n go to x: (100) y: (-100)\n end\n if <(level #) = [15]> then\n point in direction (90)\n go to x: (139) y: (-115)\n end\nend\n\nwhen flag clicked\nhide\nwait (9.5) seconds\nshow\n\n@water\n\nwhen flag clicked\nforever\n if <(level #) = [2]> then\n show\n set [ghost v] effect to (50)\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to [back v] layer\n\n@evil stuff4\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\ngo [forward v] (1) layers\n\nwhen I start as a clone\n\ngo to x: (0) y: (0)\n\nforever\n repeat (7)\n change y by (1.5)\n end\n repeat (7)\n change y by (-1.5)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9.5) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\n\nset [ghost v] effect to (30)\nset [brightness v] effect to (20)\nwait (.25) seconds\ncreate clone of (_myself_ v)\nset [brightness v] effect to (40)\nwait (.25) seconds\ncreate clone of (_myself_ v)\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level #) = [6]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@lavalpjker ho veol tuff\n\nwhen flag clicked\ngo to x: (0) y: (0)\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@Sprite5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level #) = [13]> then\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n set size to (100) %\n repeat (50)\n repeat (2)\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nset [color v] effect to (pick random (-100) to (100))\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat (5)\n change y by (-20)\nend\nrepeat (10)\n change y by (-10)\nend\nrepeat (20)\n change y by (-5)\nend\nrepeat until <touching (level v)?>\n change y by (-3)\nend\nwait (1) seconds\ndelete this clone\n\nwait (0.02) seconds\n\nwhen flag clicked\nforever\n if <(level #) = [14]> then\n set [brightness v] effect to (100)\n repeat until <not <(level #) = [14]>>\n repeat (2)\n create clone of (_myself_ v)\n set [ghost v] effect to (pick random (10) to (60))\n set size to (pick random (40) to (100)) %\n end\n end\n end\nend\n\nrepeat (100)\n\n@Intro\n\nwhen flag clicked\nswitch costume to (background \[pen\] v)\nshow\ngo to [back v] layer\ngo to [back v] layer\ngo to x: (-235) y: (-200)\nclear sound effects\nstart sound [Plugged v]\nset [id v] to [0]\nset [count v] to [0]\nhide variable [id v]\nhide variable [count v]\nDraw background\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nforever\n set [id v] to [3]\n create clone of (_myself_ v)\n change [count v] by (1)\n if <(Count) = [135]> then\n set [id v] to [4]\n create clone of (_myself_ v)\n end\n if <(Count) = [235]> then\n set [id v] to [5]\n create clone of (_myself_ v)\n end\n if <(Count) = [280]> then\n broadcast (Intro: Delete all clones v)\n end\nend\n\ndefine Draw background\nerase all\npen up\nset pen color to (#29c8ec)\nset pen size to (10)\npen down\nrepeat (20)\n change y by (10)\n change x by (-500)\n change pen (brightness v) by (-2)\n change y by (10)\n change x by (500)\n change pen (brightness v) by (-2)\nend\npen up\ngo to x: (-235) y: (-175)\nset pen size to (20)\nset pen color to (#2ac7ef)\npen down\nchange x by (500)\npen up\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (logo v)\n go to x: (0) y: (0)\n point in direction (60)\n set size to (10) %\n show\n repeat (6)\n turn right (5) degrees\n change size by (16)\n end\n repeat (3)\n change size by (-3)\n clear graphic effects\n end\n repeat (3)\n change size by (2)\n end\n repeat (3)\n change size by (-2)\n end\n repeat (3)\n change size by (1)\n end\n forever\n point in direction ((([tan v] of ((150) * (timer)) ) * (5)) + (90))\n change y by (([sin v] of ((200) * (timer)) ) * (5))\n end\nelse\n if <(id) = [2]> then\n switch costume to (lines v)\n go to x: (300) y: (0)\n repeat until <(x position) < [-255]>\n go to [back v] layer\n set [ghost v] effect to (15)\n change x by (-4)\n if <(x position) = [240]> then\n set [id v] to [2]\n create clone of (_myself_ v)\n end\n end\n delete this clone\n else\n if <(id) = [3]> then\n switch costume to (particles v)\n go to x: (0) y: (0)\n go to [back v] layer\n point in direction (pick random (0) to (360))\n set size to (pick random (40) to (65)) %\n set [color v] effect to (0)\n set [ghost v] effect to (pick random (30) to (60))\n go to [back v] layer\n show\n repeat (100)\n change [ghost v] effect by (1)\n move (5) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n delete this clone\n else\n if <(id) = [4]> then\n go to [front v] layer\n switch costume to (tornadoyay1 v)\n go to [front v] layer\n set size to (100) %\n set [ghost v] effect to (0)\n go to [front v] layer\n go to x: (0) y: (-180)\n go to [front v] layer\n point in direction (90)\n go to [front v] layer\n Smooth Glide to x: [0] y: [0] at speed [8]\n else\n if <(id) = [5]> then\n go to [front v] layer\n switch costume to (screen v)\n go to [front v] layer\n go to x: (0) y: (-400)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (100) %\n go to [front v] layer\n Smooth Glide to x: [0] y: [0] at speed [8]\n end\n end\n end\n end\nend\n\ndefine Smooth Glide to x: (x) y: (y) at speed (speed)\nrepeat until <<(x) = (x position)> and <(y) = (y position)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n go to [front v] layer\nend\n\nwhen I receive [intro: delete all clones v]\nerase all\nstop [other scripts in sprite v]\ndelete this clone\n\n@2021_12_30_0q0_Kleki\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to [front v] layer\nend\n\n@bad things that you dont wana touch\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\n
11:22 PM- finally sharing this. I hope you enjoy!\nOriginally meant for a scratch studio but I ended up being a little late- I wanted to share my journey, so far, on Scratch on here anyways :)\nINSTRUCTIONS -----\n- WASD, arrow keys or mobile to move\n- click the buttons for the descriptions\n- press r to restart\nCREDITS -----\ncooltext.com for thumbnail and desc. text\nsongs (in order): popsicle by @-xaf-, summer by K391, devotion by vexento, rise by ampyx, windfall by theFatRat, sentimento by vexento, pixel party by vexento\nthanks to the other projects I've seen about other scratcher's experiences on here for inspiration!\nthanks @aqury for my intro\nthanks @AiyaTurtle for pointing out some bugs (in the WIP version)\n------------------\nI hope you enjoy :) If you have any feedback- always welcome and feel free to be completely honest- please leave it in the comments. and if there's any glitches PLEASE let me know! I might make changes to this project but most likely will try to keep it in its original state and make changes to future projects instead.\n\nand finally, HAPPY NEW YEAR :D\n2/14 update-\nthank you so much @coder5tk for curating this!! and happy valentines day <3\nI did not realize that pressing r doesnt work and i fixed it, sorry about that!\nanother edit: I didnt realize it STILL didnt work, but i fixed it again and it should work now, so sorry :/\n2/16- TYSM FOR TOP REMIXED AND MY MOST VIEWED PROJECT NOW :D\n2/17- tysm for 1k hearts :D \n4/18- wow, this is now my biggest project by far. 40k views, I never thought I would get to that, thank you all so much :)\n\nalso, I forgot to add this to the game but I also went through a weird animating phase in april 2020 (when everyone was making low quality animations to hop on the bandwagon with the skilled animators who were getting tons of views). the animations were trash and I later ended up unsharing them :P
Pink | A Platformer | _ItsHaven_
@Stage\n\n@Player\n\nwhen flag clicked\nset [x vel v] to [0]\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n switch costume to (costume1 v)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n set [x vel v] to [0]\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 (levels 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 (levels 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\n if <touching (spikes2 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes3 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes4 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes5 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes6 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes7 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes8 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes9 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes10 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes11 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes12 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes13 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes14 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes15 v)?> then\n broadcast (Restart v)\n end\n if <touching (spikes16 v)?> then\n broadcast (Restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (bounce2 v)?> then\n set [y vel v] to [19]\n end\n if <touching (bounce3 v)?> then\n set [y vel v] to [19]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-152) y: (-5)\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: (-152) y: (-5)\n\n@Levels\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Bounce\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [3]> then\n Clone at [-66] [-113]\nend\n\nwhen I start as a clone\nforever\n show\n if <touching (player v)?> then\n switch costume to (crouch v)\n else\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Clone at [3] [-22]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Image\n\nwhen flag clicked\nshow\nwait (0.8) seconds\nrepeat (16)\n change [ghost v] effect by (6.25)\nend\nforever\n show\n change [ghost v] effect by (100)\n go to [front v] layer\nend\n\n@Spikes2\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [7]> then\n Clone at [5] [72]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Bounce2\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [6]> then\n Clone at [105] [-125]\nend\n\nwhen I start as a clone\nforever\n show\n if <touching (player v)?> then\n switch costume to (crouch v)\n else\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes3\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clone at [-129] [-65]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes4\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clone at [9] [-65]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes5\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clone at [165] [85]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes6\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [9]> then\n Clone at [-10] [-62]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes7\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [9]> then\n Clone at [-5] [85]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes8\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [10]> then\n Clone at [-82] [-62]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes9\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [10]> then\n Clone at [82] [85]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes10\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [10]> then\n Clone at [82] [-62]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes11\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [10]> then\n Clone at [-82] [85]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Bounce3\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [11]> then\n Clone at [18] [-125]\nend\n\nwhen I start as a clone\nforever\n show\n if <touching (player v)?> then\n switch costume to (crouch v)\n else\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes12\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [11]> then\n Clone at [-115] [-64]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes13\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [11]> then\n Clone at [105] [80]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes14\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [12]> then\n Clone at [105] [80]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Spikes15\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [12]> then\n Clone at [105] [80]\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (idle v)\n\n@Music\n\nwhen flag clicked\nforever\n play sound [recording1 v] until done\nend\n\n
Pink | A Platformer | _ItsHaven_ (My first Platformer!!)\n————————————————————————\nComplete all the levels by using the arrow keys on your keyboard. By the way, this is not mobile friendly. 100+ hearts & stars? 800+ views?! Thank you!!\n————————————————————————
Space | A Platformer ・゚✧
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop4 v)\nset volume to (20) %\nforever\n play sound [Nebula v] until done\nend\n\n@Blank\n\n@Player\n\nwhen I receive [restart v]\ngo to x: (-200) y: (0)\nswitch costume to (right v)\nwait (0.01) seconds\nset [clone v] to []\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\ndefine Platform Physics (speed) (friction) (jump height)\nset rotation style [left-right v]\nchange [player3: y vel v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player3: x vel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [player3: x vel v] by ((speed) * (-1))\nend\nset [player3: x vel v] to ((Player3: X Vel) * (friction))\nchange x by (Player3: X Vel)\nset [slope v] to [0]\nif <touching (ground v)?> then\n repeat until <<not <touching (ground v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change y by (slope)\n repeat until <not <touching (ground v)?>>\n change x by ((([abs v] of (Player3: X Vel) ) / (Player3: X Vel)) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [player3: y vel v] to [13]\n if <(Player3: X Vel) > [0]> then\n set [player3: x vel v] to [-6]\n else\n set [player3: x vel v] to [6]\n end\n else\n set [player3: x vel v] to [0]\n end\nend\nchange y by (Player3: Y Vel)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((([abs v] of (Player3: Y Vel) ) / (Player3: Y Vel)) * (-1))\n end\n set [player3: y vel v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [player3: y vel v] to [14]\nend\nchange y by (1)\n\nwhen I start as a clone\nif <[] < (Clone)> then\n switch costume to (trail v)\n repeat (10)\n change y by (5)\n turn right (5) degrees\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n switch costume to (trail v)\n repeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [clone v] to []\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (left v)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (right v)\n\nwhen flag clicked\nset [level v] to [0]\n\ndefine Check Touching\nif <<touching (trampoline v)?> or <touching (trampoline2 v)?>> then\n set [player3: y vel v] to [20]\n set [pitch v] effect to (0)\n start sound [Bounce v]\nend\nif <<touching (saws v)?> or <<touching (spikes v)?> or <(y position) < [-180]>>> then\n go to x: (-200) y: (0)\n set [clone v] to [Die]\n set [pitch v] effect to (0)\n start sound [Die v]\n broadcast (shake v)\n switch costume to (right v)\n wait (0.01) seconds\n set [clone v] to []\nend\nif <(x position) > [220]> then\n if <not <((Number of levels) - (1)) < (Level)>> then\n set [pitch v] effect to (0)\n start sound [Next v]\n change [level v] by (1)\n go to x: (-200) y: (-65)\n switch costume to (right v)\n end\nend\n\nwhen flag clicked\nforever\n Check Touching\nend\n\nwhen flag clicked\nwait until <(Level) = (Number of levels)>\nbroadcast (confetti v)\n\nwhen flag clicked\nset volume to (20) %\n\nwhen flag clicked\nshow\nset [level v] to [1]\npoint in direction (90)\nswitch costume to (player v)\nset [player3: x vel v] to [0]\nset [player3: y vel v] to [0]\ngo to x: (-200) y: (0)\nforever\n Platform Physics [1] [0.9] [20]\nend\n\nwhen flag clicked\nwait until <(Level) = (Number of levels)>\nbroadcast (confetti v)\n\n@Ground\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nCheck number of levels\n\ndefine Check number of levels\nswitch costume to (costume1 v)\nswitch costume to ((costume [number v]) - (1))\nset [number of levels v] to (costume [number v])\n\nset [level v] to [14]\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\ngo to x: (0) y: (0)\n\nset [level v] to [16]\n\n@Spikes\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n switch costume to (Level)\nend\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nset [level v] to [9]\n\n@Saws\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (no v)\nforever\n turn right (7) degrees\nend\n\ndefine level number (level num) go to x: (x) y: (y)\nif <(Level) = (level num)> then\n go to x: (x) y: (y)\n switch costume to (yes v)\n wait until <not <(Level) = (level num)>>\nelse\n switch costume to (no v)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n level number [6] go to x: [63] y: [-109]\n level number [9] go to x: [110] y: [-109]\n level number [14] go to x: [90] y: [-109]\nend\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\n@Trampoline\n\ndefine level number (level num) go to x: (x) y: (y)\nif <(level num) = (Level)> then\n show\n go to x: (x) y: (y)\nend\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\nforever\n hide\n level number [5] go to x: [10] y: [-100]\n level number [6] go to x: [-63] y: [-100]\n level number [10] go to x: [-100] y: [-100]\nend\n\nlevel number [14] go to x: [-100] y: [-100]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (4)\n next costume\n wait () seconds\n end\n wait until <not <touching (player v)?>>\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n wait () seconds\n end\n end\nend\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Moon\n\nwhen flag clicked\ngo to [back v] layer\nshow\ngo to x: (-217) y: (160)\nset size to (100) %\nreset timer\nforever\n repeat (50)\n change size by (((140) - (size)) / (18))\n end\n repeat (50)\n change size by (((size) - (100)) / (-18))\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (mf-icon \(2\) \(1\) \(1\)8 v)\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n change [ghost v] effect by (25)\nend\n\n@Score2\n\nwhen flag clicked\nrepeat (10)\n hide\n delete this clone\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n set [brightness v] effect to (-5)\n show\n go to x: ((242) - ((id) * (14))) y: (-166)\n switch costume to (letter ((length of (Level)) - ((id) - (1))) of (Level))\n set size to (75) %\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-166) y: (157)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nset [id v] to [0]\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\nwhen I start as a clone\nset [level v] to [1]\nforever\n if <(Number of levels) = (Level)> then\n hide\n delete this clone\n end\nend\n\nset [level v] to [1]\n\n@Trampoline2\n\ndefine level number (level num) go to x: (x) y: (y)\nif <(level num) = (Level)> then\n show\n go to x: (x) y: (y)\nend\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\nforever\n hide\n level number [10] go to x: [48] y: [-100]\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (4)\n next costume\n wait () seconds\n end\n wait until <not <touching (player v)?>>\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n wait () seconds\n end\n end\nend\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nlevel number [5] go to x: [-63] y: [-100]\n\n@notif2\n\nwhen flag clicked\nhide\n\nswitch costume to (costume7 v)\ngo to x: (-189) y: (-180)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <[-165] = (y position)>\n change y by (((((y position) + (160)) * (-1)) - (5)) / (6))\nend\nwait (3.5) seconds\nrepeat until <[-180] = (y position)>\n change y by ((((((y position) + (164)) * (-1)) - (0)) / (5)) * (-1))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <[-165] = (y position)>\n change y by (((((y position) + (160)) * (-1)) - (5)) / (6))\n end\n wait (3.5) seconds\n repeat until <[-180] = (y position)>\n change y by ((((((y position) + (164)) * (-1)) - (0)) / (5)) * (-1))\n end\n hide\nend\n\n@Sprite6\n\nwhen this sprite clicked\nif <(Number of levels) > (Level)> then\n set [level v] to ((Level) + (1))\n broadcast (restart v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [level v] to [1]\nshow\ngo to x: (0) y: (-36)\nforever\n if <(Number of levels) = (Level)> then\n hide\n end\nend\n\ngo to x: (375) y: (-36)\n\nset [level v] to [0]\n\ngo to x: (50) y: (-36)\n\nwhen this sprite clicked\n\nwhen [s v] key pressed\nif <(Number of levels) > (Level)> then\n set [level v] to ((Level) + (1))\n broadcast (restart v)\nend\n\n@Sprite1\n\nwhen flag clicked\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]\n\ndefine Edit\nif <not <<[type v] contains [1]?> or <[10] < (length of [pyv v])>>> then\n if <mouse down?> then\n add (pick random (3) to (4)) to [particles v]\n add (mouse x) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [7] to [pyv v]\n add [1] to [type v]\n Random colour\n else\n add (pick random (3) to (4)) to [particles v]\n add (pick random (-200) to (200)) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [11] to [pyv v]\n add [1] to [type v]\n Random colour\n end\nend\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n replace item (iterate) of [px v] with ((item (iterate) of [px v]) + (item (iterate) of [pxv v]))\n replace item (iterate) of [py v] with ((item (iterate) of [py v]) + (item (iterate) of [pyv v]))\n replace item (iterate) of [pxv v] with ((0) + ((item (iterate) of [pxv v]) * (0.99)))\n replace item (iterate) of [pyv v] with ((-0.05) + ((item (iterate) of [pyv v]) * (0.99)))\n replace item (iterate) of [particles v] with ((item (iterate) of [particles v]) + (0.2))\n if <[10] < (item (iterate) of [particles v])> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n else\n if <[7] < (item (iterate) of [particles v])> then\n if <[1] = (item (iterate) of [type v])> then\n replace item (iterate) of [type v] with [0]\n repeat (50)\n add (pick random (2) to (-2)) to [particles v]\n add (item (iterate) of [px v]) to [px v]\n add (item (iterate) of [py v]) to [py v]\n add (([sin v] of (pick random (1) to (360)) ) * (pick random (-5) to (5))) to [pxv v]\n add ((3) + (([cos v] of (pick random (1) to (360)) ) * (pick random (-5) to (5)))) to [pyv v]\n add [0] to [type v]\n add (item (iterate) of [colour v]) to [colour v]\n end\n end\n end\n end\n if <(item (iterate) of [py v]) < [-200]> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n end\nend\n\ndefine Render\ngo to x: (0) y: (0)\nset [ghost v] effect to (88)\nstamp\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n set pen color to (join [0x] (item (iterate) of [colour v]))\n if <(item (iterate) of [particles v]) < [9]> then\n if <[5] < (item (iterate) of [particles v])> then\n if <(item (iterate) of [type v]) = [1]> then\n set pen color to (join [0x] (item (iterate) of [colour v]))\n else\n set pen color to (join (join [0x] (join (round ((14) - ((item (iterate) of [particles v]) * (1.6)))) [1])) (item (iterate) of [colour v]))\n end\n end\n set pen size to (1)\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n pen down\n if <(item (iterate) of [type v]) = [1]> then\n set pen size to (((12) + (item (iterate) of [particles v])) / (4))\n else\n set pen size to (item (iterate) of [particles v])\n end\n go to x: ((item (iterate) of [pxv v]) + (item (iterate) of [px v])) y: ((item (iterate) of [pyv v]) + (item (iterate) of [py v]))\n pen up\n end\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n if <<[7] < (item (iterate) of [particles v])> or <<(item (iterate) of [particles v]) < [3]> or <[1] = (item (iterate) of [type v])>>> then\n repeat (pick random (1) to (pick random (1) to (2)))\n set pen size to (pick random (pick random (1) to (20)) to (pick random (120) to (90)))\n set pen color to (join [0x] (join [03] (item (iterate) of [colour v])))\n if <(item (iterate) of [particles v]) < [3]> then\n set pen color to (join [0x] (join [02] (item (iterate) of [colour v])))\n end\n pen down\n pen up\n end\n if <[1] = (item (iterate) of [type v])> then\n repeat (3)\n set pen size to (pick random (item (iterate) of [particles v]) to (((item (iterate) of [particles v]) - (3)) * (30)))\n set pen color to (join (join [0x0] (letter (round ((5) + (item (iterate) of [particles v]))) of [0123456789ABCDEF])) (item (iterate) of [colour v]))\n pen down\n pen up\n end\n end\n end\nend\n\ndefine Random colour\nif <(pick random (1) to (3)) = [1]> then\n add (join [FF] (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n add (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join [FF] (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\n else\n add (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) [FF])) to [colour v]\n end\nend\n\nwhen I receive [confetti v]\nforever\n Render\n Edit\nend\n\nwhen flag clicked\nerase all\n\nwhen flag clicked\nswitch costume to (backdrop4 v)\n\ngo to x: (0) y: (0)\n\nset [gif v] to [1]\n\nforever\n\nset [gif v] to [1]\nrepeat (15)\nwait (pick random (0) to (2.9)) seconds\nset [gif v] to [17]\nrepeat (42)\n switch costume to (join [5EDx \(1\)] (gif))\n change [gif v] by (1)\nend\nwait (pick random (0) to (2.9)) seconds\n\nswitch costume to (join [5EDx \(1\)] (gif))\n\nchange [gif v] by (1)\n\nwhen I receive [confetti v]\nswitch costume to (backdrop4 v)\n\nset size to (100) %\n\nwhen I receive [confetti v]\n\n@Saws2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (no v)\nforever\n turn right (7) degrees\nend\n\ndefine level number (level num) go to x: (x) y: (y)\nif <(Level) = (level num)> then\n go to x: (x) y: (y)\n switch costume to (yes v)\n wait until <not <(Level) = (level num)>>\nelse\n switch costume to (no v)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n level number [14] go to x: [192] y: [130]\nend\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\n@Sprite2\n\nwhen this sprite clicked\nif <(Number of levels) > (Level)> then\n broadcast (restart v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [level v] to [1]\nshow\ngo to x: (0) y: (0)\nforever\n if <(Number of levels) = (Level)> then\n hide\n end\nend\n\ngo to x: (375) y: (-36)\n\nset [level v] to [0]\n\nwhen [s v] key pressed\nif <(Number of levels) > (Level)> then\n broadcast (restart v)\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (5edx v)\nset size to (160) %\nset [gif v] to [1]\nwait (pick random (0) to (2.9)) seconds\nforever\n set [gif v] to [1]\n repeat (15)\n switch costume to (join [5EDx \(1\)] (gif))\n change [gif v] by (1)\n end\n wait (pick random (0) to (2.9)) seconds\n set [gif v] to [17]\n repeat (42)\n switch costume to (join [5EDx \(1\)] (gif))\n change [gif v] by (1)\n end\n wait (pick random (0) to (2.9)) seconds\nend\n\nnext costume\n\nforever\n\nforever\n\nset [gif v] to [1]\n\nwhen I receive [confetti v]\nhide\n\n
Welcome, young space traveler.\nAre you ready to begin the Quest?\n\nYou must make it to the end of each part of the Quest to prove your agility, skill, and wits. Pass all, and you will be revered as a legend forever!\n\nAre you up for the challenge?\n\n---\n\n☆ Controls: Arrow keys, WASD, or tap\n☆ Avoid spikes and saws\n☆ Jump on extremely high-tech trampolines\n☆ You can wall-jump!\n \nThis is a challenging platformer, but all 15 levels are possible! If you get stuck on a level, click the skip button on the bottom left or press S to skip it.\n\nTo restart a level, click the restart button on the bottom left or press R.\n\nThe numbers on the bottom right will tell you which level you are currently on.\n\nGood luck!\n\n---\n\nIf you made it all the way to the end with only two skips or less, congrats! You have passed part 1 of the Quest, and are eligible to begin part 2 after its release.\n\n---\n\nHave fun, and don't forget to love, fave, and follow ;)\n\n150 loves for part 2!!\n\n---\n\n☆ Engine by @thefunkypanda\n☆ Music by @-xaf-\n☆ Mf icon by @alphabetica\n☆ Level number display by @mjm3 (highly edited by me)\n☆ Saw graphic by @Ziyu3\n☆ Trampoline code & player motion trail by @flayflyanimations\n☆ Shake by @-canCode-\n☆ Fireworks by @77tigers\n☆ Bg from GIFER\n\n---\n\n#games #all #platformer #space #galaxy #moon #black #purple #green #stars #mobile #friendly #mobile-friendly #mf #fun #music #hard #challenging #quest #part #one #1 #15 #levels #win #travel #traveler #player #game #play #wall-jump #wall-jumping #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer #games #all #platformer\n\nSorry about all the tags ;w; If this gets on trending, I'll remove every single extra one!
Autumn a platformer
@Stage\n\nwhen flag clicked\nset [poziom v] to [1]\nforever\n if <(poziom) = [1]> then\n switch backdrop to (tło1 v)\n end\n if <(poziom) = [2]> then\n switch backdrop to (tło2 v)\n end\n if <(poziom) = [3]> then\n switch backdrop to (tło3 v)\n end\n if <(poziom) = [4]> then\n switch backdrop to (tło4 v)\n end\n if <(poziom) = [5]> then\n switch backdrop to (tło5 v)\n end\n if <(poziom) = [6]> then\n switch backdrop to (tło6 v)\n end\n if <(poziom) = [7]> then\n switch backdrop to (tło7 v)\n end\n if <(poziom) = [8]> then\n switch backdrop to (tło8 v)\n end\n if <(poziom) = [9]> then\n switch backdrop to (tło9 v)\n end\n if <(poziom) = [10]> then\n switch backdrop to (tło10 v)\n end\n if <(poziom) = [11]> then\n switch backdrop to (tło11 v)\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (kostium2 v)\nset [y v] to [0]\nset [x v] to [0]\nshow\ngo to x: (-222) y: (-68)\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (kostium2 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (kostium1 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#d39e00)?> then\n change y by (1)\n if <touching color (#d39e00)?> then\n change y by (1)\n if <touching color (#d39e00)?> then\n change y by (1)\n if <touching color (#d39e00)?> then\n change y by (1)\n end\n if <touching color (#d39e00)?> 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 <(x) > [0]> then\n set [y v] to [-5]\n else\n set [y v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#d39e00)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#d39e00)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [13]\n end\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <touching color (#c9c9c9)?>> then\n go to x: (-200) y: (-27)\n end\n if <touching (flag v)?> then\n go to x: (-199) y: (-26)\n change [poziom v] by (1)\n end\nend\n\n@Flag\n\nwhen flag clicked\nset volume to (0) %\nshow\ngo to [back v] layer\nshow\nforever\n if <(backdrop [number v]) = [1]> then\n show\n go to x: (200) y: (-94)\n end\n if <(backdrop [number v]) = [2]> then\n show\n go to x: (-208) y: (71)\n end\n if <(backdrop [number v]) = [3]> then\n show\n go to x: (-204) y: (123)\n end\n if <(backdrop [number v]) = [4]> then\n show\n go to x: (188) y: (-95)\n end\n if <(backdrop [number v]) = [5]> then\n show\n go to x: (212) y: (94)\n end\n if <(backdrop [number v]) = [6]> then\n show\n go to x: (165) y: (-94)\n end\n if <(backdrop [number v]) = [7]> then\n show\n go to x: (-207) y: (143)\n end\n if <(backdrop [number v]) = [8]> then\n show\n go to x: (-199) y: (77)\n end\n if <(backdrop [number v]) = [9]> then\n show\n go to x: (210) y: (106)\n end\n if <(backdrop [number v]) = [10]> then\n show\n go to x: (-200) y: (146)\n end\n if <(backdrop [number v]) = [11]> then\n hide\n broadcast (wiadomość1 v)\n set volume to (100) %\n forever\n play sound [Dance Energetic v] until done\n end\n end\nend\n\n@dźwięk\n\nwhen flag clicked\nset volume to (85) %\nforever\n play sound [Alan Walker - Spectre.mp3 v] until done\nend\n\nwhen I receive [wiadomość1 v]\nset volume to (0) %\n\n@napis\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [11]> then\n change [color v] effect by (30)\n show\n else\n hide\n end\nend\n\n@Duszek1\n\nwhen flag clicked\nhide\n\n
PL/EN\nWitaj w Autumn a platformer! poruszanie W,S,A,D lub strzałkami. \n\nWięcej leveli już w krótce :D !!!\n\nMuzyka: Alan Walker - Spectre [NCS Release]\n\njeśli są jakieś błędy napisz komentarz\n\nMoże dobijemy 45 serc i 40 gwiazdek???\n\nEN\nWelcome to Autumn a platformer! move W, S, A, D or arrows.\n\nMore levels are coming soon: D !!!\n\nMusic: Alan Walker - Specter [NCS Release]\n\nif there are any bugs write a comment\n\nMaybe we can finish 45 hearts and 40 stars ???
Sonic the Cube EXTENDED VERSION (A Platformer)
@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Green Hill Zone \(LOOP\) - Sonic The Hedgehog2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [14]\nset [acceleration v] to [2.5]\nset [resistance v] to [0.8]\nbroadcast (Setup v) and wait\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 (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) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> 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 <<mouse down?> and <(x position) > (mouse x)>>> then\n change [speed x v] by ((0) - (ACCELERATION))\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (ACCELERATION)\n point in direction (90)\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]\npoint in direction (90)\nBegin Scene # [1] go to x, y: [-150] [55]\n\nwhen I receive [game loop v]\nset [pixelate v] effect to (0)\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <<touching (danger2 v)?> or <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 #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix Collision in Direction [0]\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (150)\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]\nset rotation style [don't rotate v]\n\ndefine Set Costume\nset rotation style [left-right v]\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nplay sound [Crunch v] until done\nrepeat (10)\n change [pixelate v] effect by (25)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\ngo to x: (-158) y: (62)\nrespawn\n\nwhen I receive [gotta go fast v]\nset [acceleration v] to [5.1]\nset [jump force v] to [20]\n\nwhen I receive [no more speed :\( v]\nset [acceleration v] to [2]\nset [jump force v] to [14]\n\nwhen flag clicked\ngo to x: (-158) y: (62)\n\nwhen I receive [hyper wave v]\nset [acceleration v] to [4]\nset [jump force v] to [21]\nforever\n switch costume to (super player v)\nend\n\nplay sound [Supersonic v] until done\n\ndefine respawn\ngo to x: (-208) y: (-30)\npoint in direction (90)\nFix Collision in Direction [0]\nbroadcast (Game Loop v)\nshow\n\nwhen flag clicked\nswitch costume to (player v)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\n@Coin\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <<<<(costume [name v]) = [Coin]> or <(costume [name v]) = [Gem]>> or <(costume [name v]) = [Gem2]>> or <(costume [name v]) = [Gem3]>> then\n start sound [Coin v]\n change [coins v] by (1)\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 [coins v] to [0]\nhide\nPlace [Coin] scene [1] xy [-37] [-22]\nPlace [Coin] scene [1] xy [129] [-21]\nPlace [Coin] scene [2] xy [115] [-26]\nPlace [Coin] scene [2] xy [-11] [-27]\nPlace [Coin] scene [3] xy [34] [45]\nPlace [Coin] scene [4] xy [7] [64]\nPlace [Coin] scene [4] xy [-85] [11]\nPlace [Coin] scene [4] xy [95] [16]\nPlace [Coin] scene [5] xy [-88] [38]\nPlace [Coin] scene [5] xy [171] [-28]\nPlace [Coin] scene [6] xy [-41] [-27]\nPlace [Coin] scene [6] xy [90] [-27]\nPlace [Coin] scene [6] xy [209] [59]\nPlace [Gem] scene [7] xy [188] [-18]\nPlace [Gem2] scene [9] xy [188] [-18]\nPlace [Gem3] scene [11] xy [210] [144]\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 flag clicked\nforever\n if <(COINS) = [16]> then\n broadcast (Hyper Wave v)\n end\nend\n\nif then\nelse\n broadcast (Default v)\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nif <(costume [name v]) = [blank]> then\n broadcast (Googoo v)\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [4]> then\n go to x: (0) y: (3)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [3]> then\n go to x: (10) y: (1)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [2]> then\n broadcast (Googoo2 v)\n go to x: (7) y: (1)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [5]> then\n go to x: (-1) y: (1)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [6]> then\n go to x: (0) y: (0)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [8]> then\n go to x: (21) y: (-2)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [10]> then\n go to x: (0) y: (0)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [11]> then\n go to x: (0) y: (0)\n forever\n point in direction (90)\n end\nend\nif <(SCENE #) = [12]> then\n go to x: (0) y: (0)\n forever\n point in direction (90)\n end\nend\n\n@Hints\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [4]> then\n go to x: (-5) y: (16)\nend\nif <(SCENE #) = [5]> then\n go to x: (-5) y: (16)\nend\nif <(SCENE #) = [9]> then\n go to x: (-5) y: (16)\nend\nif <(SCENE #) = [10]> then\n go to x: (-5) y: (16)\nend\nif <(SCENE #) = [11]> then\n go to x: (-5) y: (16)\nend\nif <(SCENE #) = [12]> then\n go to x: (-5) y: (16)\nend\nif <(SCENE #) = [13]> then\n go to x: (-5) y: (16)\nend\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (10)\n change [color v] effect by (25)\n change [pixelate v] effect by (25)\n change [ghost v] effect by (10)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [gotta go fast v]\nswitch costume to (costume1 v)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.001) seconds\nhide\n\n@Speed\n\nwhen flag clicked\nshow\nswitch costume to (speeeeeeeeeed v)\ngo to x: (172) y: (-144)\n\nwhen this sprite clicked\nbroadcast (GOTTA GO FAST v)\nstart sound [Wood Tap v]\nchange size by (-10)\nwait (0.0999) seconds\nchange size by (10)\nswitch costume to (no more speed :\( v)\nwait (5) seconds\nbroadcast (NO MORE SPEED :\( v)\nhide\nwait (10) seconds\nshow\nswitch costume to (speeeeeeeeeed v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@flaghjhjdghjks\n\nwhen flag clicked\ngo to x: (-170) y: (-5)\npoint in direction (90)\n\nwhen I receive [googoo2 v]\ngo to x: (-203) y: (-4)\n\n@Sprite2\n\nwhen flag clicked\nwait (0.00000001) seconds\ngo to [front v] layer\nshow\n\nwhen [space v] key pressed\nrepeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (25)\n change [color v] effect by (25)\nend\nhide\n\n
|Sonic the Cube| EXTENDED VERSION\n*Instructions*\nUse the arrow keys to move (Or drag if you are on mobile.)\nAvoid obstacles!\nCollect rings! (And emeralds.)\nIf you collect 13 rings and 3 emeralds you'll transform into super sonic!! :D\nLike, Favorite, and Follow! (YES THIS IS PART OF THE INSTRUCTIONS GO LIKE, FAVORITE, AND FOLLOW!)\nThanks!
[][] EYES [][] A Platformer #Capt_Boanerges #Games #Platformer remix
@Stage\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n repeat (1000)\n change [brightness v] effect by (-0.05)\n end\n repeat (1000)\n change [brightness v] effect by (0.05)\n end\nend\n\nset [brightness v] effect to (0)\n\n@Fungi\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (-4)\n next costume\n if <(costume [number v]) > [11]> then\n switch costume to (costume2 v)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (4)\n next costume\n if <(costume [number v]) > [11]> then\n switch costume to (costume2 v)\n end\n end\n if <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (costume2 v)\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (costume12 v)\n wait until <not <touching (ground v)?>>\n switch costume to (costume13 v)\n wait until <not <touching (ground v)?>>\n wait until <touching (ground v)?>\n end\nend\n\nwhen flag clicked\nshow\nforever\n go to (my friend v)\nend\n\nstart sound [Squish Pop v]\n\nstart sound [Squish Pop v]\n\nwhen I receive [die v]\nhide\nwait (0.5) seconds\nshow\n\n@my friend\n\nwhen flag clicked\n\ndefine starting position\nset [wait v] to [1]\nset [fallspeed v] to [0]\nif <<(level) = [2]> and <(talk) = [0]>> then\n set [wait v] to [1]\n broadcast (pigtalk v)\n set [talk v] to [1]\nend\ngo to x: (-220) y: (-100)\nwait (0.1) seconds\nshow\nUP\nset [wait v] to [0]\n\nwhen I receive [boing v]\nset [fallspeed v] to [18]\n\nbroadcast (coolieu v)\n\nwhen I receive [end of end v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [wait v] to [1]\nset [talk v] to [0]\nset size to (100) %\nhide\nshow\nset [ghost v] effect to (100)\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\ngo to x: (-200) y: (-45)\nforever\n if <(wait) = [0]> then\n change [fallspeed v] by (-1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [runspeed v] to [-5]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [runspeed v] to [5]\n end\n if <not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [runspeed v] to [0]\n end\n set [my friend x v] to (x position)\n if <touching (water v)?> then\n change x by ((runspeed) / (3))\n else\n change x by (runspeed)\n end\n if <<touching (ground v)?> or <touching (growing and shrinking v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (growing and shrinking v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (growing and shrinking v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (growing and shrinking v)?>> then\n change y by (1)\n end\n if <touching (growing and shrinking v)?> then\n set y to ((y of Growing and Shrinking) + (30))\n end\n if <<touching (ground v)?> or <touching (growing and shrinking v)?>> then\n change y by (-4)\n change x by ((runspeed) * (-1))\n end\n if <touching (water v)?> then\n change y by ((fallspeed) / (3))\n else\n change y by (fallspeed)\n end\n set [y v] to (y position)\n if <<touching (ground v)?> or <touching (growing and shrinking v)?>> then\n change y by ((fallspeed) - ((fallspeed) * (2)))\n set [fallspeed v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching (ground v)?> or <touching (growing and shrinking v)?>>> then\n set [takeoffspeed v] to [8]\n broadcast (charge v)\n repeat until <<not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching (ground v)?> or <touching (growing and shrinking v)?>>>> or <(takeoffspeed) > [16]>>\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching (ground v)?> or <touching (growing and shrinking v)?>>> then\n change [takeoffspeed v] by (0.4)\n end\n if <touching (growing and shrinking v)?> then\n set y to ((y of Growing and Shrinking) + (30))\n end\n end\n broadcast (Jumped v)\n start sound [Low Whoosh v]\n set [fallspeed v] to (takeoffspeed)\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n if <touching (spikes v)?> then\n broadcast (die v)\n hide\n end\n if <touching (trampoline v)?> then\n set [fallspeed v] to [15]\n broadcast (boing v)\n end\n if <(x position) > [230]> then\n broadcast (transition v)\n set [wait v] to [1]\n end\n if <touching (pig v)?> then\n broadcast (die v)\n hide\n end\n if <key (n v) pressed?> then\n broadcast (transition v)\n set [wait v] to [1]\n wait until <not <key (n v) pressed?>>\n end\n if <key (r v) pressed?> then\n broadcast (die v)\n hide\n end\n if <touching (spike log v)?> then\n broadcast (die v)\n hide\n end\n if <(y position) < [-180]> then\n broadcast (die v)\n hide\n end\n if <key (m v) pressed?> then\n ask [what level do you want to skip too.] and wait\n set [level selected v] to [1]\n broadcast (transition v)\n set [wait v] to [1]\n end\n end\nend\n\nif <<<key (w v) pressed?> or <key (w v) pressed?>> or <<key (up arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n set [fallspeed v] to [12]\n if <([abs v] of (runspeed) ) = (runspeed)> then\n set [runspeed v] to [-4]\n else\n set [runspeed v] to [4]\n end\nelse\n set [runspeed v] to [0]\nend\n\nwhen I receive [end intro v]\n\nstarting position\n\nwhen I receive [end of transition v]\nset [talk v] to [0]\nif <(level selected) = [1]> then\n if <<<<<(answer) = [1]> or <(answer) = [2]>> or <<(answer) = [3]> or <(answer) = [4]>>> or <<<(answer) = [5]> or <(answer) = [6]>> or <<(answer) = [7]> or <(answer) = [8]>>>> or <<<<(answer) = [9]> or <(answer) = [10]>> or <<(answer) = [11]> or <(answer) = [12]>>> or <<<(answer) = [13]> or <(answer) = [14]>> or <<(answer) = [15]> or <(answer) = [16]>>>>> then\n set [level v] to (answer)\n set [level selected v] to [0]\n end\nelse\n change [level v] by (1)\nend\nstarting position\nset [wait v] to [0]\n\nwhen I receive [oooooooffff v]\nbroadcast (die v)\nhide\n\n\n\ndefine UP\nrepeat until <not <touching (ground v)?>>\n change y by (4)\nend\n\nwhen flag clicked\nset [level selected v] to [0]\n\nset [level selected v] to [1]\nbroadcast (transition v)\nset [wait v] to [1]\n\nwhen I receive [talk with me v]\nstop [other scripts in sprite v]\n\nset [ghost v] effect to (100)\n\nwhen I receive [die v]\nstart sound [Squish Pop v]\nstarting position\nwait (0.5) seconds\nshow\n\nstart sound [Squish Pop v]\n\nstart sound [Squish Pop v]\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Decor\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [boing v]\nstart sound [High Whoosh v]\nstart sound [Jump v]\nset [boing speed v] to [-5]\nrepeat until <(boing speed) = [0]>\n change y by (boing speed)\n change [boing speed v] by (1)\nend\nset [boing speed v] to [5]\nrepeat until <(boing speed) = [0]>\n change y by (boing speed)\n change [boing speed v] by (-1)\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nshow\ngo to x: (0) y: (0)\nset size to (200) %\nforever\n switch costume to (level)\nend\n\n@Characters\n\n@Pig\n\nwhen I start as a clone\nshow\nif <(clone type) = [1]> then\n if <(level) = [1]> then\n if <(level) = [2]> then\n set [pig rampage v] to [60]\n go to x: (-80) y: (-33)\n function of clone type 1\n end\n if <(level) = [3]> then\n set [pig rampage v] to [60]\n go to x: (150) y: (85)\n function of clone type 1\n end\n if <(level) = [4]> then\n if <(level) = [5]> then\n set [pig rampage v] to [80]\n go to x: (150) y: (0)\n function of clone type 1\n end\n if <(level) = [6]> then\n if <(level) = [7]> then\n if <(level) = [8]> then\n set [pig rampage v] to [40]\n go to x: (200) y: (-80)\n function of clone type 1\n end\n if <(level) = [9]> then\n if <(level) = [10]> then\n if <(level) = [11]> then\n set [pig rampage v] to [100]\n go to x: (-190) y: (113)\n function of clone type 1\n end\n if <(level) = [12]> then\n if <(level) = [13]> then\n if <(level) = [14]> then\n set [pig rampage v] to [100]\n go to x: (100) y: (-20)\n function of clone type 1\n end\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\n\ndefine function of clone type 1\nforever\n repeat until <not <(clone level) = (level)>>\n start sound [Pig-Heavy-Grunting-A-www v]\n if <(wait) = [1]> then\n wait until <not <(wait) = [1]>>\n end\n repeat (pig rampage)\n change x by (1)\n end\n repeat (pig rampage)\n change x by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(clone type) = [1]> then\n forever\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume1 v)\n repeat (10)\n next costume\n end\n end\nend\n\nswitch costume to (costume1 v)\nrepeat (9)\n next costume\nend\n\nwhen I start as a clone\nforever\n if <not <(clone level) = (level)>> then\n stop all sounds\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (150) %\nset [level v] to [1]\nhide\nforever\n if <(level) = [1]> then\n if <(level) = [2]> then\n set [clone level v] to [2]\n set [clone type v] to [1]\n create clone of (_myself_ v)\n wait until <not <(clone level) = (level)>>\n end\n if <(level) = [3]> then\n set [clone level v] to [3]\n set [clone type v] to [1]\n create clone of (_myself_ v)\n wait until <not <(clone level) = (level)>>\n end\n if <(level) = [4]> then\n if <(level) = [5]> then\n set [clone level v] to [5]\n set [clone type v] to [1]\n create clone of (_myself_ v)\n wait until <not <(clone level) = (level)>>\n end\n if <(level) = [6]> then\n if <(level) = [7]> then\n if <(level) = [8]> then\n set [clone level v] to [8]\n set [clone type v] to [1]\n create clone of (_myself_ v)\n wait until <not <(clone level) = (level)>>\n end\n if <(level) = [9]> then\n if <(level) = [10]> then\n if <(level) = [11]> then\n set [clone level v] to [11]\n set [clone type v] to [1]\n create clone of (_myself_ v)\n wait until <not <(clone level) = (level)>>\n end\n if <(level) = [12]> then\n if <(level) = [13]> then\n if <(level) = [14]> then\n set [clone level v] to [14]\n set [clone type v] to [1]\n create clone of (_myself_ v)\n wait until <not <(clone level) = (level)>>\n end\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\n\n@DEKU\n\nwhen flag clicked\nset size to (200) %\nset [level v] to [1]\nhide\nforever\n if <(level) = [1]> then\n if <(level) = [2]> then\n if <(level) = [3]> then\n if <(level) = [4]> then\n if <(level) = [5]> then\n if <(level) = [6]> then\n set [deku clone level v] to (level)\n create clone of (_myself_ v)\n wait until <not <(Deku Clone LEVEL) = (level)>>\n end\n if <(level) = [7]> then\n set [deku clone level v] to (level)\n create clone of (_myself_ v)\n wait until <not <(Deku Clone LEVEL) = (level)>>\n end\n if <(level) = [8]> then\n if <(level) = [9]> then\n if <(level) = [10]> then\n if <(level) = [11]> then\n set [deku clone level v] to (level)\n create clone of (_myself_ v)\n wait until <not <(Deku Clone LEVEL) = (level)>>\n end\n if <(level) = [12]> then\n set [deku clone level v] to (level)\n create clone of (_myself_ v)\n wait until <not <(Deku Clone LEVEL) = (level)>>\n end\n if <(level) = [13]> then\n set [deku clone level v] to (level)\n create clone of (_myself_ v)\n wait until <not <(Deku Clone LEVEL) = (level)>>\n end\n if <(level) = [14]> then\n set [deku clone level v] to (level)\n create clone of (_myself_ v)\n wait until <not <(Deku Clone LEVEL) = (level)>>\n end\n if <(level) = [15]> then\n set [deku clone level v] to (level)\n create clone of (_myself_ v)\n wait until <not <(Deku Clone LEVEL) = (level)>>\n end\n if <(level) = [16]> then\nend\n\nwhen I start as a clone\ngo to [back v] layer\nif <(level) = [1]> then\nif <(level) = [2]> then\nif <(level) = [3]> then\nif <(level) = [4]> then\nif <(level) = [5]> then\nif <(level) = [6]> then\n go to x: (150) y: (-4)\n be a deku\nend\nif <(level) = [7]> then\n go to x: (100) y: (-34)\n be a deku\nend\nif <(level) = [8]> then\nif <(level) = [9]> then\nif <(level) = [10]> then\nif <(level) = [11]> then\n go to x: (30) y: (-145)\n be a deku\nend\nif <(level) = [12]> then\n go to x: (100) y: (-20)\n be a deku\nend\nif <(level) = [13]> then\n go to x: (150) y: (-20)\n be a deku\nend\nif <(level) = [14]> then\n go to x: (-50) y: (24)\n be a deku\nend\nif <(level) = [15]> then\n go to x: (100) y: (-117)\n be a deku\nend\nif <(level) = [16]> then\n\ndefine be a deku\nshow\nrepeat until <not <(Deku Clone LEVEL) = (level)>>\n if <[200] > (distance to [fungi v])> then\n start sound [recording1 v]\n start sound [Sneaker Squeak v]\n repeat (14)\n change y by (2)\n end\n repeat until <not <[200] > (distance to [fungi v])>>\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (0.1) seconds\n set [deku clone x v] to (x position)\n set [deku clone y v] to (y position)\n start sound [pop v]\n broadcast (SHOOT v)\n wait (1) seconds\n end\n repeat (14)\n change y by (-2)\n end\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n set rotation style [left-right v]\n if <(My friend X) > (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <not <(Deku Clone LEVEL) = (level)>> then\n delete this clone\n end\nend\n\nwhen I receive [transition v]\ndelete this clone\n\nbroadcast (transition v)\n\n@SPIKE LOG\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n set [log spike v] to [10]\n repeat until <(log spike) = [0]>\n change y by (log spike)\n change [log spike v] by (-1)\n end\n wait (1) seconds\n set [log spike v] to [-10]\n repeat until <(log spike) = [0]>\n change y by (log spike)\n change [log spike v] by (1)\n end\n wait (1) seconds\nend\n\nstart sound [Crank v]\n\n@Transition\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (100) %\nhide\n\nwhen I receive [transition v]\nswitch costume to (costume2 v)\nshow\nset size to (500) %\nset [size changer v] to [-2]\nrepeat until <(size) < [20]>\n if <(size) > [50]> then\n switch costume to (costume2 v)\n end\n change size by (size changer)\n change [size changer v] by (-1)\n switch costume to (costume1 v)\nend\nbroadcast (end of transition v)\nhide\n\n@tutorial\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [tutorial v]\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait until <not <(level) = [1]>>\nhide\n\n@Text Box\n\nwhen I receive [show on screen v]\nset [clone? v] to [0]\nhide\nrepeat (20)\n go to x: (Text Box X) y: (Text Box Y)\nend\n\nwhen I receive [show on screen v]\nset [text box x v] to [0]\nset [text box y v] to [-480]\nrepeat until <([abs v] of (Text Box Y) ) < [1]>\n set [text box y v] to ((Text Box Y) * (0.6))\nend\nset [text box y v] to [0]\n\nwhen I start as a clone\nset [clone? v] to [1]\nswitch costume to (Letter ID)\ngo to [front v] layer\nrepeat (20)\n go to x: ((Letter X) + (Text Box X)) y: ((Letter Y) + (Text Box Y))\nend\n\nwhen I receive [end v]\nif <(Clone?) = [0]> then\n hide\nelse\n delete this clone\nend\n\ndefine Say: (what you gonna say?) (title of that?) (icon?) (voice?)\nbroadcast (end v) and wait\nstop [other scripts in sprite v]\nbroadcast (show on screen v)\nwait (0) seconds\nswitch costume to (icon?)\nclear graphic effects\nshow\nTitle: (title of that?)\nset [current letter v] to [0]\nset [letter x v] to [-220]\nset [letter y v] to [-100]\nset [word length v] to [0]\nrepeat (length of (what you gonna say?))\n change [current letter v] by (1)\n change [letter x v] by (8)\n if <<<<<(letter (Current Letter) of (what you gonna say?)) = [,]> or <(letter (Current Letter) of (what you gonna say?)) = [!]>> or <(letter (Current Letter) of (what you gonna say?)) = [?]>> or <(letter (Current Letter) of (what you gonna say?)) = [.]>> or <(letter (Current Letter) of (what you gonna say?)) = [ ]>> then\n set [word length v] to [1]\n repeat until <<<<<<(letter ((Current Letter) + (Word Length)) of (what you gonna say?)) = [,]> or <(letter ((Current Letter) + (Word Length)) of (what you gonna say?)) = [!]>> or <(letter ((Current Letter) + (Word Length)) of (what you gonna say?)) = [?]>> or <(letter ((Current Letter) + (Word Length)) of (what you gonna say?)) = [.]>> or <(letter ((Current Letter) + (Word Length)) of (what you gonna say?)) = [ ]>> or <(length of (what you gonna say?)) < ((Current Letter) + (Word Length))>>\n change [word length v] by (1)\n end\n end\n if <[220] < (((Word Length) * (8)) + (Letter X))> then\n set [letter x v] to [-220]\n change [letter y v] by (-10)\n end\n set [word length v] to [0]\n set [letter id v] to (letter (Current Letter) of (what you gonna say?))\n create clone of (_myself_ v)\n switch costume to (icon?)\n start sound (voice?)\nend\nwait until <key (z v) pressed?>\nbroadcast (end v) and wait\nstart sound [normal v]\nwait (0.1) seconds\n\ndefine Title: (title)\nset [current letter v] to [0]\nset [letter x v] to [-230]\nset [letter y v] to [-74]\nrepeat (length of (title))\n change [current letter v] by (1)\n change [letter x v] by (8)\n set [letter id v] to (letter (Current Letter) of (title))\n create clone of (_myself_ v)\nend\n\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [play v]\n\nwhen flag clicked\nbroadcast (play for real v)\n\nwhen flag clicked\nhide\nbroadcast (tutorial v)\nwait (0.1) seconds\nset [wait v] to [1]\nSay: [i love being an eye] [ biff] [Biff] []\nSay: [i do] [ you] [You2] []\nSay: [bro, eye!] [ biff] [Biff] []\nSay: [i just want to do something with my eye and be a eye] [ you] [You2] []\nSay: [wow! well good eye i guess, but i mean we are just eyes] [ biff] [Biff] []\nSay: [why stay eyed your whole eye?] [ you] [You2] []\nSay: [because thats what eyes do!] [ biff] [Biff] []\nSay: [not anymore, well see ya biff!] [ you] [You2] []\nSay: [wait, eye!] [ biff] [Biff] []\nset [wait v] to [0]\n\nwhen I receive [pigtalk v]\nset [wait v] to [1]\nSay: [oink… im starving] [ pig] [Pig] []\nbroadcast (back v)\n\nwhen I receive [back v]\nset [wait v] to [0]\n\nwhen I receive [talk with me v]\nwait (1) seconds\nSay: [i see you have finally arrived] [ ?] [SENS] []\nSay: [you have come far.] [ ?] [SENS] []\nSay: [but your eye and eye are only beginning to be eyed] [ ?] [SENS] []\nbroadcast (end it all v)\n\n@Shadows\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (80)\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Particles of sadness\n\nwhen I receive [die v]\nif <(priority particle) = [1]> then\n hide\n clone\nend\n\ndefine clone\nshow\ngo to (my friend v)\nswitch costume to (costume1 v)\nrepeat (5)\n create clone of (_myself_ v)\nend\nswitch costume to (costume2 v)\nrepeat (10)\n create clone of (_myself_ v)\nend\nswitch costume to (costume3 v)\nrepeat (3)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nstart sound [recording1 v]\nset [priority particle v] to [0]\nchange x by (pick random (-20) to (20))\nchange y by (pick random (-20) to (20))\nset [p-x v] to (pick random (-0.1) to (-4.1))\nset [p-y v] to (y position)\nrepeat until <touching (_edge_ v)?>\n change x by ((p-x) * (2))\n turn right ((p-x) * (2)) degrees\n move (1) steps\n change [p-y v] by (p-x)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (200) %\nset [priority particle v] to [1]\nforever\n hide\nend\n\nset [ghost v] effect to (1)\n\n@Jump Charge Up\n\nwhen flag clicked\ngo to x: (0) y: (160)\nset size to (200) %\nhide\n\nwhen I receive [charge v]\ngo to [front v] layer\nset [charger v] to [1]\nshow\nrepeat until <(charger) = [0]>\n if <(takeoffspeed) > [8]> then\n switch costume to (costume1 v)\n end\n if <(takeoffspeed) > [9]> then\n switch costume to (costume2 v)\n end\n if <(takeoffspeed) > [10]> then\n switch costume to (costume3 v)\n end\n if <(takeoffspeed) > [11]> then\n switch costume to (costume4 v)\n end\n if <(takeoffspeed) > [12]> then\n switch costume to (costume5 v)\n end\n if <(takeoffspeed) > [13]> then\n switch costume to (costume6 v)\n end\n if <(takeoffspeed) > [14]> then\n switch costume to (costume7 v)\n end\n if <(takeoffspeed) > [15]> then\n switch costume to (costume8 v)\n end\nend\nhide\n\nwhen I receive [jumped v]\nset [charger v] to [0]\n\n@shadow\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (80)\nforever\n go to [back v] layer\n go to (my friend v)\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (100) %\n\nwhen I receive [transition v]\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nshow\nset size to (500) %\nset [size changer 2 v] to [-2]\nrepeat until <(size) < [30]>\n if <(size) > [50]> then\n switch costume to (costume2 v)\n end\n change size by (size changer 2)\n change [size changer 2 v] by (-1)\n switch costume to (costume1 v)\nend\n\nwhen I start as a clone\nwait (0.6) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\nset size to (90) %\nswitch costume to (costume1 v)\n\nwhen I receive [end of transition v]\ndelete this clone\n\nwhen I receive [end of transition v]\nhide\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n switch costume to (level)\n set y to ((0) + ((10) * ([cos v] of (((timer) - (50)) * (300)) )))\nend\n\n@DEKU BULLET\n\nwhen flag clicked\nhide\nset [deku bullet official v] to [1]\n\nwhen I receive [shoot v]\nif <(DEKU BULLET OFFICIAL) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (200) %\nshow\ngo to x: (deku clone x) y: (deku clone y)\nchange y by (5)\nif <(My friend X) > (x position)> then\n change x by (18)\nelse\n change x by (-18)\nend\nif <(My friend X) > (x position)> then\n repeat until <<touching (ground v)?> or <<touching (my friend v)?> or <touching (_edge_ v)?>>>\n change x by (10)\n turn right (5) degrees\n end\nelse\n repeat until <<touching (ground v)?> or <<touching (my friend v)?> or <touching (_edge_ v)?>>>\n change x by (-10)\n turn right (-5) degrees\n end\nend\nif <touching (my friend v)?> then\n broadcast (OOOOOOOFFFF v)\nend\ndelete this clone\n\npoint in direction (90)\n\ndelete this clone\n\n@Sensei Mushroom\n\nwhen flag clicked\nset [level v] to [1]\nhide\ngo to x: (0) y: (1)\nwait until <(level) = [16]>\nshow\nwait (0.1) seconds\nset [wait v] to [1]\nbroadcast (Talk with me v)\n\nwhen flag clicked\nforever\n next costume\n wait (0.5) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [end it all v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (3) seconds\nstop [all v]\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Fungus v] until done\nend\n\n@PopUps\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset y to (230)\nshow\nforever\n switch costume to (pick random (1) to (2))\n repeat (15)\n change y by (-4)\n end\n wait (pick random (2) to (5)) seconds\n repeat (15)\n change y by (4)\n end\n wait (pick random (30) to (60)) seconds\nend\n\n
[][]—[][]—[][]—[][]—[][] EYES [][]—[][]—[][]—[][]—[][]\n_________________________________________________\nPlay as a EYE who is unhappy just being a normal EYE. Seek adventure by escaping hungry EYES, wierd EYES, and of course EYES…\n___________\nControls:\n-W,A,S,D and arrow keys\n-N to skip\n-M to select Level\n-Z to progress text\n\nCredits:\nMusic by @CSpongeMusic please PLEASE sub to his youtube, he is an awesome music maker as well as an awesome friend. https://www.youtube.com/channel/UCVrgW-4dOv-gd9kWVr8c0lg\nCode & Art are by me and @Capt_Boanerges. \nThe text engine is by @Da_Emperor_Penguin go follow them now!\n_________________________________________________\n ✅ Please follow @Capt_Boanerges for \n more cool games!\n Also consider subbing to me on yt https://www.youtube.com/channel/UCNh18K3f8Xii1uf7rqFoOMQ\n\n\n
Operation Gobo 5
@Stage\n\nwhen flag clicked\nforever\n play sound [Harder, Better, Faster, Stronger \(NES remake\).mp3 v] until done\nend\n\n@Gobo\n\nwhen flag clicked\npoint in direction (90)\nset [reset v] to [0]\nset [powerup v] to [none]\nset [world v] to [0]\nset [inlevel v] to [yes]\nswitch backdrop to (boss4cutscene v)\nswitch costume to (gobo-a v)\nshow\nset size to (30) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n show\n go to x: (-203) y: (-107)\n forever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n set [direction v] to [left]\n change [x v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n set [direction v] to [right]\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<<touching color (#00cc44)?> or <touching color (#ffffcc)?>> or <touching color (#666666)?>> or <touching color (#660000)?>> then\n change y by (1)\n end\n if <<<<touching color (#00cc44)?> or <touching color (#ffffcc)?>> or <touching color (#666666)?>> or <touching color (#660000)?>> then\n change y by (1)\n end\n if <<<<touching color (#00cc44)?> or <touching color (#ffffcc)?>> or <touching color (#666666)?>> or <touching color (#660000)?>> then\n change y by (1)\n end\n if <<<<touching color (#00cc44)?> or <touching color (#ffffcc)?>> or <touching color (#666666)?>> or <touching color (#660000)?>> then\n change y by (1)\n end\n if <<<<touching color (#00cc44)?> or <touching color (#ffffcc)?>> or <touching color (#666666)?>> or <touching color (#660000)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<<<touching color (#00cc44)?> or <touching color (#ffffcc)?>> or <touching color (#666666)?>> or <touching color (#660000)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<<<touching color (#00cc44)?> or <touching color (#ffffcc)?>> or <touching color (#666666)?>> or <touching color (#660000)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <touching color (#006622)?>> then\n if <not <<(PowerUp) = [fire]> or <<(backdrop [name v]) = [boss2]> and <(x position) > (boss2x)>>>> then\n go to x: (-203) y: (-107)\n end\n if <<<<(backdrop [name v]) = [9]> or <(backdrop [name v]) = [2-5]>> or <(backdrop [name v]) = [3-4]>> and <not <(PowerUp) = [fire]>>> then\n set [reset v] to [1]\n wait (0.1) seconds\n set [reset v] to [0]\n end\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-203) y: (-107)\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (PowerUp)\n set [trackery v] to (y position)\n set [trackerx v] to (x position)\nend\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [4-16]>\ngo to x: (-208) y: (167)\n\n@PowerUp\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [1-7]> then\n switch costume to (fire v)\n go to x: (-24) y: (-118)\n show\n wait until <touching (gobo v)?>\n hide\n set [powerup v] to [fire]\n repeat (50)\n wait (0.01) seconds\n if <not <(backdrop [name v]) = [1-7]>> then\n set [powerup v] to [none]\n end\n end\n set [powerup v] to [none]\n wait until <<not <(backdrop [name v]) = [1-7]>> or <(reset) = [1]>>\n end\n if <(reset) = [1]> then\n show\n end\n if <(backdrop [name v]) = [2-7]> then\n switch costume to (fire v)\n go to x: (81) y: (6)\n show\n wait until <touching (gobo v)?>\n hide\n set [powerup v] to [fire]\n repeat (50)\n wait (0.01) seconds\n if <not <(backdrop [name v]) = [2-7]>> then\n set [powerup v] to [none]\n end\n end\n set [powerup v] to [none]\n wait until <<not <(backdrop [name v]) = [2-7]>> or <(reset) = [1]>>\n end\n if <(reset) = [1]> then\n show\n end\n if <(backdrop [name v]) = [3-4]> then\n switch costume to (fire v)\n go to x: (-127) y: (-110)\n show\n wait until <touching (gobo v)?>\n hide\n set [powerup v] to [fire]\n repeat (75)\n wait (0.01) seconds\n if <not <(backdrop [name v]) = [3-4]>> then\n set [powerup v] to [none]\n end\n if <(reset) = [1]> then\n show\n end\n end\n set [powerup v] to [none]\n wait until <<not <(backdrop [name v]) = [3-4]>> or <(reset) = [1]>>\n end\n if <(reset) = [1]> then\n show\n end\n if <(backdrop [name v]) = [3-6]> then\n switch costume to (gun v)\n go to x: (-96) y: (-111)\n show\n wait until <touching (gobo v)?>\n hide\n set [powerup v] to [gun]\n wait until <<not <(backdrop [name v]) = [3-6]>> or <(reset) = [1]>>\n set [powerup v] to [none]\n end\n if <(reset) = [1]> then\n show\n end\nend\n\n@boss1\n\nwhen flag clicked\nset [beatboss1 v] to [no]\nhide\nwait until <(backdrop [name v]) = [boss1]>\nshow\ngo to x: (130) y: (-78)\nbroadcast (boss1 v)\n\nwhen I receive [boss1 v]\nsay [You think you can beat me?]\nwait (1) seconds\nsay []\nrepeat until <(beatboss1) = [yes]>\n point towards (gobo v)\n move (3) steps\n if <touching (gobo v)?> then\n glide (1) secs to x: (157) y: (-47)\n end\nend\ngo to x: (0) y: (0)\nrepeat until <touching (_edge_ v)?>\n say [Nooooooooooo!]\n change y by (-1)\nend\nhide\nswitch backdrop to (next backdrop v)\n\n@Boss1Prop\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait until <(backdrop [name v]) = [boss1]>\nshow\ngo to x: (167) y: (-127)\nwait until <touching (gobo v)?>\nset [beatboss1 v] to [yes]\nnext costume\nwait until <(backdrop [name v]) = [beatboss1]>\nhide\n\n@boss2\n\nwhen I receive [boss2 v]\nsay [I only have one weakness! To beat me you need to find it!]\nwait (1) seconds\nsay []\nrepeat until <(beatboss2) = [yes]>\n repeat until <(y position) < [-238]>\n change y by (-5)\n if <<touching (gobo v)?> and <(trackerx) > (x position)>> then\n repeat until <(y position) < [-238]>\n say [How did you find my weakness?]\n change y by (-1)\n end\n hide\n set [beatboss2 v] to [yes]\n say []\n end\n end\n if <<touching (gobo v)?> and <(trackerx) > (x position)>> then\n repeat until <(y position) < [-238]>\n say [How did you find my weakness?]\n change y by (-1)\n end\n hide\n set [beatboss2 v] to [yes]\n say []\n end\n set x to (pick random (-150) to (150))\n repeat (pick random (1) to (40))\n change y by (5)\n if <<touching (gobo v)?> and <(trackerx) > (x position)>> then\n repeat until <(y position) < [-238]>\n say [How did you find my weakness?]\n change y by (-1)\n end\n hide\n set [beatboss2 v] to [yes]\n say []\n end\n end\nend\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nset [beatboss2 v] to [no]\nhide\nwait until <(backdrop [name v]) = [boss2]>\nshow\ngo to x: (111) y: (-239)\nrepeat until <(y position) = [-81]>\n change y by (1)\nend\nbroadcast (boss2 v)\n\nwhen flag clicked\nforever\n set [boss2x v] to (x position)\nend\n\n@Sand\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n hide\n wait until <(backdrop [name v]) = [boss2]>\n show\n go to [front v] layer\n wait until <not <(backdrop [name v]) = [boss2]>>\nend\n\n@Projectile\n\nwhen flag clicked\nhide\nforever\n if <(PowerUp) = [gun]> then\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\ngo to (gobo v)\nshow\nif <(direction) = [right]> then\n repeat until <<<touching (obstacle v)?> or <touching (_edge_ v)?>> or <touching (boss3 v)?>>\n if <(PowerUp) = [gun]> then\n change x by (10)\n else\n delete this clone\n end\n end\n delete this clone\nelse\n repeat until <<<touching (obstacle v)?> or <touching (_edge_ v)?>> or <touching (boss3 v)?>>\n if <(PowerUp) = [gun]> then\n change x by (-10)\n else\n delete this clone\n end\n end\n delete this clone\nend\n\n@Obstacle\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [3-6]> then\n go to x: (-54) y: (-109)\n show\n switch costume to (3-6 v)\n wait until <touching (projectile v)?>\n set [powerup v] to [none]\n hide\n wait until <not <(backdrop [name v]) = [3-6]>>\n end\nend\n\n@Boss3\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait until <(backdrop [name v]) = [boss3]>\ngo to x: (0) y: (0)\nshow\nset [powerup v] to [gun]\nrepeat until <<touching (projectile v)?> and <color (#ff0000) is touching (#b2b2b2)?>>\n turn right (pick random (-20) to (20)) degrees\n move (5) steps\n if on edge, bounce\nend\nswitch backdrop to (next backdrop v)\nhide\nset [powerup v] to [none]\n\n@Boss4\n\nwhen flag clicked\nswitch costume to (gobo-a v)\npoint in direction (90)\nhide\nwait until <(backdrop [name v]) = [4-14]>\nshow\ngo to x: (128) y: (-47)\nsay [Now I am going to get my revenge.] for (2) seconds\nglide (1) secs to x: (-53) y: (-50)\nsay [You see, you have no power, you are trapped behind bars.] for (2) seconds\nsay [Hahahahahhahahaahhahahahhaa!] for (2) seconds\nswitch backdrop to (next backdrop v)\nwait until <(trackery) < [-178]>\nhide\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nforever\n set [boss4x v] to (x position)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
My speedrun is 3:03\n\nEdit 5/27/2023:\nWorld Record: @fruitberriesREAL 2:31\n\nPrevious World Records: @fruitberriesREAL 2:43\n@tagggz 3:03\n\nOperation Gobo 6: https://scratch.mit.edu/projects/73637388/\n\nWelcome to Operation Gobo 5! Use the arrow keys to move!\nPress Space to shoot while you have the gun powerup.\n\nI worked very hard on this so please love and favorite!\n\nTop Loved 5/26/15 thank you for the support!\nTop Remixed 5/30!\n\n10/3/18: Edited to be more respectful
Daylight || A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@less lag\n\n@Player\n\nforever\n if <<[240] < (x position)> and <(Dead) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n reset\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n Dead\n end\n if <(y position) = [-180]> then\n Dead\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#fff700)?> then\n set [yv v] to [14]\n broadcast (spring v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<[240] < (x position)> and <(Dead) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n reset\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead v]\nhide variable [level v]\nhide variable [yv v]\nhide\n\ndefine reset\nclear graphic effects\npoint in direction (90)\ngo to x: (-220) y: (-16)\nswitch costume to (1 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (10) %\nshow\n\ndefine Dead\nset [dead v] to [1]\nrepeat (5)\n change [ghost v] effect by (4)\nend\nreset\n\ndefine Tick\nshow\nset [dead v] to [0]\nset [level v] to [1]\nset size to (100) %\nreset\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right 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 (left v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n switch costume to (left v)\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [12]\n switch costume to (up v)\n end\n end\n change y by (1)\n if <<<touching (spike v)?> or <touching (lava v)?>> and <touching (spike v)?>> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\nend\n\nwhen I receive [start v]\nshow\nTick\n\nwhen I receive [1 v]\nreset\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n change [level v] by (1)\n broadcast (1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\nend\n\nwhen flag clicked\nforever\n if <touching (saw v)?> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\nend\n\nwhen I receive [high v]\nclear graphic effects\n\nwhen I receive [medium v]\nset [pixelate v] effect to (75)\n\nwhen I receive [low v]\nset [pixelate v] effect to (125)\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen flag clicked\nforever\n if <not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n switch costume to (normal v)\n end\nend\n\nchange [xv v] by (1)\n\nwhen flag clicked\nforever\n if <not <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (s v) pressed?> or <<key (w 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\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.004) seconds\n set [color v] effect to (0)\nend\n\nwhen I start as a clone\nset size to (70) %\nswitch costume to (clone v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\n change [color v] effect by (0)\n turn right (0) degrees\nend\ndelete this clone\n\n@platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\n\nwhen flag clicked\nif <touching (player v)?> then\n switch costume to (3 v)\nend\nbroadcast (oo v)\n\nset size to (100) %\n\nwhen flag clicked\n\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [mobile v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [mobile v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [medium v]\nset [pixelate v] effect to (75)\n\nwhen I receive [high v]\nclear graphic effects\n\nwhen I receive [low v]\nset [pixelate v] effect to (125)\n\n@spike\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (34) y: (11)\nhide\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [13]> then\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [mobile v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [mobile v]\ngo to [front v] layer\nshow\nswitch costume to (1 v)\n\nwhen I receive [high v]\nclear graphic effects\n\nwhen I receive [medium v]\nset [pixelate v] effect to (75)\n\nwhen I receive [low v]\nset [pixelate v] effect to (125)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Saw\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n go to x: (-3) y: (-97)\n go to [back v] layer\n show\n turn right (13) degrees\n end\n if <(Level) = [6]> then\n go to x: (-116) y: (-105)\n go to [back v] layer\n show\n turn right (13) degrees\n end\nend\n\n@grass\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@trampoline\n\nwhen I receive [spring v]\nswitch costume to (costume1 v)\nrepeat (4)\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n show\n go to x: (-67) y: (-75)\n end\n if <(Level) = [5]> then\n hide\n end\nend\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen flag clicked\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 flag clicked\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (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 flag clicked\nforever\n if then\n hide\n delete this clone\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n repeat (10)\n change [ghost v] effect by (25)\n end\nend\n\n
moved to @BlazingJuice follow me there!
Minecraft: The Platformer #Games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [cave v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [nether portal v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [nether v]\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [crimson forest v]\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [pre crimson forest v]\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [fortress v]\nswitch backdrop to (backdrop7 v)\n\nwhen I receive [beeg cave v]\nswitch backdrop to (backdrop8 v)\n\nwhen I receive [out of fortress v]\nswitch backdrop to (backdrop9 v)\n\nwhen I receive [pre warped forest v]\nswitch backdrop to (backdrop10 v)\n\nwhen I receive [warped forest v]\nswitch backdrop to (backdrop11 v)\n\nwhen I receive [back to the overworld v]\nswitch backdrop to (backdrop12 v)\n\nwhen I receive [overworld v]\nswitch backdrop to (backdrop13 v)\n\nwhen I receive [pre stronghold v]\nswitch backdrop to (backdrop14 v)\n\nwhen I receive [stronghold v]\nswitch backdrop to (backdrop15 v)\n\nwhen I receive [pre portal room v]\nswitch backdrop to (backdrop16 v)\n\nwhen I receive [portal room v]\nswitch backdrop to (backdrop17 v)\n\nwhen I receive [ender dragon boss fight v]\nswitch backdrop to (backdrop22 v)\nrepeat until <(Ender Dragon Health) = [0]>\n wait (pick random (5) to (15)) seconds\n play sound (pick random (1) to (4)) until done\nend\n\nwhen I receive [left tower v]\nswitch backdrop to (backdrop19 v)\n\nwhen I receive [right tower v]\nswitch backdrop to (backdrop19 v)\n\nwhen I receive [regular v]\nswitch backdrop to (backdrop22 v)\n\nwhen I receive [breaking crystals v]\nswitch backdrop to (costume1 v)\n\nwhen I receive [exit v]\nswitch backdrop to (backdrop19 v)\n\nwhen I receive [die dragon v]\nrepeat until <(Ender Dragon Health) = [0]>\n switch backdrop to (backdrop19 v)\nend\n\nwhen I receive [time v]\nswitch backdrop to (backdrop21 v)\n\nwhen I receive [credits v]\nswitch backdrop to (30839722460_6b57f34c85_o v)\nset [brightness v] effect to (-15)\n\n@Player\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\ngo to x: (-220) y: (-10)\nset [level v] to [1]\nset [speedy v] to [0]\nforever\n switch costume to (hitbox v)\n if <<(speedY) < [4]> or <<<key (w v) pressed?> or <key (space v) pressed?>> or <(stick y) > [0.5]>>> then\n change [speedy v] by (-1)\n else\n change [speedy v] by (-2)\n end\n change y by (speedY)\n Touch Ground <(speedY) > [0]>\n if <touching (ground v)?> then\n set [speedy v] to [0]\n change y by (1)\n end\n if <(Wall Jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speedx v] to ((speedX) * (0.7))\n if <<<key (a v) pressed?> or <(stick x) < [-0.5]>> or <key (left arrow v) pressed?>> then\n change [speedx v] by (-1.5)\n end\n if <<<key (d v) pressed?> or <(stick x) > [0.5]>> or <key (right arrow v) pressed?>> then\n change [speedx v] by (1.5)\n end\n end\n if <(speedX) < [-0.5]> then\n Walk [-90] (speedX)\n else\n if <(speedX) > [0.5]> then\n Walk [90] (speedX)\n else\n set [frame v] to [0]\n end\n end\n if <<<key (w v) pressed?> or <key (space v) pressed?>> or <(stick y) > [0.5]>> then\n if <<(jump key) = [0]> and <(Falling?) < [3]>> then\n set [speedy v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-220) y: (-10)\n set [speedy v] to [0]\n end\n Set Costume\nend\n\ndefine Touch Ground <up>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speedy v] to [0]\nend\n\ndefine Set Costume\nif <(Falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (regular v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speedY) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-220) y: (-10)\nchange [level v] by (1)\nif <(level) = [5]> then\n broadcast (cave v)\n broadcast (mobs v)\nend\nif <(level) = [8]> then\n broadcast (Beeg Cave v)\nend\nif <(level) = [10]> then\n broadcast (mobs2 v)\nend\nif <(level) = [11]> then\n broadcast (Nether Portal v)\nend\nif <(level) = [12]> then\n broadcast (Nether v)\nend\nif <(level) = [14]> then\n broadcast (Pre Crimson Forest v)\nend\nif <(level) = [15]> then\n broadcast (Mob3 v)\n broadcast (Crimson Forest v)\nend\nif <(level) = [17]> then\n broadcast (Fortress v)\n broadcast (Mob4 v)\nend\nif <(level) = [18]> then\n broadcast (Mob5 v)\nend\nif <(level) = [19]> then\n broadcast (out of fortress v)\nend\nif <(level) = [20]> then\n broadcast (Pre Warped Forest v)\nend\nif <(level) = [21]> then\n broadcast (Mob6 v)\n broadcast (Warped Forest v)\nend\nif <(level) = [22]> then\n broadcast (Back To the Overworld v)\nend\nif <(level) = [23]> then\n broadcast (Overworld v)\nend\nif <(level) = [26]> then\n broadcast (Pre Stronghold v)\nend\nif <(level) = [27]> then\n broadcast (Stronghold v)\n broadcast (Mob7 v)\nend\nif <(level) = [28]> then\n broadcast (pre Portal Room v)\nend\nif <(level) = [29]> then\n broadcast (Portal Room v)\nend\nif <(level) = [30]> then\n broadcast (Ender Dragon Boss Fight v)\nend\n\nwhen flag clicked\nforever\n if <(level) < [5]> then\n repeat until <not <touching (ground v)?>>\n if <<key (a v) pressed?> or <(stick x) < [-0.5]>> then\n play sound [walking on dirt v] until done\n end\n if <<key (d v) pressed?> or <(stick x) > [0.5]>> then\n play sound [walking on dirt v] until done\n end\n end\n end\n if <(level) > [4]> then\n repeat until <not <touching (ground v)?>>\n if <<key (a v) pressed?> or <(stick x) < [-0.5]>> then\n play sound [walking on stone v] until done\n end\n if <<key (d v) pressed?> or <(stick x) > [0.5]>> then\n play sound [walking on stone v] until done\n end\n end\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<<key (space v) pressed?> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3]>> then\n if <(Wall Jump) = [0]> then\n set [speedx v] to ((-1.2) * (speed))\n set [speedy v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speedx v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen I receive [die v]\ngo to x: (-220) y: (-10)\nstart sound [hit v]\n\nwhen flag clicked\nrepeat until <(level) > [29]>\n if <touching (finish v)?> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [ender dragon boss fight v]\nset [ender dragon health v] to [30]\nset [scroll thing v] to [0]\ngo to x: (0) y: (-10)\nforever\n set [level v] to [30]\nend\n\nwhen flag clicked\nset [breaking crystals v] to [0]\nrepeat until <(Ender Dragon Health) = [0]>\n if <(level) = [30]> then\n if <<touching (finish v)?> and <(scroll thing) = [0]>> then\n change [scroll thing v] by (1)\n broadcast (right tower v)\n go to x: (-190) y: (-80)\n end\n if <<touching (finish2 v)?> and <(scroll thing) = [0]>> then\n change [scroll thing v] by (-1)\n broadcast (left tower v)\n go to x: (190) y: (-80)\n end\n if <<touching (teleporter v)?> and <<(crystals) = [4]> or <(crystals) = [2]>>> then\n broadcast (Breaking Crystals v)\n end\n if <<touching (teleporter v)?> and <(crystals) = [2]>> then\n set [breaking crystals v] to [1]\n end\n end\nend\n\nwhen flag clicked\nrepeat until <(Ender Dragon Health) = [0]>\n if <<touching (finish2 v)?> and <(scroll thing) = [1]>> then\n broadcast (regular v)\n change [scroll thing v] by (-1)\n go to x: (190) y: (-80)\n end\n if <<touching (finish v)?> and <(scroll thing) = [-1]>> then\n broadcast (regular v)\n change [scroll thing v] by (1)\n go to x: (-190) y: (-80)\n end\nend\n\nwhen I receive [breaking crystals v]\nhide\n\nwhen I receive [exit v]\ngo to x: (0) y: (-40)\nshow\n\nwhen I receive [dragon pearch v]\nforever\n if <<touching (teleporter v)?> and <(crystals) = [0]>> then\n broadcast (dIE DragON v)\n end\nend\n\nwhen I receive [die dragon v]\nhide\n\nwhen I receive [time v]\nforever\n hide\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [left tower v]\nswitch costume to (costume32 v)\n\nwhen I receive [right tower v]\nswitch costume to (costume31 v)\n\nwhen I receive [regular v]\nswitch costume to (costume30 v)\n\nwhen I receive [ender dragon boss fight v]\nswitch costume to (costume30 v)\n\nwhen I receive [breaking crystals v]\nhide\n\nwhen I receive [exit v]\nshow\nif <(scroll thing) = [1]> then\n switch costume to (costume31 v)\nend\nif <(scroll thing) = [-1]> then\n switch costume to (costume32 v)\nend\n\nwhen I receive [die dragon v]\nhide\n\nwhen I receive [time v]\nforever\n hide\nend\n\n@Text\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [ender dragon boss fight v]\nhide\n\nwhen I receive [breaking crystals v]\nswitch costume to (costume30 v)\nshow\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [time v]\nhide\n\nwhen I receive [credits v]\nswitch costume to (minecraft-logo v)\nshow\nplay sound [Volume Alpha 08 v] until done\n\n@Mob\n\nwhen I receive [mobs v]\ngo to x: (135) y: (-122)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn2 v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n change x by (3)\nend\nbroadcast (turn v)\n\nwhen I receive [turn v]\nchange x by (-3)\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n change x by (-3)\nend\nbroadcast (turn2 v)\n\nwhen I receive [mobs v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n change x by (3)\nend\nbroadcast (turn v)\n\nwhen flag clicked\nforever\n if <not <(level) = [5]>> then\n hide\n end\n if <(level) = [5]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Mob2\n\nwhen I receive [mobs2 v]\ngo to x: (0) y: (-150)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turnb2 v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n change x by (3)\nend\nbroadcast (turnb1 v)\n\nwhen I receive [turnb1 v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n change x by (-3)\nend\nbroadcast (turnb2 v)\n\nwhen I receive [mobs2 v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n change x by (3)\nend\nbroadcast (turnb1 v)\n\nwhen flag clicked\nforever\n if <not <(level) = [10]>> then\n hide\n end\n if <(level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Mob2b\n\nwhen I receive [mobs2 v]\ngo to x: (0) y: (-150)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turnbb2 v]\nset rotation style [left-right v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n change x by (-3)\nend\nbroadcast (turnbb1 v)\n\nwhen I receive [turnbb1 v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n change x by (3)\nend\nbroadcast (turnbb2 v)\n\nwhen I receive [mobs2 v]\nset rotation style [left-right v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n change x by (-3)\nend\nbroadcast (turnbb1 v)\n\nwhen flag clicked\nforever\n if <not <(level) = [10]>> then\n hide\n end\n if <(level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Mob3\n\nwhen I receive [mob3 v]\ngo to x: (0) y: (-110)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turnc2 v]\nset rotation style [left-right v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n change x by (-3)\nend\nbroadcast (turn1c v)\n\nwhen I receive [turn1c v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n change x by (3)\nend\nbroadcast (turnc2 v)\n\nwhen I receive [mob3 v]\nset rotation style [left-right v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n change x by (-3)\nend\nbroadcast (turn1c v)\n\nwhen flag clicked\nforever\n if <not <(level) = [15]>> then\n hide\n end\n if <(level) = [15]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Mob3b\n\nwhen I receive [mob3 v]\ngo to x: (0) y: (-110)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn2cc v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n change x by (3)\nend\nbroadcast (turn1cc v)\n\nwhen I receive [turn1cc v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n change x by (-3)\nend\nbroadcast (turn2cc v)\n\nwhen I receive [mob3 v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n change x by (3)\nend\nbroadcast (turn1cc v)\n\nwhen flag clicked\nforever\n if <not <(level) = [15]>> then\n hide\n end\n if <(level) = [15]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Mob4\n\nwhen I receive [mob4 v]\ngo to x: (0) y: (-108)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn32 v]\nset rotation style [left-right v]\nchange x by (-5)\nrepeat until <touching (_edge_ v)?>\n change x by (-5)\nend\nbroadcast (turn3 v)\n\nwhen I receive [turn3 v]\nchange x by (5)\nrepeat until <touching (_edge_ v)?>\n change x by (5)\nend\nbroadcast (turn32 v)\n\nwhen I receive [mob4 v]\nset rotation style [left-right v]\nchange x by (-5)\nrepeat until <touching (_edge_ v)?>\n change x by (-5)\nend\nbroadcast (turn3 v)\n\nwhen flag clicked\nforever\n if <not <(level) = [17]>> then\n hide\n end\n if <(level) = [17]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Mob4b\n\nwhen I receive [mob4 v]\ngo to x: (0) y: (-108)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn3b2 v]\nset rotation style [left-right v]\nchange x by (5)\nrepeat until <touching (_edge_ v)?>\n change x by (5)\nend\nbroadcast (turn3b v)\n\nwhen I receive [turn3b v]\nchange x by (-5)\nrepeat until <touching (_edge_ v)?>\n change x by (-5)\nend\nbroadcast (turn3b2 v)\n\nwhen I receive [mob4 v]\nset rotation style [left-right v]\nchange x by (5)\nrepeat until <touching (_edge_ v)?>\n change x by (5)\nend\nbroadcast (turn3b v)\n\nwhen flag clicked\nforever\n if <not <(level) = [17]>> then\n hide\n end\n if <(level) = [17]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Mob5\n\nwhen I receive [mob5 v]\ngo to x: (-100) y: (70)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen flag clicked\nforever\n if <not <(level) = [18]>> then\n hide\n end\n if <(level) = [18]> then\n show\n end\nend\n\nwhen I receive [mob5 v]\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [mob5 v]\nrepeat until <not <(level) = [18]>>\n wait (pick random (1.3) to (2)) seconds\n broadcast (fireball v)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Fireball\n\nwhen flag clicked\ngo to (mob5 v)\nset rotation style [don't rotate v]\nhide\n\nwhen I receive [fireball v]\ngo to (mob5 v)\nshow\npoint towards (player v)\nrepeat until <<<touching (player v)?> or <touching (ground v)?>> or <touching (_edge_ v)?>>\n move (13) steps\n if <touching (player v)?> then\n broadcast (Die v)\n hide\n end\n if <touching (ground v)?> then\n hide\n end\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [18]>> then\n hide\n stop [other scripts in sprite v]\n end\n if <(level) = [18]> then\n show\n end\nend\n\n@Mob5b\n\nwhen I receive [mob5 v]\ngo to x: (85) y: (70)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen flag clicked\nforever\n if <not <(level) = [18]>> then\n hide\n end\n if <(level) = [18]> then\n show\n end\nend\n\nwhen I receive [mob5 v]\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [mob5 v]\nrepeat until <not <(level) = [18]>>\n wait (pick random (1.3) to (2)) seconds\n broadcast (fireball2 v)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Fireball2\n\nwhen flag clicked\ngo to (mob5b v)\nset rotation style [don't rotate v]\nhide\n\nwhen I receive [fireball2 v]\ngo to (mob5b v)\nshow\npoint towards (player v)\nrepeat until <<<touching (player v)?> or <touching (ground v)?>> or <touching (_edge_ v)?>>\n move (13) steps\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\nhide\n\nwhen flag clicked\nforever\n if <not <(level) = [18]>> then\n hide\n end\n if <(level) = [18]> then\n show\n end\nend\n\n@Mob6\n\nwhen I receive [mob6 v]\ngo to x: (0) y: (-108)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn6b v]\nset rotation style [left-right v]\nchange x by (-10)\nrepeat until <touching (_edge_ v)?>\n change x by (-10)\nend\nbroadcast (turn6a v)\n\nwhen I receive [turn6a v]\nchange x by (10)\nrepeat until <touching (_edge_ v)?>\n change x by (10)\nend\nbroadcast (turn6b v)\n\nwhen I receive [mob6 v]\nset rotation style [left-right v]\nchange x by (-10)\nrepeat until <touching (_edge_ v)?>\n change x by (-10)\nend\nbroadcast (turn6a v)\n\nwhen flag clicked\nforever\n if <not <(level) = [21]>> then\n hide\n end\n if <(level) = [21]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Mob7\n\nwhen I receive [mob6 v]\ngo to x: (0) y: (-108)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn6b v]\nset rotation style [left-right v]\nchange x by (10)\nrepeat until <touching (_edge_ v)?>\n change x by (10)\nend\nbroadcast (turn6a v)\n\nwhen I receive [turn6a v]\nchange x by (-10)\nrepeat until <touching (_edge_ v)?>\n change x by (-10)\nend\nbroadcast (turn6b v)\n\nwhen I receive [mob6 v]\nset rotation style [left-right v]\nchange x by (10)\nrepeat until <touching (_edge_ v)?>\n change x by (10)\nend\nbroadcast (turn6a v)\n\nwhen flag clicked\nforever\n if <not <(level) = [21]>> then\n hide\n end\n if <(level) = [21]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Mob8\n\nwhen I receive [mob7 v]\ngo to x: (0) y: (-95)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn7b v]\nset rotation style [left-right v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n change x by (-3)\nend\nbroadcast (turn7a v)\n\nwhen I receive [turn7a v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n change x by (3)\nend\nbroadcast (turn7b v)\n\nwhen I receive [mob7 v]\nset rotation style [left-right v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n change x by (-3)\nend\nbroadcast (turn7a v)\n\nwhen flag clicked\nforever\n if <not <(level) = [27]>> then\n hide\n end\n if <(level) = [27]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Mob9\n\nwhen I receive [mob7 v]\ngo to x: (0) y: (-95)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn7bb v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n change x by (3)\nend\nbroadcast (turn7aa v)\n\nwhen I receive [turn7aa v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n change x by (-3)\nend\nbroadcast (turn7bb v)\n\nwhen I receive [mob7 v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n change x by (3)\nend\nbroadcast (turn7aa v)\n\nwhen flag clicked\nforever\n if <not <(level) = [27]>> then\n hide\n end\n if <(level) = [27]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\n@Hurt\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\nwhen I receive [ender dragon boss fight v]\nhide\n\n@Finish\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [nether portal v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\n\nwhen I receive [nether v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [back to the overworld v]\nswitch costume to (costume3 v)\nset [ghost v] effect to (0)\n\nwhen I receive [overworld v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [portal room v]\nswitch costume to (costume4 v)\nset [ghost v] effect to (0)\n\nwhen I receive [ender dragon boss fight v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\n@Music\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (10)) until done\nend\n\n@Finish2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [ender dragon boss fight v]\nshow\n\n@Teleporter\n\nwhen flag clicked\nhide\n\nwhen I receive [right tower v]\ngo to x: (50) y: (-110)\nshow\nforever\n if <(crystals) = [0]> then\n if <(scroll thing) = [1]> then\n hide\n end\n end\nend\n\nwhen I receive [left tower v]\ngo to x: (-50) y: (-110)\nshow\nforever\n if <(crystals) = [0]> then\n if <(scroll thing) = [-1]> then\n hide\n end\n end\nend\n\nwhen I receive [regular v]\nhide\n\nwhen I receive [breaking crystals v]\nhide\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [breaking crystals v]\nforever\n if <(Breaking Crystals) = [1]> then\n broadcast (show v)\n end\n if <(crystals) = [0]> then\n broadcast (Dragon Pearch v)\n set [breaking crystals v] to [0]\n end\nend\n\nwhen I receive [dragon pearch v]\nforever\n if <(scroll thing) = [0]> then\n show\n go to x: (-125) y: (-110)\n if <touching (player v)?> then\n broadcast (dIE DragON v)\n end\n end\nend\n\nwhen I receive [die dragon v]\nforever\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\nset [crystals v] to [4]\nhide\n\nwhen I receive [breaking crystals v]\ngo to x: (-185) y: (110)\nshow\nforever\n next costume\n wait (0.1) seconds\n if <(costume [number v]) = [16]> then\n switch costume to (costume1 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Minecraft TNT Explosion - Sound Effect v]\n switch costume to (costume17 v)\n wait (0.1) seconds\n switch costume to (costume18 v)\n change [crystals v] by (-1)\n hide\n end\nend\n\nwhen I receive [exit v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [breaking crystals v]\nshow\n\nwhen I receive [exit v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [breaking crystals v]\nshow\n\nwhen I receive [exit v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [crystals v] to [4]\nhide\n\nwhen I receive [breaking crystals v]\ngo to x: (180) y: (110)\nshow\nforever\n next costume\n wait (0.1) seconds\n if <(costume [number v]) = [16]> then\n switch costume to (costume1 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Minecraft TNT Explosion - Sound Effect v]\n switch costume to (costume17 v)\n wait (0.1) seconds\n switch costume to (costume18 v)\n change [crystals v] by (-1)\n hide\n end\nend\n\nwhen I receive [exit v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [breaking crystals v]\nforever\n if <<(crystals) = [2]> or <(crystals) = [0]>> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (exit v)\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [show v]\nrepeat until <(Breaking Crystals) = [0]>\n hide\nend\n\nwhen I receive [die dragon v]\nforever\n hide\nend\n\nwhen I receive [time v]\nforever\n hide\nend\n\nif <<(speedY) < [4]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>>> then\n change [speedy v] by (-1)\nelse\n change [speedy v] by (-2)\nend\n\n@Sprite6\n\nwhen flag clicked\nset [ender dragon health v] to [30]\nset [time v] to [0]\nhide\n\nwhen I receive [die dragon v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [yt5s v]\n change [ender dragon health v] by (-1)\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [die dragon v]\nrepeat until <(time) = [1]>\n if <(Ender Dragon Health) = [0]> then\n set [time v] to [1]\n broadcast (Time v)\n hide\n end\nend\n\nwhen I receive [time v]\nstop all sounds\nplay sound [yt5s2 v] until done\n\n@Sprite7\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [time v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (comic v)\n\nwhen I receive [credits 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@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [comic v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to x: (30) y: (0)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change x by (-3)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change x by (-3)\nend\nnext costume\ngo to x: (30) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\n change x by (-3)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change x by (-3)\nend\nnext costume\ngo to x: (30) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\n change x by (-3)\nend\nwait (1) seconds\nbroadcast (credits v)\nhide\n\n@download (4)\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Controller\n\nwhen flag clicked\nset [base sprite v] to [Controller]\nset [max stick v] to ((size) / (4))\nset size to (140) %\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\ngo to [front v] layer\n\nwhen I start as a clone\nswitch costume to (joystick v)\ngo to [front v] layer\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (base sprite)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (base sprite)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(base sprite) v])\n if <(stick power) > (max stick)> then\n move ((max stick) - (stick power)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((stick power) / (max stick))\n set [stick x v] to ((stick power) * ([sin v] of (stick direction) ))\n set [stick y v] to ((stick power) * ([cos v] of (stick direction) ))\nend\n\n@Sprite9\n\nwhen this sprite clicked\nif <(level) < [30]> then\n broadcast (next level v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (50)\n\n@Sprite10\n\nwhen I start as a clone\n\ngo to [back v] layer\nforever\n show\n go to x: (pick random (-300) to (300)) y: (195)\n repeat until <(y position) < [-150]>\n change y by (pick random (-3) to (-5))\n end\n hide\n create clone of (_myself_ v)\n go to x: (pick random (-300) to (300)) y: (195)\n repeat until <(y position) < [-150]>\n change y by (-10)\n end\n show\n delete this clone\nend\n\nwhen flag clicked\n\ngo to x: (pick random (200) to (-200)) y: (200)\nrepeat (50)\n create clone of (_myself_ v)\nend\n\n
Use WASD or to move. rest of the instructions in the game! All Sprites made by me\nAll Levels are possible on PC\n5/24/23 - Modded version: https://scratch.mit.edu/projects/856546700/\n12/7/22 - Winter Special! Thanks for Everything in 2022! \n5/12/22 - THX FOR 1000 VIEWS!!!\n3/20/22 - You can now skip levels by clicking the blue arrow\n3/18/22 - NOW MOBILE FRIENDLY!\n1/20/22 - If this gets featured then I'll make a sequel\n\n\n\n
/\Seasons A Scrolling platformer/\
@Stage\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 [green flag v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\n@particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [color v] effect to (pick random (-10) to (0))\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 (5)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [green flag v]\nforever\n wait (.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [green flag v]\nforever\n if <(lvl) = [3]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nforever\n delete this clone\nend\n\n@Win\n\nwhen flag clicked\ngo to x: (0) y: (43)\nhide\n\nwhen I receive [win v]\ngo to x: (0) y: (43)\nshow\n\n@text\n\ndefine set hack size (size)\nset [size hack flag v] to (costume [number v])\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (size hack flag)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [green flag v]\nforever\n if <(lvl) = [1]> then\n set hack size [200]\n end\nend\n\nwhen I receive [green flag v]\nshow\nswitch costume to (spring v)\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\nend\n\nwhen I receive [win v]\nhide\n\n@water\n\ndefine set hack size (size)\nset [size hack flag v] to (costume [number v])\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (size hack flag)\n\nwhen I receive [next level v]\nforever\n if <(lvl) = [2]> then\n set hack size [200]\n else\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [next level v]\nforever\n repeat (20)\n change y by (-3)\n end\n repeat (20)\n change y by (3)\n end\nend\n\nwhen I receive [next level v]\ngo to [back v] layer\nshow\nswitch costume to (1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\nend\n\nwhen I receive [green flag v]\nhide\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (-1)\nhide\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [green flag v]\nshow\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (00 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (01 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (03 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (02 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (04 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (05 v)\n end\nend\n\nwhen I receive [green flag v]\nforever\n change y by (-5)\n if <<touching color (#f7ef00)?> and <not <(lvl) = [2]>>> then\n start sound [boing v]\n set [y vel v] to [-20]\n end\n if <touching color (#888888)?> then\n start sound [crunch v]\n broadcast (respawn v)\n end\n if <touching color (#acacac)?> then\n start sound [crunch v]\n broadcast (respawn v)\n end\n if <touching color (#ff0000)?> then\n start sound [crunch v]\n broadcast (respawn v)\n end\n if <touching color (#1fff00)?> then\n broadcast (Next Level v)\n change [lvl v] by (1)\n end\n if <touching color (#129e00)?> then\n broadcast (Win v)\n stop [other scripts in sprite v]\n end\n change y by (5)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost effect v] to [0]\nset [ghost v] effect to (Ghost effect)\nwait (2) seconds\nrepeat until <(Ghost effect) = [100]>\n change [ghost effect v] by (10)\n set [ghost v] effect to (Ghost effect)\nend\nhide\nset [ghost v] effect to (0)\nbroadcast (Green flag v)\n\nwhen I receive [win v]\nwait (3) seconds\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost effect v] to [100]\nset [ghost v] effect to (Ghost effect)\nwait (2) seconds\nrepeat until <(Ghost effect) = [0]>\n change [ghost effect v] by (-10)\n set [ghost v] effect to (Ghost effect)\nend\nset [ghost v] effect to (0)\nstop [all v]\n\n@Platform\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (spring v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\nbroadcast (respawn v)\nSET HACK SIZE TO [200]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.3)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.3)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nforever\n play sound [Sunshine v] until done\nend\n\nwhen I receive [win v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [next level v]\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nnext costume\nbroadcast (respawn v)\n\nwhen I receive [green flag v]\nset [lvl v] to [1]\nforever\n switch costume to (lvl)\nend\n\n
____________________________\n/Use Arrow Keys to move\ /\nAvoid Spikes and lava! /\njump on trees and snowmen! /\n~go from season to season~ /\n\~/An adventure awaits\~/ /\n Pls ⭐ ❤️ & Follow /\n_______________________/
Custom parkour platformer!! #games #all
@Stage\n\nwhen flag clicked\nset [:## v] to [0]\nset [ending v] to (pick random (1) to (15))\nif <(ending) = [5]> then\n if <(pick random (1) to (5)) = [10]> then\n broadcast (2.0 ending v)\n else\n if <(ending) = [4]> then\n if <(pick random (1) to (7)) = [7]> then\n broadcast (best ending v)\n else\n if <(ending) = [2]> then\n if <(pick random (1) to (12)) = [12]> then\n broadcast (mean to player v)\n else\n if <(ending) = [1]> then\n if <(pick random (1) to (15)) = [15]> then\n broadcast (Blood moon v)\n else\n if <(ending) = [3]> then\n if <(pick random (1) to (10)) = [3]> then\n broadcast (bad ending v)\n else\n broadcast (no ending v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nbroadcast (no ending v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nforever\n wait (45) seconds\n change [ghost v] effect by (25)\n broadcast (light v)\n switch backdrop to (backdrop6 v)\n wait (0.5) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n broadcast (dark v)\n switch backdrop to (backdrop2 v)\n change [ghost v] effect by (-25)\n wait (0.5) seconds\n change [ghost v] effect by (-25)\n wait (0.5) seconds\n change [ghost v] effect by (-25)\n wait (0.5) seconds\n change [ghost v] effect by (-25)\n wait (30) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n broadcast (light v)\n switch backdrop to (backdrop1 v)\n change [ghost v] effect by (-25)\n wait (0.5) seconds\n change [ghost v] effect by (-25)\n wait (0.5) seconds\n change [ghost v] effect by (-25)\n wait (0.5) seconds\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [:3 v]\nset voice to (tenor v)::tts\nspeak [you got something special ]::tts\nforever\n hide variable [lifes v]\n set [lifes v] to [66]\nend\n\n\n\nwhen flag clicked\nwait until <(timer) = [654]>\nplay sound [one-eternity-later v] until done\n\nwhen flag clicked\nreset timer\nforever\n set [score v] to (timer)\nend\n\nwhen flag clicked\nforever\n if <(☁ highscore) < (ScOrE)> then\n set [☁ highscore v] to (ScOrE)\n end\nend\n\nwhen I receive [start game v]\nreset timer\n\nwhen flag clicked\nhide variable [☁ highscore v]\nforever\n if <(LEVEL) = [91]> then\n show variable [☁ highscore v]\n end\nend\n\nshow variable [☁ highscore v]\n\nforever\n play sound [NO NO NO DON'T WATCH v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n wait (0.05) seconds\nend\n\nwhen I receive [lag v]\ngo to [back v] layer\nwait (10) seconds\ngo to [front v] layer\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [brightness v] effect to (0)\ngo to x: (34) y: (3)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nstart sound [wow v]\nnext costume\nstart sound [Airhorn v]\n\nwhen I receive [best ending v]\nwait (3) seconds\nswitch costume to (costume24 v)\n\nwhen flag clicked\nset [level v] to [1]\nwait until <(LEVEL) = [91]>\nask [U win! now rate us on comment 1-5 example1. da worst; 2.bad; 3.not bad; 4.gut; 5 da best!!!] and wait\nif <(answer) = [1]> then\n set [lifes v] to [1]\n set voice to (tenor v)::tts\n speak [BRUH I hate u]::tts\n broadcast (I HATE U v)\n wait (10) seconds\n stop [all v]\nend\nif <(answer) = [2]> then\n change [lifes v] by (-1)\n set voice to (tenor v)::tts\n speak [yo are u kidding me...]::tts\nend\nif <(answer) = [3]> then\n change [lifes v] by (3)\n set voice to (tenor v)::tts\n speak [uhh... Fine]::tts\nend\nif <(answer) = [4]> then\n change [lifes v] by (10)\n set voice to (tenor v)::tts\n speak [ty for playing ! i wonder u will give me hearts and stars]::tts\nend\nif <(answer) = [5]> then\n change [lifes v] by (25)\n set voice to (tenor v)::tts\n speak [haha it's seems your are very happy to play this game!]::tts\nelse\n ask [I said vote 1-5] and wait\n if <(answer) = [1]> then\n set [lifes v] to [1]\n set voice to (tenor v)::tts\n speak [BRUH I hate u]::tts\n broadcast (I HATE U v)\n wait (25) seconds\n stop [all v]\n end\n if <(answer) = [2]> then\n change [lifes v] by (-1)\n set voice to (tenor v)::tts\n speak [yo are u kidding me...]::tts\n end\n if <(answer) = [3]> then\n change [lifes v] by (3)\n set voice to (tenor v)::tts\n speak [uhh... Fine]::tts\n end\n if <(answer) = [4]> then\n change [lifes v] by (10)\n set voice to (tenor v)::tts\n speak [ty for playing ! i wonder u will give me hearts and stars]::tts\n end\n if <(answer) = [5]> then\n change [lifes v] by (25)\n set voice to (tenor v)::tts\n speak [haha it's seems your are very happy to play this game!]::tts\n else\n ask [now vote] and wait\n end\nend\n\nwhen I receive [dark v]\nset [brightness v] effect to (-75)\n\nwhen I receive [light v]\nset [brightness v] effect to (0)\n\nchange [pixelate v] effect by (pick random (-30) to (25))\n\nforever\nend\n\nwait (5) seconds\n\nset [pixelate v] effect to (30)\n\nwhen I receive [start game v]\n\nbroadcast (:3 v)\n\n@Player\n\nwhen I receive [mean to player v]\nset volume to (0) %\nstop all sounds\ngo to x: (0) y: (0)\nset language to (en v)::tts\nspeak (username)::tts\nspeak [why are you con trolling me!]::tts\nswitch costume to (costume4 v)\nwait (5) seconds\nstop [all v]\n\nwhen I receive [best ending v]\nswitch costume to (costume1 v)\nset volume to (0) %\nstop all sounds\nset voice to (tenor v)::tts\nspeak [why are u are so noob? let me play for]::tts\nwait (3) seconds\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nrepeat (10)\n turn left (15) degrees\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [player v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I receive [sonic v]\nswitch costume to (costume5 v)\n\nwhen I receive [2.0 ending v]\nset rotation style [left-right v]\nswitch costume to (200px-scratchcat-small v)\nset size to (75) %\n\nwhen I receive [??? v]\nswitch costume to (bao's skin m freind v)\n\nwhen I receive [start game v]\nset size to (100) %\nset voice to (tenor v)::tts\nset language to (en v)::tts\nspeak (join [welcome to our 75 parkour platformer] (username))::tts\n\nwhen I receive [dev v]\nswitch costume to (dev skin \(me\) v)\n\nwhen I receive [girl v]\nswitch costume to (costume6 v)\n\nwhen I receive [boy v]\nswitch costume to (costume7 v)\n\nwhen I receive [santa! v]\nswitch costume to (costume8 v)\n\nwhen I receive [exe v]\nswitch costume to (costume9 v)\n\ndefine die respawn\nstart sound (pick random (1) to (8))\ngo to x: (-196) y: (-61)\nchange [lifes v] by (-1)\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (next level v)\n wait (pick random (1) to (5)) seconds\n end\nend\n\nshow\n\ndefine Play\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x vel v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel v] by (-1)\nend\nchange x by (X vel)\nset [x vel v] to ((X vel) * (0.9))\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X vel) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y vel v] by (-1)\nchange y by (Y vel)\nif <touching (level v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <touching (level v)?> then\n start sound [Mario Jumping sound v]\n set [y vel v] to [13]\n end\nend\nchange y by (1)\nchange [scroll y v] by ((y position) * (-1))\nif <touching (spikes v)?> then\n repeat (pick random (25) to (30))\n create clone of (player death v)\n end\n die respawn\nend\nif <touching (flag v)?> then\n broadcast (next level v)\nend\nif <[1] > (Lifes)> then\n broadcast (you lose screen v)\nend\n\nwhen flag clicked\nforever\n if <key (t v) pressed?> then\n go to (random position v)\n wait (30) seconds\n end\nend\n\nwhen flag clicked\nforever\n set size to (100) %\n if <(lag meter) = [10]> then\n hide\n stop [this script v]\n end\n if <<(current [hour v]) = [24]> and <<(current [minute v]) = [0]> and <(current [second v]) = [0]>>> then\n hide\n stop [this script v]\n end\n if <<(current [hour v]) = [12]> and <<(current [minute v]) = [0]> and <(current [second v]) = [0]>>> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (-186) y: (-12)\n\nwhen I receive [light v]\nset [brightness v] effect to (0)\n\nwhen I receive [dark v]\nset [brightness v] effect to (-75)\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-61)\n\nwhen I receive [lag v]\nforever\n stop [this script v]\nend\n\nwhen [7 v] key pressed\nbroadcast (hax v)\n\nwhen I receive [hax v]\nforever\n broadcast (next level v)\n wait (3) seconds\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [level v] to [1]\nset [lifes v] to (pick random (125) to (200))\nshow variable [lifes v]\nreset timer\ngo to [front v] layer\nswitch costume to (center v)\ngo to x: (-186) y: (-12)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n Play\nend\n\nwhen I receive [start game v]\nwait (1) seconds\ngo to [back v] layer\nshow variable [lifes v]\nrepeat (2)\n if <(username) = [huy004956]> then\n switch costume to (dev skin \(me\) v)\n set [lifes v] to [999]\n end\nend\n\n@Flag\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [you lose screen v]\nhide\n\nwhen flag clicked\nswitch costume to (costume3 v)\ngo to x: (220) y: (-105)\nshow\n\ngo to [front v] layer\n\nwhen flag clicked\nwait (1) seconds\nset [brightness v] effect to (0)\n\nwhen I receive [light v]\nset [brightness v] effect to (0)\n\nwhen I receive [dark v]\nset [brightness v] effect to (-75)\n\nset [pixelate v] effect to (30)\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (1) y: (-33)\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [you lose screen v]\nhide\n\nwhen flag clicked\nwait (1) seconds\nset [brightness v] effect to (0)\n\nwhen I receive [dark v]\nset [brightness v] effect to (-75)\n\nwhen I receive [light v]\nset [brightness v] effect to (0)\n\n@lose/win\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [you lose screen v]\nstop all sounds\ngo to [front v] layer\nshow\nwait (0.1) seconds\ngo to [front v] layer\nrepeat (10)\n play sound [Game Over - Friday Night Funkin' OST v] until done\nend\nstop [all v]\n\nwhen [timer v] > (10000000000)\nswitch costume to (costume2 v)\nshow\ngo to [front v] layer\nforever\n play sound [Game Over - Friday Night Funkin' OST v] until done\nend\n\nwhen I receive [die v]\nswitch costume to (costume2 v)\n\n@ BETTER EXPERIMENT\n\ndefine Yes! Make me a widescreen link!\ndelete all of [widescreen link v]\nask [Type the ID of the project \(the numbers in the link\) For Example: 617058940] and wait\nadd (join [https://turbowarp.org/] (join (answer) [?interpolate&clones=Infinity&offscreen&size=500x350])) to [widescreen link v]\nhide list [widescreen link v]\nadd [Press the greenflag to make this tab disapear] to [widescreen link v]\n\nYes! Make me a widescreen link!\n\nwhen flag clicked\nshow list [widescreen link v]\n\nwhen flag clicked\nforever\n set [fps multiplier v] to ((1) * ((30) / (FPS)))\nend\n\ngo to x: (36) y: (28)\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (pick random (25) to (45)) 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 [Clown Honk v]\n repeat (9)\n change y by (-3)\n end\n set language to (en v)::tts\n set voice to (tenor v)::tts\n speak [HEY LISTEN ]::tts\n wait (1) seconds\n speak [hearts & stars PLease]::tts\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 (4)\n end\n hide\nend\n\n@Shop\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [start v]\nset size to (100) %\ngo to [front v] layer\nswitch costume to (shop v)\ngo to x: (-203) y: (-145)\nshow\nset [clicked? v] to [No]\nforever\n if <(Clicked?) = [No]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (shop2 v)\n else\n switch costume to (shop v)\n end\n end\nend\n\nwhen this sprite clicked\nset [clicked? v] to [Yes]\nswitch costume to (shop3 v)\nbroadcast (Shop Clicked v)\nif <(Clicked?) = [Yes]> then\n go to x: (0) y: (0)\n set size to (600) %\nend\nswitch costume to (shop3 v)\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [close shop v]\nhide\nset size to (100) %\ngo to [front v] layer\nswitch costume to (shop v)\ngo to x: (-203) y: (-145)\nshow\nset [clicked? v] to [No]\nforever\n if <(Clicked?) = [No]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (shop2 v)\n else\n switch costume to (shop v)\n end\n end\nend\n\nwhen I receive [close special v]\nshow\n\nwhen I receive [special clicked v]\nhide\n\n@Coin1\n\nwhen flag clicked\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [close shop v]\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [shop clicked v]\ngo to [front v] layer\nswitch costume to (coin2 v)\nset size to (110) %\ngo to x: (-98) y: (37)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (coin2 v)\n wait (0.1) seconds\n else\n switch costume to (coin1 v)\n end\nend\n\nwhen this sprite clicked\nif <(Lifes) > [4]> then\n change [lifes v] by (-3)\n broadcast (sonic v)\nelse\n switch costume to (coin1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n end\nend\n\nforever\n \n switch costume to (coin1 v)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nchange [coins v] by (-100)\n\nplay sound [Mouse Click - Free Sound Effect v] until done\n\nswitch costume to (coin1 v)\n\n switch costume to (coin1 v)\nend\n\n@Close Shop \n\nwhen I receive [shop clicked v]\ngo to [front v] layer\nset size to (10) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Close Shop v)\n\n@Coin2\n\nwhen flag clicked\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [close shop v]\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [shop clicked v]\ngo to [front v] layer\nswitch costume to (coin2 v)\nset size to (110) %\ngo to x: (96) y: (38)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (coin2 v)\n wait (0.1) seconds\n else\n switch costume to (coin1 v)\n end\nend\n\nwhen this sprite clicked\nif <(Lifes) > [2]> then\n change [lifes v] by (-1)\n broadcast (Player v)\nelse\n switch costume to (coin1 v)\nend\n\nwhen [timer v] > (0)\nhide\n\nswitch costume to (coin2 v)\n\nif <touching (mouse-pointer v)?> then\n\n@Coin3\n\nwhen flag clicked\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [close shop v]\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [shop clicked v]\ngo to [front v] layer\nswitch costume to (coin2 v)\nset size to (110) %\ngo to x: (-100) y: (-100)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (coin2 v)\n wait (0.1) seconds\n else\n switch costume to (coin1 v)\n end\nend\n\nwhen this sprite clicked\nif <(username) = [huy004956]> then\n if <(Lifes) > [6]> then\n change [lifes v] by (-7)\n broadcast (dev v)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nswitch costume to (coin2 v)\n\nif <touching (mouse-pointer v)?> then\n\n@Player Death\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (120)) %\nset [x v] to (pick random (8) to (12))\nset [y v] to (pick random (-4) to (4))\ngo to (player v)\nrepeat until <<touching (flag v)?> or <<touching (spikes v)?> or <touching (level v)?>>>\n change x by (x)\n change y by (y)\n change [y v] by (-1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ngo to x: (deathx) y: (deathy)\n\n@Coin4\n\nwhen flag clicked\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [close shop v]\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [shop clicked v]\ngo to [front v] layer\nswitch costume to (coin2 v)\nset size to (110) %\ngo to x: (8) y: (38)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (coin2 v)\n wait (0.1) seconds\n else\n switch costume to (coin1 v)\n end\nend\n\nwhen this sprite clicked\nif <(Lifes) > [2]> then\n broadcast (??? v)\n change [lifes v] by (-3)\nelse\n switch costume to (coin1 v)\nend\n\nwhen [timer v] > (0)\nhide\n\n@Coin5\n\nwhen flag clicked\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [close shop v]\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [shop clicked v]\ngo to [front v] layer\nswitch costume to (coin2 v)\nset size to (110) %\ngo to x: (6) y: (-39)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (coin2 v)\n wait (0.1) seconds\n else\n switch costume to (coin1 v)\n end\nend\n\nwhen this sprite clicked\nif <(Lifes) > [2]> then\n broadcast (2.0 ending v)\n change [lifes v] by (-1)\nelse\n switch costume to (coin1 v)\nend\n\nwhen [timer v] > (0)\nhide\n\n@Coin6\n\nwhen flag clicked\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [close shop v]\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [shop clicked v]\ngo to [front v] layer\nswitch costume to (coin2 v)\nset size to (110) %\ngo to x: (-92) y: (-47)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (coin2 v)\n wait (0.1) seconds\n else\n switch costume to (coin1 v)\n end\nend\n\nwhen this sprite clicked\nplay sound [Mouse Click - Free Sound Effect v] until done\nif <(Lifes) > [3]> then\n broadcast (Girl v)\n change [lifes v] by (-2)\nelse\n switch costume to (coin1 v)\nend\n\nwhen [timer v] > (0)\nhide\n\n@Coin7\n\nwhen flag clicked\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [close shop v]\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [shop clicked v]\ngo to [front v] layer\nswitch costume to (coin2 v)\nset size to (110) %\ngo to x: (105) y: (-34)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (coin2 v)\n wait (0.1) seconds\n else\n switch costume to (coin1 v)\n end\nend\n\nwhen this sprite clicked\nplay sound [Mouse Click - Free Sound Effect v] until done\nif <(Lifes) > [3]> then\n broadcast (boy v)\n change [lifes v] by (-2)\nelse\n switch costume to (coin1 v)\nend\n\nwhen [timer v] > (0)\nhide\n\n@Coin8\n\nwhen flag clicked\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [close shop v]\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [shop clicked v]\ngo to [front v] layer\nswitch costume to (coin2 v)\nset size to (110) %\ngo to x: (17) y: (-129)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (coin2 v)\n wait (0.1) seconds\n else\n switch costume to (coin1 v)\n end\nend\n\nwhen this sprite clicked\nplay sound [Mouse Click - Free Sound Effect v] until done\nif <(Lifes) > [6]> then\n broadcast (santa! v)\n change [lifes v] by (-5)\nelse\n switch costume to (coin1 v)\nend\n\nwhen [timer v] > (0)\nhide\n\nif <touching (mouse-pointer v)?> then\n\n@Coin9\n\nwhen flag clicked\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [close shop v]\nswitch costume to (coin1 v)\nhide\n\nwhen I receive [shop clicked v]\ngo to [front v] layer\nswitch costume to (coin2 v)\nset size to (110) %\ngo to x: (107) y: (-117)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (coin2 v)\n wait (0.1) seconds\n else\n switch costume to (coin1 v)\n end\nend\n\nwhen this sprite clicked\nif <(Lifes) > [4]> then\n broadcast (EXE v)\n change [lifes v] by (-3)\nelse\n switch costume to (coin1 v)\nend\n\nwhen [timer v] > (0)\nhide\n\n@leaves\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n create clone of (_myself_ v)\n wait (pick random (0) to (0.25)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (pick random (20) to (70))\nswitch costume to (pick random (2) to (7))\ngo to x: (pick random (-240) to (-100)) y: (-150)\nrepeat until <touching (_edge_ v)?>\n change y by (pick random (3) to (10))\n change x by (pick random (5) to (10))\n turn right (5) degrees\nend\ndelete this clone\n\n@:(\n\nwhen I receive [i hate u v]\nforever\n show\nend\n\nwhen flag clicked\nhide\n\n@error tab\n\nwhen I start as a clone\ngo to (random position v)\n\nwhen I start as a clone\nstart sound [WINDOWS XP ERROR SOUND.wmv.mp3 v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [i hate u v]\nshow\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@Snowflakes\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-220) to (220)) y: (180)\nswitch costume to (pick random (1) to (8))\nset size to (50) %\nset [ghost v] effect to (25)\nset [x-vel v] to (pick random (-4) to (4))\nset [y-vel v] to (pick random (-3) to (-6))\nset [movement v] to (pick random (1) to (4))\nset [turn v] to (pick random (3) to (15))\nif <(snow flake size) = [1]> then\n repeat until <(y position) < [-175]>\n set size to (155) %\n set [x-vel v] to ((X-vel) * (0.45))\n change x by (X-vel)\n move (movement) steps\n turn left (turn) degrees\n change y by (Y-vel)\n end\nelse\n repeat until <(y position) < [-175]>\n set size to (5) %\n set [x-vel v] to ((X-vel) * (0.45))\n change x by (X-vel)\n move (movement) steps\n turn left (turn) degrees\n change y by (Y-vel)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n if <[0] < (x position)> then\n change x by (-470)\n else\n change x by (470)\n end\n end\nend\n\n@Intro\n\ndefine particles\nset [clone id v] to [6]\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(join (letter (1) of (clone id)) (letter (2) of (clone id))) = [sl]> then\n hide\n switch costume to (clone id)\n set size to (100) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n go to x: (0) y: (999)\n point in direction (90)\n go to [front v] layer\n show\n repeat (50)\n change [ghost v] effect by (-20)\n change y by (((4) - (y position)) / (6))\n end\nend\nif <(join (letter (1) of (clone id)) (letter (2) of (clone id))) = [le]> then\n hide\n switch costume to (clone id)\n set size to (100) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n go to x: (-999) y: (0)\n point in direction (90)\n go to [front v] layer\n show\n repeat (50)\n change [ghost v] effect by (-20)\n change x by (((4) - (x position)) / (6))\n end\nend\nif <(join (letter (1) of (clone id)) (letter (2) of (clone id))) = [up]> then\n hide\n switch costume to (clone id)\n set size to (100) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n go to x: (999) y: (0)\n point in direction (90)\n go to [front v] layer\n show\n repeat (50)\n change [ghost v] effect by (-10)\n change x by (((4) - (x position)) / (6))\n end\nend\nif <(join (letter (1) of (clone id)) (letter (2) of (clone id))) = [ L]> then\n show\n switch costume to (clone id)\n go to x: (0) y: (999)\n point in direction (20)\n set size to (100) %\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (30)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4.5))\n turn right (((90) - (direction)) / (4.5)) degrees\n end\n go to x: (0) y: (0)\n point in direction (90)\nend\n\nwhen I start as a clone\nif <(clone id) = [1]> then\n wait (3.5) seconds\n go to [front v] layer\n switch costume to (zoom dot v)\n point in direction (135)\n go to x: (0) y: (-999)\n point in direction (45)\n set [z v] to [0.5]\n set size to (0) %\n set [ghost v] effect to (0)\n show\n repeat (26)\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (5))\n change y by (z)\n change [z v] by (0.5)\n set x to (([sin v] of (y position) ) * (100))\n end\n go to x: (0) y: (0)\n repeat (26)\n switch costume to (blank v)\n change size by (((2056) - (size)) / (5))\n switch costume to (real dot v)\n end\n wait (2) seconds\n show\n broadcast (Start game v)\n repeat (10)\n show\n end\n repeat (20)\n show\n change size by (((2056) - (size)) / (-5))\n change [ghost v] effect by (10)\n switch costume to (real dot v)\n end\n delete this clone\nend\nif <(clone id) = [2]> then\n wait (3.49) seconds\n go to [front v] layer\n hide\n switch costume to (zoom dot v)\n point in direction (135)\n go to x: (0) y: (999)\n point in direction (45)\n set [z v] to [0.5]\n set size to (0) %\n set [ghost v] effect to (0)\n show\n repeat (26)\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (5))\n change y by (z)\n change [z v] by (-0.6)\n set x to (([sin v] of (y position) ) * (100))\n end\n go to x: (0) y: (0)\nend\nif <(clone id) = [3]> then\n wait (0.1) seconds\n go to [front v] layer\n hide\n switch costume to (blank v)\n point in direction (135)\n go to x: (0) y: (0)\n point in direction (45)\n set [z v] to [0.5]\n set size to (0) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n switch costume to (square v)\n show\n repeat (26)\n switch costume to (blank v)\n change [ghost v] effect by (-25)\n change size by (((2056) - (size)) / (5))\n switch costume to (square v)\n end\nend\nif <(clone id) = [4]> then\n wait (0.5) seconds\n go to [front v] layer\n hide\n switch costume to (blank v)\n point in direction (135)\n point in direction (45)\n set [z v] to [0.5]\n set size to (0) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n switch costume to (1 v)\n go to x: (0) y: (-999)\n show\n repeat (26)\n switch costume to (blank v)\n change [ghost v] effect by (-10)\n change size by (((5000) - (size)) / (15))\n switch costume to (1 v)\n end\nend\nif <(clone id) = [5]> then\n wait (1.75) seconds\n go to [front v] layer\n hide\n switch costume to (logo v)\n point in direction (-30)\n set [z v] to [0.5]\n set size to (0) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n switch costume to (logo v)\n go to x: (0) y: (0)\n show\n repeat (26)\n turn right (((90) - (direction)) / (3)) degrees\n switch costume to (blank v)\n change [ghost v] effect by (-33)\n change size by (((150) - (size)) / (3))\n switch costume to (logo v)\n end\n wait (2) seconds\n repeat (10)\n show\n end\n repeat (15)\n show\n change [ghost v] effect by (10)\n change size by (-10)\n end\nend\nif <(clone id) = [6]> then\n hide\n switch costume to (1 v)\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (pick random (0) to (50))\n change [brightness v] effect by (pick random (-50) to (50))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10) to (20))\n set [y v] to (pick random (2) to (7))\n go to [front v] layer\n show\n repeat until <(y position) < [-170]>\n move (x) steps\n change y by (y)\n set [x v] to ((x) * (.95))\n set [y v] to [-5]\n end\n delete this clone\nend\n\nwhen I receive [start game v]\nhide\nwait (1) seconds\nhide\nwait (2) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\nhide\n\nwhen I receive [no loading v]\nstart sound [Marshmello & Ookay - Chasing Colors \(ft. Noah Cyrus\) - \[Official Music Video\].mp2 v]\nset [clone id v] to [0]\nrepeat (2)\n set size to (100) %\n go to x: (0) y: (0)\n change [clone id v] by (1)\n wait () seconds\n create clone of (_myself_ v)\nend\nset [clone id v] to [slide 0]\nhide\nrepeat (3)\n wait (0.05) seconds\n set [clone id v] to (join [slide ] ((letter (7) of (clone id)) + (1)))\n create clone of (_myself_ v)\nend\nwait (0.1) seconds\nset [clone id v] to [left 0]\nrepeat (6)\n wait () seconds\n set [clone id v] to (join [left ] ((letter (6) of (clone id)) + (1)))\n create clone of (_myself_ v)\nend\nwait (0.1) seconds\nset [clone id v] to [up 0]\nrepeat (3)\n wait (0.1) seconds\n set [clone id v] to (join [up ] ((letter (4) of (clone id)) + (1)))\n create clone of (_myself_ v)\nend\nwait () seconds\nset [clone id v] to [ Letter 0]\nrepeat (9)\n wait () seconds\n set [clone id v] to (join [ Letter ] ((letter (9) of (clone id)) + (1)))\n create clone of (_myself_ v)\nend\nset [clone id v] to [ Letter 10]\ncreate clone of (_myself_ v)\nrepeat (7)\n wait () seconds\n set [clone id v] to (join [ Letter 1] ((letter (10) of (clone id)) + (1)))\n create clone of (_myself_ v)\nend\nwait () seconds\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\nwait () seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nwait () seconds\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nwait (1.75) seconds\nparticles\n\nwhen flag clicked\nhide\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 (pick random (25) to (45)) 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@Sprite11\n\nwhen [m v] key pressed\nset volume to (50) %\nnext costume\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nelse\n if <(costume [number v]) = [1]> then\n set volume to (75) %\n end\nend\n\nforever\n play sound [Bruh v] until done\nend\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nset volume to (75) %\nhide\nforever\n play sound (pick random (1) to (8)) until done\nend\n\nforever\n play sound [recording1 v] until done\nend\n\n@back\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\ngo to (random position v)\npoint in direction (pick random (0) to (359))\nrepeat (20)\n move (3) steps\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n next costume\n if <(LEVEL) = [83]> then\n create clone of (_myself_ v)\n else\n create clone of (_myself_ v)\n wait (pick random (0.1) to (1.25)) seconds\n end\nend\n\n@Shop2\n\nwhen I receive [start game v]\nset size to (100) %\ngo to [front v] layer\nswitch costume to (shop v)\ngo to x: (-203) y: (-145)\nshow\nset [clicked? v] to [No]\nforever\n if <(Clicked?) = [No]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (shop2 v)\n else\n switch costume to (shop v)\n end\n end\nend\n\nwhen this sprite clicked\nset [clicked? v] to [Yes]\nswitch costume to (shop3 v)\nbroadcast (Shop Clicked v)\nif <(Clicked?) = [Yes]> then\n go to x: (0) y: (0)\n set size to (600) %\nend\nswitch costume to (shop3 v)\n\nwhen I receive [close shop v]\nhide\nset size to (100) %\ngo to [front v] layer\nswitch costume to (shop v)\ngo to x: (-203) y: (-145)\nshow\nset [clicked? v] to [No]\nforever\n if <(Clicked?) = [No]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (shop2 v)\n else\n switch costume to (shop v)\n end\n end\nend\n\nwhen I receive [close special v]\nshow\n\nwhen I receive [special clicked v]\nhide\n\nwhen flag clicked\nhide\n\n@Button3\n\nwhen this sprite clicked\nhide\nbroadcast (DIE v)\n\nwhen I receive [start game v]\nshow\ngo to [back v] layer\ngo to x: (171) y: (-155)\nwait (1) seconds\nforever\n go to [front v] layer\n wait (1) seconds\nend\n\nwhen I receive [:3 v]\nhide\n\n@Button2\n\nwhen this sprite clicked\nhide\nbroadcast (:3 v)\n\nwhen I receive [start game v]\nshow\ngo to [back v] layer\ngo to x: (171) y: (-155)\nwait (1) seconds\nforever\n go to [front v] layer\n wait (1) seconds\nend\n\nwhen I receive [die v]\nhide\n\n@BOB :)))\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nwait (3) seconds\nplay sound [one-eternity-later v] until done\nset [lifes v] to [50]\nwait (1) seconds\ngo to [front v] layer\nforever\n start sound [Eyes v]\n show\n repeat (10)\n go to x: (pick random (1) to (25)) y: (pick random (1) to (25))\n end\n hide\n wait (pick random (4) to (5)) seconds\nend\n\n@CHAT\n\nwhen flag clicked\nshow\ngo to x: (-198) y: (137)\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (I'll keel you v)\n end\nend\n\nwhen this sprite clicked\n\nwhen I receive [hidey ally v]\nhide\nwait (1) seconds\n\nwhen I receive [next level v]\nswitch costume to (chat2 v)\nwait (3) seconds\nnext costume\n\n@exe\n\nwhen I receive [die v]\nwait (25) seconds\ngo to [front v] layer\nforever\n start sound [Bom v]\n show\n repeat (5)\n go to x: (pick random (1) to (25)) y: (pick random (1) to (25))\n end\n hide\n wait (pick random (10) to (30)) seconds\nend\n\nwhen flag clicked\nhide\n\n@lag\n\nwhen flag clicked\nhide\nforever\n if <<(current [hour v]) = [24]> and <<(current [minute v]) = [0]> and <(current [second v]) = [0]>>> then\n show\n repeat (pick random (10) to (13))\n go to [front v] layer\n end\n wait (1) seconds\n broadcast (lag v)\n stop [all v]\n end\n if <<(current [hour v]) = [12]> and <<(current [minute v]) = [0]> and <(current [second v]) = [0]>>> then\n show\n repeat (pick random (10) to (12))\n go to [front v] layer\n end\n wait (1) seconds\n broadcast (lag v)\n stop [all v]\n end\n if <(lag meter) = [10]> then\n show\n repeat (pick random (10) to (12))\n go to [front v] layer\n end\n wait (1) seconds\n broadcast (lag v)\n stop [all v]\n end\nend\n\nstop [other scripts in sprite v]\n\nstop [all v]\n\nwhen flag clicked\nforever\n set [lag meter v] to (pick random (10) to (12345))\n wait (pick random (1) to (3)) seconds\nend\n\n@Cloud\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nswitch costume to (big v)\nset x to (280)\nforever\n switch costume to (big v)\n create clone of (_myself_ v)\n wait (pick random (1) to (5)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nset [costume v] to (costume [number v])\nset [ghost v] effect to (pick random (30) to (70))\nset y to (pick random (80) to (180))\nset [sx v] to (pick random (3.) to (5.))\nrepeat ((600) / (sx))\n go to [back v] layer\n switch costume to (big v)\n change x by ((-1) * (sx))\n switch costume to (costume)\nend\ndelete this clone\n\n@???\n\n@???2\n\n\n\nfor each [i v] in (10)\n\nswitch backdrop to (backdrop1 v) and wait\n\n@SUSSY BAKA\n\n@load\n\nwhen flag clicked\ngo to x: (0) y: (10)\nshow\nset size to (152) %\nswitch costume to (gif v)\nrepeat (56)\n go to [front v] layer\n wait (0.11) seconds\n next costume\nend\nbroadcast (no loading v)\nreset timer\nhide\n\n@???????\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n next costume\nend\n\nplay sound [y2mate v] until done\n\nwhen flag clicked\nforever\nend\n\n
YOOOOO 1 year game letz goooo\nA platformer game!! mobile freindly and else you can play every where! even playing on the toilet is a gut idea! How to use:\n You are black & white rock, arrow keys and WAD to move and avoid the spikes, there are some skins too, to buy a skin, u have tu say gutbye to ur lives ,u have 125 lives to 200 (it will be radom lifes), too noisy? press m to mute or unmute . hard? press space to skip. and of course touching the flag will lead u to the next stage so GL :)\nLINK FOR BETTER EXPERIMENT:\nhttps://turbowarp.org/617058940?size=500x350\nhttps://forkphorus.github.io/#617058940\ndo u feel easy? then play this:\nhttps://scratch.mit.edu/projects/617179381/\nCustom platformer P2\nhttps://scratch.mit.edu/projects/802449791/\nalso here is my friends project it's very cool!\nhere iz mY friends link\nhttps://scratch.mit.edu/projects/617739979/\nhttps://scratch.mit.edu/projects/617240192/\n
Cat platformer (Multiplayer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nif <<(username) = [-d0nnie-]> or <(username) = [--donnie--]>> then\n set [reload v] to [26]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <not <(reload) = (☁ ONLINE)>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-180]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (5)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (50) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((10) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [x v] to [0]\nset [y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nif <(?Val) < (¬frame)> then\n set [_i v] to ((¬frame) - (?Val))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) = []> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (?Val)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [200]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n
=====================================\nTHIS GAME IS STILL UNDER DEVELOPMENT\n=====================================\nHey Fellow Scratchers, I've been re-working the MMO platformer test project to see what new features I could add. This is a work in progress level, not yet complete so it may feel a little abrupt. Still, I need to test how it is working so far! So here goes :D - Jump on board and see how many players we get on this thing before it breaks lol.\n\nRun the course - collect the flags, and then make it back to the beginning to collect the final flag to get your time.\n\n*** CONTROLS ***\n* Use arrow keys or WASD to control the player\n* Z is alternative crouch, SPACE alternative jump\n* Press 'N' to show all players names\n* Hold E or R to open Emoji panels\n* Complete the speed run and back to the start will report your time and reward you with a parachute - use space to use it :)\n* Mouse over a player to see their individual name\n* Q + R to reset level for speed runs\n\n*** SPECIAL MOVES ***\nHigh Jump - Hold down then Up\nLong Jump - Run then quickly press Down, then Up\nSlide - On a slope press Down and Left or Right\nWall Jump - Jump against a wall, then press Up again\n\nCredits:\nEmoji - Openmoji\nMusic - Twenty Six 0 Eight by Tripledigit
SLIME - Simple Platformer remix
@Stage\n\n@SLIME\n\ndefine movement\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nset [~xinput v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nchange [~xspeed v] by ((~xInput) * (2))\nset [~xspeed v] to ((~xSpeed) * (0.8))\nchange [~yspeed v] by (-2)\nchange y by (~ySpeed)\nif <(~ySpeed) < [0]> then\n repeat until <not <touching (ground v)?>>\n change y by (1)\n set [~yspeed v] to [0]\n set [~canjump v] to [true]\n end\nelse\n repeat until <not <touching (ground v)?>>\n change y by (-1)\n set [~yspeed v] to [0]\n set [~canjump v] to [false]\n end\nend\nchange x by (~xSpeed)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(~canJump) = [true]>> then\n set [~yspeed v] to [18]\n set [~canjump v] to [false]\nend\nset [~slope v] to [0]\nrepeat until <<(~slope) = [8]> or <not <touching (ground v)?>>>\n change [~slope v] by (1)\n change y by (1)\nend\nif <(~slope) = [8]> then\n change x by ((~xSpeed) * (-1))\n change y by ((~slope) * (-1))\n set [~xspeed v] to [0]\nend\n\ndefine costume\nset rotation style [left-right v]\nif <not <(~xInput) = [0]>> then\n point in direction ((~xInput) * (90))\nend\nif <(~ySpeed) > [0]> then\n switch costume to (jump v)\nelse\n if <(~ySpeed) < [-5]> then\n switch costume to (fall v)\n else\n switch costume to (walk v)\n end\nend\n\nwhen I receive [nextnevel v]\nset [~xspeed v] to [0]\nset [~yspeed v] to [0]\nset x to (-200)\npoint in direction (90)\ngo to [front v] layer\n\nwhen I receive [start v]\nset size to (50) %\nset [ghost v] effect to (0)\nset x to (-200)\nshow\nset [.level v] to [1]\nbroadcast (nextNevel v)\nforever\n movement\n costume\n if <(x position) > [240]> then\n change [.level v] by (1)\n broadcast (nextNevel v) and wait\n end\nend\n\nwhen I receive [start v]\nset [level on v] to (.level)\nforever\n if <touching (danger v)?> then\n broadcast (LOSE LIFE v)\n wait until <not <touching (danger v)?>>\n end\nend\n\nwhen I receive [lose life v]\nstart sound [Squeaky Toy v]\nrepeat (50)\n change [ghost v] effect by (5)\nend\nbroadcast (GAME OVER v)\n\nwhen [space v] key pressed\nchange [color v] effect by (25)\n\nwhen I receive [start v]\nforever\n play sound [Tuca Donka v] until done\nend\n\nwhen I receive [game over v]\nstop all sounds\n\n@ground\n\nwhen I receive [nextnevel v]\nswitch costume to (.level)\n\nwhen [space v] key pressed\nchange [color v] effect by (25)\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n@SPALSH SCREEN\n\nwhen flag clicked\nshow\ngo to [front v] layer\nstart sound [Fluxxwave \(Slowed + Reverb\) v]\n\nwhen I receive [start v]\nstop all sounds\nhide\n\n@BUTTON\n\nwhen flag clicked\ngo to x: (-137) y: (-125)\nshow\nset [speed v] to [0]\nset size to (0) %\nforever\n go [forward v] (1) layers\n point in direction ((([sin v] of ((SPEED) * (1)) ) * (10)) + (90))\n change [speed v] by (6)\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (7))\n else\n change size by (((100) - (size)) / (7.1))\n end\nend\n\nwhen this sprite clicked\nbroadcast (START v)\nset [.level v] to (LEVEL ON)\nhide\n\nwhen I receive [game over v]\nshow\n\n@DANGER\n\nwhen I receive [nextnevel v]\nswitch costume to (.level)\n\n@GAME OVER\n\nwhen I receive [game over v]\nshow\n\nwhen I receive [start v]\nhide\nstop all sounds\n\nwhen [space v] key pressed\nchange [color v] effect by (25)\n\n
✦ Thanks for checking SLIME- A simple platformer where you move around. Wow.\n=========================================\nDIRECTIONS:\n⋆ A OR</> OR D to move\nUP OR W ARROW to jump\n=========================================\nSpace to change colour
Kitchen 2 <a platformer>
@Stage\n\n@player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nSetup\n\nwhen I receive [you lose v]\nstop [other scripts in sprite v]\nset [lose? v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-230) y: (-50)\nshow\nbroadcast (Game Loop v)\nset [lose? v] to [0]\n\ndefine Check touching solid\nif <<<<touching (ground v)?> or <touching (handle v)?>> or <touching (handle2 v)?>> or <<touching (toaster1 v)?> or <<touching (toaster2 v)?> or <<touching (toaster3 v)?> or <touching (toaster4 v)?>>>>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [next level v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-190) y: (0)\n\ndefine Left Right collision and wall jump\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 (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 <<<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\nend\n\ndefine Left Right cotrols\nif <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\n\ndefine Up controls and collisions\nchange y by (-1)\nCheck touching solid\nif <(touching) > [0]> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [Jump v]\n set [y v] to [15]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (Y)\nCheck touching solid\nif <(touching) > [0]> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\n\ndefine Check - Death / Win\nif <(x position) > [230]> then\n change [level v] by (1)\n broadcast (next level v)\nend\nif <(y position) < [-170]> then\n start sound [Oops v]\n broadcast (You Lose v)\nend\n\ndefine Setup\nset [level v] to [1]\nshow\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nswitch costume to (egg-a v)\npoint in direction (90)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\nset [lose? v] to [0]\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nclear graphic effects\nforever\n Left Right cotrols\n Left Right collision and wall jump\n Up controls and collisions\n Check - Death / Win\nend\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (64)\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 change [distance v] by (1)\n turn left (180) degrees\nend\n\nwhen I receive [fix collision v]\nFix Collision in Direction [0]\n\nwhen flag clicked\n\nwhen I receive [you lose v]\nbroadcast (Fix collision v)\n\nwhen I receive [next level v]\nbroadcast (Fix collision v)\n\nbroadcast (Fix collision v)\n\nwhen I receive [game loop v]\nforever\n Check touching solid\n if <(touching) > [0]> then\n broadcast (Fix collision v)\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\n\n@Dnager\n\nwhen I receive [next level v]\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n hide\nend\nif <(Level) = [3]> then\n show\n switch costume to (costume7 v)\nend\nif <(Level) = [4]> then\n show\n switch costume to (costume4 v)\nend\nif <(Level) = [5]> then\n show\n switch costume to (costume2 v)\nend\nif <(Level) = [6]> then\n show\n switch costume to (costume3 v)\nend\nif <(Level) = [7]> then\n hide\nend\nif <(Level) = [9]> then\n show\n switch costume to (costume5 v)\nend\nif <(Level) = [10]> then\n show\n switch costume to (costume6 v)\nend\nif <(Level) = [11]> then\n show\n switch costume to (costume8 v)\n go to [front v] layer\nend\n\nforever\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(Lose?) = [0]> then\n broadcast (You Lose v)\n end\n end\nend\n\nwhen flag clicked\n\nif <(Level) = [5]> then\nif <(Level) = [8]> then\n show\n switch costume to (costume2 v)\nend\nif <(Level) = [9]> then\n show\n switch costume to (costume3 v)\nend\n\nforever\n\ngo to x: (36) y: (28)\n\nif <(Level) = [10]> then\n hide\nend\n\n@Knife1\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nif <(Level) = [2]> then\n switch costume to (costume2 v)\n point in direction (90)\n set size to (100) %\n go to x: (-130) y: (73)\n create clone of (_myself_ v)\n stop [this script v]\nend\n\nwhen I start as a clone\nshow\nset [y v] to (y position)\nset [speed y v] to [-1]\nforever\n Chomp\nend\n\nif <<(Level) = [2]> or <(Level) = [7]>> then\nend\n\nMove Vertical\n\nFix\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\ndefine Fix\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(Lose?) = [0]> then\n broadcast (You Lose v)\n end\n end\nend\n\ndefine Move Vertical\n\nrepeat ([abs v] of () )\nend\n\nstop [this script v]\n\nwhen I start as a clone\nforever\n if <(Level) = [3]> then\n delete this clone\n end\nend\n\nstop [other scripts in sprite v]\n\nshow\npoint in direction (0)\nset size to (80) %\n\nshow\n\nset [touching v] to [0]\n\nset [level v] to [3]\n\nchange x by (10)\n\nif <touching (player v)?> then\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume1 v)\n\nbroadcast (Fix collision v)\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nif <(Level) = [7]> then\n switch costume to (costume2 v)\n point in direction (90)\n set size to (100) %\n go to x: (-175) y: (73)\n create clone of (_myself_ v)\n go to x: (120) y: (73)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [8]> then\n delete this clone\n end\nend\n\ngo to x: (100) y: (85)\ncreate clone of (_myself_ v)\n\nsay [Hello!] for (2) seconds\n\ndefine Chomp\nrepeat until <(Touching) > [0]>\n change [speed y v] by (-3)\n change y by (speed y)\n if <touching (ground v)?> then\n Fix\n set [touching v] to [1]\n end\nend\nset [touching v] to [0]\nstart sound [Crunch v]\nwait (1) seconds\nrepeat until <(y position) > (y)>\n change y by (4)\nend\nwait (2) seconds\nset [speed y v] to [0]\n\n@toaster1\n\nwhen flag clicked\nset [toaster # v] to []\nhide\n\nwait (1) seconds\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n stop [other scripts in sprite v]\n show\n go to x: (170) y: (-70)\n show\n switch costume to (no v)\n repeat until <(Level) = [3]>\n set [toaster # v] to [1]\n create clone of (toast v)\n wait (2.5) seconds\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n stop [other scripts in sprite v]\n go to x: (-121) y: (-67)\n show\n switch costume to (no v)\n repeat until <(Level) = [6]>\n set [toaster # v] to [1]\n create clone of (toast v)\n wait (2) seconds\n end\nend\n\nwait (1) seconds\n\nforever\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n stop [other scripts in sprite v]\n go to x: (-99) y: (-68)\n show\n switch costume to (no v)\n repeat until <(Level) = [9]>\n set [toaster # v] to [1]\n create clone of (toast v)\n wait (2.5) seconds\n end\nend\nhide\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n stop [other scripts in sprite v]\n go to x: (28) y: (-66)\n show\n switch costume to (no v)\n repeat until <(Level) = [8]>\n set [toaster # v] to [1]\n create clone of (toast v)\n wait (2.5) seconds\n end\nend\n\n@toaster2\n\nwhen flag clicked\nswitch costume to (no v)\nhide\n\nforever\n create clone of (toast v)\n set [toaster # v] to [2]\n wait (2) seconds\nend\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n show\n go to x: (167) y: (-65)\n switch costume to (no v)\n wait (1) seconds\n repeat until <(Level) = [6]>\n set [toaster # v] to [2]\n create clone of (toast v)\n wait (2) seconds\n end\n stop [this script v]\nend\n\nforever\n\nstop [this script v]\n\ngo to x: (166) y: (-64)\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n stop [other scripts in sprite v]\n show\n go to x: (3) y: (-68)\n switch costume to (no v)\n wait (1) seconds\n repeat until <(Level) = [9]>\n set [toaster # v] to [2]\n create clone of (toast v)\n wait (2.5) seconds\n end\n hide\n stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n stop [other scripts in sprite v]\n hide\n stop [this script v]\nend\n\nforever\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n hide\n stop [other scripts in sprite v]\nend\n\nforever\n\nshow\ngo to x: (150) y: (-64)\nswitch costume to (no v)\nwait (1) seconds\nrepeat until <(Level) = [11]>\n set [toaster # v] to [2]\n create clone of (toast v)\n wait (2) seconds\nend\n\nstop [this script v]\n\n@toaster3\n\nwhen flag clicked\nswitch costume to (no v)\nhide\n\nforever\n create clone of (toast v)\n set [toaster # v] to [2]\n wait (2) seconds\nend\n\nwhen I receive [next level v]\n\nforever\n\nstop [this script v]\n\ngo to x: (166) y: (-64)\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n stop [other scripts in sprite v]\n show\n go to x: (100) y: (-67)\n switch costume to (no v)\n wait (2) seconds\n repeat until <(Level) = [9]>\n set [toaster # v] to [3]\n create clone of (toast v)\n wait (2.5) seconds\n end\n hide\n stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n hide\nend\n\nforever\n\nshow\ngo to x: (150) y: (-64)\nswitch costume to (no v)\nwait (1) seconds\nrepeat until <(Level) = [11]>\n set [toaster # v] to [2]\n create clone of (toast v)\n wait (2) seconds\nend\n\nstop [this script v]\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n stop [other scripts in sprite v]\n hide\n stop [this script v]\nend\n\n@toaster4\n\nwhen flag clicked\nswitch costume to (no v)\nhide\n\nforever\n create clone of (toast v)\n set [toaster # v] to [2]\n wait (2) seconds\nend\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n show\n go to x: (194) y: (-68)\n switch costume to (no v)\n wait (3) seconds\n repeat until <(Level) = [9]>\n set [toaster # v] to [4]\n create clone of (toast v)\n wait (2.5) seconds\n end\n stop [this script v]\nend\n\nforever\n\nstop [this script v]\n\ngo to x: (166) y: (-64)\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n hide\n stop [other scripts in sprite v]\nend\n\nforever\n\nshow\ngo to x: (150) y: (-64)\nswitch costume to (no v)\nwait (1) seconds\nrepeat until <(Level) = [11]>\n set [toaster # v] to [2]\n create clone of (toast v)\n wait (2) seconds\nend\n\nstop [this script v]\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n hide\n stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n hide\n stop [other scripts in sprite v]\nend\n\n@toast\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nif <(toaster #) = [1]> then\n go to (toaster1 v)\nelse\n if <(toaster #) = [2]> then\n go to (toaster2 v)\n else\n if <(toaster #) = [3]> then\n go to (toaster3 v)\n else\n go to (toaster4 v)\n end\n end\nend\nset [toaster # v] to []\nchange y by (2)\nset [sy v] to [20]\nforever\n turn right (15) degrees\nend\n\nwhen I start as a clone\nrepeat until <touching (ground v)?>\n change [sy v] by (-1)\n change y by (sy)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(Lose?) = [0]> then\n broadcast (You Lose v)\n end\n end\nend\n\nwhen I receive [next level v]\nhide\ndelete this clone\n\n@Handle\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nif <(Level) = [2]> then\n switch costume to (costume2 v)\n point in direction (90)\n set size to (100) %\n go to x: (-130) y: (73)\n create clone of (_myself_ v)\n stop [this script v]\nend\n\nwhen I start as a clone\nshow\nset [y v] to (y position)\nset [speed y v] to [-1]\nif <<(Level) = [2]> or <(Level) = [7]>> then\n forever\n Chomp\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Fix\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [costume v] to (costume [number v])\n switch costume to (costume2 v)\n if <touching (player v)?> then\n broadcast (Fix collision v)\n end\n switch costume to (costume)\n end\nend\n\nbroadcast (You Lose v)\n\ndefine Move Vertical\nchange y by (speed y)\nswitch costume to (costume3 v)\nif <touching (ground v)?> then\n Fix\n set [touching v] to [1]\nend\nswitch costume to (costume2 v)\n\nrepeat ([abs v] of (speed y) )\n change y by (-1)\nend\nif <touching (ground v)?> then\n set [touching v] to [1]\n switch costume to (costume2 v)\n stop [this script v]\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [3]> then\n delete this clone\n end\nend\n\nstop [other scripts in sprite v]\n\nshow\npoint in direction (0)\nset size to (80) %\n\nshow\n\nset [touching v] to [0]\n\nset [level v] to [3]\n\nchange x by (10)\n\nif <touching (player v)?> then\n\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nforever\n if <(Level) = [8]> then\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nif <(Level) = [7]> then\n switch costume to (costume2 v)\n point in direction (90)\n set size to (100) %\n go to x: (-175) y: (73)\n create clone of (_myself_ v)\n go to x: (120) y: (73)\n create clone of (_myself_ v)\nend\n\ngo to (knife1 v)\n\ndefine Chomp\nrepeat until <(Touching) > [0]>\n change [speed y v] by (-3)\n Move Vertical\nend\nset [touching v] to [0]\nFix\nwait (1) seconds\nrepeat until <(y position) > (y)>\n change y by (4)\nend\nwait (2) seconds\nset [speed y v] to [0]\n\nrepeat until <(Touching) > [0]>\n change [speed y v] by (-3)\n change y by (speed y)\n if <touching (ground v)?> then\n Fix\n set [touching v] to [1]\n end\nend\nset [touching v] to [0]\nstart sound [Crunch v]\nwait (1) seconds\nrepeat until <(y position) > (y)>\n change y by (4)\nend\nwait (2) seconds\nset [speed y v] to [0]\n\n@words\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\ngo to x: (36) y: (28)\n\nforever\n\ngo [forward v] (2) layers\n\n@Pic\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Empty\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n show\n forever\n if <touching (player v)?> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n else\n repeat (4)\n change [ghost v] effect by (-25)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) = [11]> then\n hide\nend\n\n
WASD keys or arrow keys to move.\nFloor, drawers, and toaster are solid.\nAvoid forks, knifes, toast and stove.\nYou can stand on the handle of the knife.\nAll levels are possible.\n75 loves for part 3\nPart 1: https://scratch.mit.edu/projects/598686504/\nFollow me at my profile @Tao196\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHI. If you see this, and you think the background is too boring, you can suggest me in the comments!
Desert// a platformer game
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (40)\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-12]\n else\n set [x vel v] to [12]\n end\n set [y vel v] to [12]\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y vel)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y vel) ) / (Y vel)) * (-1))\n end\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen flag clicked\n\nwhen I receive [end v]\ngo to x: (-198) y: (-10)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [hurt v]\ngo to x: (-198) y: (-10)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-198) y: (-10)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <<(y position) < [-150]> or <touching (danger v)?>> then\n go to x: (-198) y: (-10)\n end\n if <touching ( trampoline v)?> then\n set [y vel v] to [20]\n broadcast (TRAMPOLINE v)\n end\n if <touching (end v)?> then\n broadcast (end v)\n end\nend\n\n@level\n\nwhen flag clicked\nshow\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\nforever\n play sound [Nope v] until done\nend\n\nwhen I receive [end v]\nnext costume\n\n@end\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@danger\n\nwhen flag clicked\nswitch costume to (traje 1 v)\nshow\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@ trampoline\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\n
See this: https://scratch.mit.edu/projects/624620848/\nHi!!!!!!!\nWelcome to another platform game!! Desert!!!!\n---Instructions---\n- Avoid the spikes and lava.\n- You can wall jumping\nLike and fave!!!\n---Credits---\n- @amazingQ for some codes\n-Music by @amazingQ\n- All art by me\nALL LEVELS ARE POSSIBLE!!!\n\n\nI hope you like it!!!!
Space Platformer - Mobile friendly #all #games
@Stage\n\nwhen flag clicked\nwait (0) seconds\nforever\n set volume to (65) %\n play sound [Vexento - Across The Ocean.mp3 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 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\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\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@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\n@ThumbNail\n\nwhen flag clicked\ngo to x: (1) y: (4)\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (100)\n\n
Welcome to Space Platformer!! \n50 FAVORITES AND STARS FOR PART 2!!!\nMOBILE FRIENDLY! \nEnjoy!\n-How to Play-\nWasd, Arrow keys, also mobile friendly\ns/down arrow to crouch\nAvoid Spikes\n\n\n\n
Platformer Test Demo
@Stage\n\n@Rin\n\nwhen flag clicked\nset [gravity v] to [-5]\nforever\n if <key (left arrow v) pressed?> then\n set [x velocity v] to [-8]\n point in direction (-90)\n else\n if <key (right arrow v) pressed?> then\n point in direction (90)\n set [x velocity v] to [8]\n else\n set [x velocity v] to [0]\n end\n end\n if <not <touching (ground v)?>> then\n change y by (Gravity)\n end\n change x by (X Velocity)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <not <key (any v) pressed?>> then\n set [state v] to [idle]\n else\n if <key (right arrow v) pressed?> then\n set [state v] to [run]\n end\n end\n if <not <key (any v) pressed?>> then\n set [state v] to [idle]\n else\n if <key (left arrow v) pressed?> then\n set [state v] to [run]\n end\n end\n if <not <key (any v) pressed?>> then\n set [state v] to [idle]\n else\n if <key (z v) pressed?> then\n set [state v] to [jump]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n repeat (10)\n set [state v] to [jump]\n change y by (15)\n end\n repeat until <touching (ground v)?>\n set [state v] to [fall]\n change y by (-5)\n end\n end\n wait until <not <(State) = [jump]>>\nend\n\nwhen flag clicked\nforever\n if <key (x v) pressed?> then\n repeat (10)\n move (10) steps\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(State) = [idle]> then\n if <(costume [number v]) > [1]> then\n switch costume to (idle01 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(State) = [run]> then\n if <<(costume [number v]) < [2]> or <(costume [number v]) > [5]>> then\n switch costume to (run01 v)\n else\n next costume\n wait (0.2) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(State) = [jump]> then\n switch costume to (jump01 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n change y by (5)\n end\nend\n\nwhen flag clicked\nforever\n if <(State) = [fall]> then\n switch costume to (fall01 v)\n wait until <<(State) = [idle]> or <(State) = [run]>>\n end\nend\n\nwhen [z v] key pressed\nstart sound [Jump 2 v]\nwait until <not <key (z v) pressed?>>\n\n@Ground\n\n@Rin2\n\nwhen flag clicked\nset [gravity v] to [-5]\nforever\n if <key (left arrow v) pressed?> then\n set [x velocity v] to [-8]\n point in direction (-90)\n else\n if <key (right arrow v) pressed?> then\n point in direction (90)\n set [x velocity v] to [8]\n else\n set [x velocity v] to [0]\n end\n end\n if <not <touching (ground v)?>> then\n change y by (Gravity)\n end\n change x by (X Velocity)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <not <key (any v) pressed?>> then\n set [state v] to [idle]\n else\n if <key (right arrow v) pressed?> then\n set [state v] to [run]\n end\n end\n if <not <key (any v) pressed?>> then\n set [state v] to [idle]\n else\n if <key (left arrow v) pressed?> then\n set [state v] to [run]\n end\n end\n if <not <key (any v) pressed?>> then\n set [state v] to [idle]\n else\n if <key (z v) pressed?> then\n set [state v] to [jump]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n repeat (10)\n set [state v] to [jump]\n change y by (15)\n end\n repeat until <touching (ground v)?>\n set [state v] to [fall]\n change y by (-5)\n end\n end\n wait until <not <(State) = [jump]>>\nend\n\nwhen flag clicked\nforever\n if <key (x v) pressed?> then\n repeat (10)\n move (10) steps\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(State) = [idle]> then\n if <(costume [number v]) > [5]> then\n switch costume to (idle01 v)\n else\n next costume\n wait (0.1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(State) = [run]> then\n if <<(costume [number v]) < [7]> or <(costume [number v]) > [12]>> then\n switch costume to (run01burner v)\n else\n next costume\n wait (0.01) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(State) = [jump]> then\n switch costume to (jump01 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n change y by (5)\n end\nend\n\nwhen flag clicked\nforever\n if <(State) = [fall]> then\n switch costume to (fall02 v)\n wait (0.1) seconds\n switch costume to (fall03 v)\n wait until <<(State) = [idle]> or <(State) = [run]>>\n end\nend\n\nwhen [z v] key pressed\nstart sound [Jump 2 v]\nwait until <not <key (z v) pressed?>>\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\n\n
MOVE - Arrow Keys\nJUMP - Z\nDASH - X (No animations or sounds yet)
Secret Jungle || A Platformer
@Stage\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nforever\n switch backdrop to (The Level)\nend\n\nwhen I receive [play v]\nforever\n play sound [bensound-adventure v] until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Play v)\n\nwhen I receive [next level v]\nstart sound [Ding Sound Effect v]\nbroadcast (Reset v)\n\nwhen I start as a clone\nstart sound [Roblox Death Sound OOF Sound Effect v]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-200) y: (40)\n\nwhen I receive [play v]\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n switch costume to (stand v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (r v)\n change [x velocity 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 switch costume to (l v)\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (jungle v)?> then\n change y by (1)\n end\n if <touching (jungle v)?> then\n change y by (1)\n end\n if <touching (jungle v)?> then\n change y by (1)\n end\n if <touching (jungle v)?> then\n change y by (1)\n end\n if <touching (jungle v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> 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 [14]\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 (jungle v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (jungle v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y velocity v] to [12]\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 (danger v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (danger v)?> then\n broadcast (Reset v)\n end\n if <(y position) < [-170]> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n end\n if <<touching (bouncy v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y velocity v] to [13]\n end\nend\n\n@Jungle\n\nwhen I receive [play v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\nend\n\n@Text\n\nwhen I receive [play v]\ngo to [back v] layer\nforever\n switch costume to (The Level)\nend\n\n@Danger\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\n if <<(The Level) = [7]> or <(The Level) = [4]>> then\n set [ghost v] effect to (100)\n else\n clear graphic effects\n end\nend\n\n@Bouncy\n\nwhen I receive [play v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen I receive [play v]\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n set y to (Magma)\n switch costume to (The Level)\nend\n\n@End.\n\nwhen I receive [play v]\nforever\n if <(The Level) = [12]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n glide (0.4) secs to x: (0) y: (5)\n glide (0.4) secs to x: (0) y: (-5)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
sᴇᴄʀᴇᴛ ᴊᴜɴɢʟᴇ || ᴀ ᴘʟᴀᴛғᴏʀᴍᴇʀ \n------------------------------------------------------------------------- \nɪɴsᴛʀᴜᴄᴛɪᴏɴs: \n• ᴜsᴇ ᴀʀʀᴏᴡ ᴋᴇʏs , ᴡᴀsᴅ ᴋᴇʏs / ᴍᴏʙɪʟᴇ ᴛᴀᴘ ᴛᴏ ᴍᴏᴠᴇ \n• sᴘɪᴋᴇs & ʟᴀᴠᴀ ᴀʀᴇ ᴅᴀɴɢᴇʀᴏᴜs!! \nᴛʜᴀᴛ's ᴀʟʟ ᴛʜᴇ ɪɴsᴛʀᴜᴄᴛɪᴏɴs; \n--------------------------------------------------------------------- \n❤️ - ɪғ ʏᴏᴜ ʟɪᴋᴇ ᴛʜɪs ᴘʀᴏᴊᴇᴄᴛ ;) \n⭐ - ɪғ ʏᴏᴜ ғᴀᴠᴏᴜʀɪᴛᴇ ᴛʜɪs ᴘʀᴏᴊᴇᴄᴛ ;) \n❤️ + ⭐ = ᴛʜᴀɴᴋs!! =ᴅ
The Shadow (Old ) - A Scrolling Platformer
@Stage\n\nwhen flag clicked\nset [device v] to [p0]\nset [1# load - save v] to [Not]\nwait (0.01) seconds\nbroadcast (Menu v)\n\nwhen I receive [big stop v]\nstop [other scripts in sprite v]\nstop all sounds\nswitch backdrop to (white v)\nbroadcast (Reset Game v)\nbroadcast (Reset Enemy v)\nset [device v] to (join (letter (1) of (Device)) [0])\nwait (1.5) seconds\nbroadcast (Menu v)\n\nwhen I receive [repeat v]\nif <<(letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (n v) pressed?>> then\n broadcast (Big Stop v)\nend\n\nwhen I receive [menu v]\nset [1# load - save v] to [Not]\nset [pitch v] effect to (10)\nset volume to (44) %\nswitch backdrop to (black v)\nforever\n wait (1) seconds\n play sound [KF - Main Theme v] until done\n wait (5) seconds\nend\n\nwhen I receive [music 1 v]\nstart sound [KF - Village Ruins, East Valley v]\nSuper Short\nrepeat (105)\n wait (0.92) seconds\n if <not <<<(Area) = [2]> or <<(Area) = [3]> or <(Area) = [4]>>> and <<(letter (5) of (Boss Stat)) = [N]> and <(End Credit) = [No]>>>> then\n Choose Music\n stop [this script v]\n end\nend\nSuper Short 2\nbroadcast (Music 1 v)\n\ndefine Super Short\nset volume to (14) %\nset [pitch v] effect to (10)\nrepeat (20)\n change volume by (1.5)\nend\n\ndefine Super Short 2\nrepeat (30)\n change volume by (-1)\nend\n\nwhen I receive [music 3 v]\nstart sound [KF - Holy Forest v]\nSuper Short\nrepeat (90)\n wait (0.92) seconds\n if <not <<<(Area) = [8]> or <(Area) = [12]>> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [N]>>>> then\n Choose Music\n stop [this script v]\n end\nend\nSuper Short 2\nbroadcast (Music 3 v)\n\nwhen I receive [music 2 v]\nstart sound [KF - Dark Reality v]\nSuper Short\nrepeat (60)\n wait (0.92) seconds\n if <not <<<(Area) = [5]> or <(Area) = [11]>> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [N]>>>> then\n Choose Music\n stop [this script v]\n end\nend\nSuper Short 2\nbroadcast (Music 2 v)\n\nwhen I receive [music 4 v]\nstart sound [KF - Old Battlefield v]\nSuper Short\nwait (0.5) seconds\nrepeat (71)\n wait (0.92) seconds\n if <not <<<(Area) = [9]> or <(Area) = [7]>> and <<(letter (5) of (Boss Stat)) = [N]> and <(End Credit) = [No]>>>> then\n Choose Music\n stop [this script v]\n end\nend\nSuper Short 2\nbroadcast (Music 4 v)\n\nwhen I receive [music 6 v]\nstart sound [DeS - Phalanx v]\nSuper Short\nrepeat (114)\n wait (0.92) seconds\n if <not <<(Area) = [4]> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [A]>>>> then\n Choose Music\n stop [this script v]\n end\nend\nSuper Short 2\nbroadcast (Music 6 v)\n\nwhen I receive [music 5 v]\nstart sound [DeS - Old Hero v]\nSuper Short\nrepeat (89)\n wait (0.92) seconds\n if <not <<(Area) = [8]> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [A]>>>> then\n Choose Music\n stop [this script v]\n end\nend\nSuper Short 2\nbroadcast (Music 5 v)\n\nwhen I receive [music 7 v]\nstart sound [DeS - Armor Spider v]\nSuper Short\nrepeat (124)\n wait (0.92) seconds\n if <not <<(Area) = [9]> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [A]>>>> then\n Choose Music\n stop [this script v]\n end\nend\nSuper Short 2\nbroadcast (Music 7 v)\n\nwhen I receive [music 8 v]\nstart sound [DeS - Tower Knight, Penetrator v]\nSuper Short\nrepeat (160)\n wait (0.92) seconds\n if <not <<(Area) = [7]> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [A]>>>> then\n Choose Music\n stop [this script v]\n end\nend\nSuper Short 2\nbroadcast (Music 8 v)\n\nwhen I receive [music 9 v]\nstart sound [DeS - The Beginning v]\nSuper Short\nrepeat (128)\n wait (0.92) seconds\n if <not <<<(Area) = [1]> or <<(Area) = [10]> or <(Area) = [6]>>> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [N]>>>> then\n Choose Music\n stop [this script v]\n end\nend\nSuper Short 2\nbroadcast (Music 9 v)\n\nwhen I receive [choose music v]\nwait (0.6) seconds\nif <(End Credit) = [Yes]> then\n broadcast (Music 10 v)\nelse\n if <(letter (5) of (Boss Stat)) = [A]> then\n if <(Area) = [4]> then\n broadcast (Music 6 v)\n else\n if <(Area) = [7]> then\n broadcast (Music 8 v)\n else\n if <(Area) = [8]> then\n broadcast (Music 5 v)\n else\n if <(Area) = [9]> then\n broadcast (Music 7 v)\n end\n end\n end\n end\n else\n if <<(Area) = [2]> or <<(Area) = [3]> or <(Area) = [4]>>> then\n broadcast (Music 1 v)\n else\n if <<<(Area) = [1]> or <(Area) = [10]>> or <(Area) = [6]>> then\n broadcast (Music 9 v)\n else\n if <<(Area) = [5]> or <(Area) = [11]>> then\n broadcast (Music 2 v)\n else\n if <<(Area) = [8]> or <(Area) = [12]>> then\n broadcast (Music 3 v)\n else\n if <<(Area) = [9]> or <(Area) = [7]>> then\n broadcast (Music 4 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Choose Music\nset volume to (44) %\nrepeat (30)\n change volume by (-1.2)\nend\nstop all sounds\nbroadcast (Choose Music v)\n\nwhen I receive [music 10 v]\nwait (3) seconds\nSuper Short\nplay sound [KF - Ending v] until done\nbroadcast (Big Stop v)\n\nwhen I receive [menu v]\nwait until <(letter (2) of (Device)) = [1]>\nstop [other scripts in sprite v]\nstop all sounds\nswitch backdrop to (white v)\nbroadcast (Game Start v)\n\nwhen I receive [game start v]\nbroadcast (Choose Music v)\nset [pause v] to [No]\n\n@Blank\n\n@Pls\n\nwhen I receive [reactivate v]\nah\n\nwhen I receive [reset game v]\nah\n\nwhen I receive [game start v]\nah\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (99)\ngo to x: (0) y: (0)\nah\n\ndefine ah\nshow\nwait (0.5) seconds\nswitch costume to (. v)\ngo to [front v] layer\nset [ghost v] effect to (99)\ngo to x: (0) y: (0)\n\nwhen [0 v] key pressed\nswitch costume to (tn v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (4)\nset [brightness v] effect to (4)\n\nwhen I receive [big stop v]\nah\n\nwhen this sprite clicked\nah\n\n@Control\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\nset [w/a/d/x/c/s/v/b/n/m/r v] to [00000000000]\ndelete this clone\n\nwhen flag clicked\nhide\nset [w/a/d/x/c/s/v/b/n/m/r v] to [00000000000]\nset [back up variable v] to [00000]\n\nwhen I receive [reactivate v]\nforever\n wait until <<(letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (v v) pressed?>>\n set [pause v] to [Yes]\n hide list [copy + paste this to save your progress v]\n wait until <<(letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) = [0]> and <not <key (v v) pressed?>>>\n wait until <<(letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (v v) pressed?>>\n show list [copy + paste this to save your progress v]\n set [pause v] to [No]\n wait until <<(letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) = [0]> and <not <key (v v) pressed?>>>\nend\n\nwhen I receive [cover screen v]\nhide\nstop [other scripts in sprite v]\nset [w/a/d/x/c/s/v/b/n/m/r v] to [00000000000]\ndelete this clone\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nforever\n if <<(letter (1) of (Device)) = [p]> or <<<(costume [number v]) = [9]> and <(Gun) = [Not]>> or <<<(costume [number v]) = [10]> and <(Dash) = [Not]>> or <<(costume [number v]) = [7]> and <(Gun) = [Not]>>>>> then\n hide\n set size to (111) %\n else\n show\n set size to (100) %\n end\n if <(letter (1) of (Device)) = [m]> then\n if <(costume [number v]) = [1]> then\n if <<<key (z v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n For Short 1\n Up [1]\n else\n For Short 2\n Up [0]\n end\n end\n if <(costume [number v]) = [2]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n For Short 1\n Left [1]\n else\n For Short 2\n Left [0]\n end\n end\n if <(costume [number v]) = [3]> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n For Short 1\n Right [1]\n else\n For Short 2\n Right [0]\n end\n end\n if <(costume [number v]) = [4]> then\n if <<key (r v) pressed?> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n For Short 1\n Reset [1]\n else\n For Short 2\n Reset [0]\n end\n end\n if <(costume [number v]) = [5]> then\n if <<key (v v) pressed?> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n For Short 1\n Save [1]\n else\n For Short 2\n Save [0]\n end\n end\n if <(costume [number v]) = [6]> then\n if <<key (n v) pressed?> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n For Short 1\n Menu [1]\n else\n For Short 2\n Menu [0]\n end\n end\n if <(costume [number v]) = [7]> then\n if <<<key (s v) pressed?> or <key (p v) pressed?>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n For Short 1\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <[190] < (mouse x)> then\n broadcast (Right v)\n else\n if <[150] > (mouse x)> then\n broadcast (Left v)\n end\n end\n wait (0) seconds\n end\n Gun [1]\n else\n For Short 2\n Gun [0]\n end\n end\n if <(costume [number v]) = [8]> then\n if <<<key (o v) pressed?> or <key (x v) pressed?>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n For Short 1\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <[60] < (mouse x)> then\n broadcast (Right v)\n else\n if <[20] > (mouse x)> then\n broadcast (Left v)\n end\n end\n wait (0) seconds\n end\n Attack [1]\n else\n For Short 2\n Attack [0]\n end\n end\n if <(costume [number v]) = [9]> then\n if <<key (b v) pressed?> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n For Short 1\n Bullet [1]\n else\n For Short 2\n Bullet [0]\n end\n end\n if <(costume [number v]) = [10]> then\n if <<<key (c v) pressed?> or <<key (i v) pressed?> or <key (space v) pressed?>>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n For Short 1\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(mouse x) > [-130]> then\n Right [1]\n else\n Left [1]\n end\n end\n Dash [1]\n else\n For Short 2\n Dash [0]\n end\n end\n if <(costume [number v]) = [11]> then\n if <<key (m v) pressed?> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n For Short 1\n Map [1]\n else\n For Short 2\n Map [0]\n end\n end\n end\nend\n\nwhen I receive [reactivate v]\nif <(letter (1) of (Device)) = [m]> then\n switch costume to (up v)\n go to x: (-130) y: (-60)\n create clone of (_myself_ v)\n switch costume to (left v)\n go to x: (-190) y: (-130)\n create clone of (_myself_ v)\n switch costume to (right v)\n go to x: (-70) y: (-130)\n create clone of (_myself_ v)\n switch costume to (gun v)\n go to x: (170) y: (-130)\n create clone of (_myself_ v)\n switch costume to (sword v)\n go to x: (40) y: (-130)\n create clone of (_myself_ v)\n switch costume to (dash v)\n go to x: (-130) y: (-55)\n create clone of (_myself_ v)\n switch costume to (bullet v)\n go to x: (210) y: (-80)\n create clone of (_myself_ v)\n switch costume to (menu v)\n go to x: (-210) y: (110)\n create clone of (_myself_ v)\n switch costume to (reset v)\n go to x: (-210) y: (60)\n create clone of (_myself_ v)\n switch costume to (save v)\n go to x: (-210) y: (10)\n create clone of (_myself_ v)\n switch costume to (map v)\n go to x: (210) y: (-30)\n create clone of (_myself_ v)\nend\n\ndefine Up (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (0/1) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Left (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Right (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Attack (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Dash (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Reset (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (0/1))\n\ndefine Gun (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Save (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Bullet (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Map (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (0/1)))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Menu (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine For Short 1\nset [ghost v] effect to (50)\nset [brightness v] effect to (40)\n\ndefine For Short 2\nset [ghost v] effect to (70)\nset [brightness v] effect to (0)\n\nwhen I receive [reactivate v]\nforever\n broadcast (Repeat v)\n broadcast (Repeat#2 v)\nend\n\nwhen I receive [new things v]\nif <not <(Dash) = [Not]>> then\n set [back up variable v] to (join (letter (1) of (Back up Variable)) (join [1] (join (letter (3) of (Back up Variable)) (join (letter (4) of (Back up Variable)) (letter (5) of (Back up Variable))))))\nend\nif <not <(Gun) = [Not]>> then\n set [back up variable v] to (join (letter (1) of (Back up Variable)) (join (letter (2) of (Back up Variable)) (join [1] (join (letter (4) of (Back up Variable)) (letter (5) of (Back up Variable))))))\nend\nif <not <(Wall Jump) = [Not]>> then\n set [back up variable v] to (join (letter (1) of (Back up Variable)) (join (letter (2) of (Back up Variable)) (join (letter (3) of (Back up Variable)) (join [1] (letter (5) of (Back up Variable))))))\nend\nif <not <(Double Jump) = [Do]>> then\n set [back up variable v] to (join (letter (1) of (Back up Variable)) (join (letter (2) of (Back up Variable)) (join (letter (3) of (Back up Variable)) (join (letter (4) of (Back up Variable)) [1]))))\nend\nif <(Save Point Area - Area) = [12]> then\n set [back up variable v] to (join [5] (join (letter (2) of (Back up Variable)) (join (letter (3) of (Back up Variable)) (join (letter (4) of (Back up Variable)) (letter (5) of (Back up Variable))))))\nelse\n if <(Save Point Area - Area) = [11]> then\n set [back up variable v] to (join [0] (join (letter (2) of (Back up Variable)) (join (letter (3) of (Back up Variable)) (join (letter (4) of (Back up Variable)) (letter (5) of (Back up Variable))))))\n else\n set [back up variable v] to (join (Save Point Area - Area) (join (letter (2) of (Back up Variable)) (join (letter (3) of (Back up Variable)) (join (letter (4) of (Back up Variable)) (letter (5) of (Back up Variable))))))\n end\nend\nset [1# load - save v] to (join (join (join (join (join (join (join (join (letter (1) of (Back up Variable)) (letter (1) of (HP has collected))) (letter (2) of (HP has collected))) (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (letter (5) of (HP has collected))))) (letter (6) of (HP has collected))) (join (letter (7) of (HP has collected)) (join (join (letter (8) of (HP has collected)) ((Base HP) - (4))) (join (join (letter (2) of (Back up Variable)) (join (letter (3) of (Back up Variable)) (join (letter (4) of (Back up Variable)) (letter (5) of (Back up Variable))))) (join (join (letter (1) of (Key)) (letter (2) of (Key))) (letter (3) of (Key))))))) (Badge)) (letter (1) of (Boss Stat))) (join (letter (2) of (Boss Stat)) (join (letter (3) of (Boss Stat)) (letter (4) of (Boss Stat)))))\ndelete all of [copy + paste this to save your progress v]\nadd (1# Load - Save) to [copy + paste this to save your progress v]\n\n@Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [cover screen v]\nstop [other scripts in sprite v]\n\nwhen I receive [set up v]\nif <(Area) = [1]> then\n switch costume to (1-1-s v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-2880] [0]\nelse\n if <(Area) = [2]> then\n switch costume to (2-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [-720]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-2880] [0]\n Create Clone at [-2880] [-720]\n else\n if <(Area) = [3]> then\n switch costume to (3-1 v)\n Create Clone at [0] [0]\n Create Clone at [960] [0]\n Create Clone at [1920] [0]\n Create Clone at [2880] [0]\n Create Clone at [2880] [-720]\n Create Clone at [2880] [-1440]\n Create Clone at [1920] [-1440]\n Create Clone at [960] [-1440]\n Create Clone at [0] [-1440]\n Create Clone at [0] [-720]\n else\n if <(Area) = [4]> then\n switch costume to (4-1 v)\n Create Clone at [0] [0]\n Create Clone at [960] [0]\n Create Clone at [1920] [0]\n Create Clone at [2880] [0]\n Create Clone at [2880] [-720]\n Create Clone at [2880] [-1440]\n Create Clone at [1920] [-1440]\n Create Clone at [960] [-1440]\n Create Clone at [0] [-1440]\n else\n if <(Area) = [5]> then\n switch costume to (5-1 v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-960] [-720]\n Create Clone at [-960] [-1440]\n Create Clone at [0] [-1440]\n Create Clone at [960] [-1440]\n Create Clone at [960] [-2160]\n Create Clone at [960] [-2880]\n Create Clone at [1920] [-2880]\n Create Clone at [2880] [-2880]\n else\n if <(Area) = [6]> then\n switch costume to (6-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [-720]\n Create Clone at [0] [-1440]\n Create Clone at [0] [-2160]\n Create Clone at [960] [-2160]\n Create Clone at [1920] [-2160]\n Create Clone at [2880] [-2160]\n Create Clone at [3840] [-2160]\n Create Clone at [3840] [-1440]\n Create Clone at [3840] [-720]\n Create Clone at [2880] [-720]\n Create Clone at [1920] [-720]\n Create Clone at [1920] [-1440]\n else\n if <(Area) = [7]> then\n switch costume to (7-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [-720]\n Create Clone at [960] [-720]\n Create Clone at [1920] [-720]\n Create Clone at [-960] [-720]\n Create Clone at [-1920] [-720]\n Create Clone at [-1920] [-1440]\n Create Clone at [-1920] [-2160]\n Create Clone at [-1920] [-2880]\n Create Clone at [-2880] [-2880]\n else\n if <(Area) = [8]> then\n switch costume to (8-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [-720]\n Create Clone at [0] [-1440]\n Create Clone at [0] [-2160]\n Create Clone at [0] [-2880]\n Create Clone at [-960] [-2880]\n Create Clone at [-1920] [-2880]\n Create Clone at [-2880] [-2880]\n Create Clone at [-3840] [-2880]\n else\n if <(Area) = [9]> then\n switch costume to (9-1 v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-1920] [-720]\n Create Clone at [-1920] [-1440]\n Create Clone at [-1920] [-2160]\n Create Clone at [-2880] [-2160]\n Create Clone at [-3840] [-2160]\n else\n if <(Area) = [10]> then\n switch costume to (10-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [720]\n Create Clone at [0] [1440]\n Create Clone at [0] [2160]\n else\n if <(Area) = [11]> then\n switch costume to (11-1 v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-1920] [720]\n Create Clone at [-1920] [1440]\n Create Clone at [-960] [1440]\n Create Clone at [-960] [720]\n Create Clone at [0] [1440]\n Create Clone at [0] [720]\n else\n if <(Area) = [12]> then\n switch costume to (12-1 v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-2880] [0]\n Create Clone at [-2880] [-720]\n Create Clone at [-2880] [-1440]\n Create Clone at [-2880] [-2160]\n Create Clone at [-3840] [-2160]\n Create Clone at [-4800] [-2160]\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 Create Clone at (x) (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nset [x v] to [99999]\nset [y v] to [99999]\nnext costume\n\nwhen I receive [repeat v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\nstop [this script v]\n\n@Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (0.01) seconds\ngo to [back v] layer\nset [ghost v] effect to (0)\n\nwhen I receive [set up v]\nif <(Area) = [1]> then\n switch costume to (1-1-s v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-2880] [0]\nelse\n if <(Area) = [2]> then\n switch costume to (2-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [-720]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-2880] [0]\n Create Clone at [-2880] [-720]\n else\n if <(Area) = [3]> then\n switch costume to (3-1 v)\n Create Clone at [0] [0]\n Create Clone at [960] [0]\n Create Clone at [1920] [0]\n Create Clone at [2880] [0]\n Create Clone at [2880] [-720]\n Create Clone at [2880] [-1440]\n Create Clone at [1920] [-1440]\n Create Clone at [960] [-1440]\n Create Clone at [0] [-1440]\n Create Clone at [0] [-720]\n else\n if <(Area) = [4]> then\n switch costume to (4-1 v)\n Create Clone at [0] [0]\n Create Clone at [960] [0]\n Create Clone at [1920] [0]\n Create Clone at [2880] [0]\n Create Clone at [2880] [-720]\n Create Clone at [2880] [-1440]\n Create Clone at [1920] [-1440]\n Create Clone at [960] [-1440]\n Create Clone at [0] [-1440]\n else\n if <(Area) = [5]> then\n switch costume to (5-1 v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-960] [-720]\n Create Clone at [-960] [-1440]\n Create Clone at [0] [-1440]\n Create Clone at [960] [-1440]\n Create Clone at [960] [-2160]\n Create Clone at [960] [-2880]\n Create Clone at [1920] [-2880]\n Create Clone at [2880] [-2880]\n else\n if <(Area) = [6]> then\n switch costume to (6-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [-720]\n Create Clone at [0] [-1440]\n Create Clone at [0] [-2160]\n Create Clone at [960] [-2160]\n Create Clone at [1920] [-2160]\n Create Clone at [2880] [-2160]\n Create Clone at [3840] [-2160]\n Create Clone at [3840] [-1440]\n Create Clone at [3840] [-720]\n Create Clone at [2880] [-720]\n Create Clone at [1920] [-720]\n Create Clone at [1920] [-1440]\n else\n if <(Area) = [7]> then\n switch costume to (7-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [-720]\n Create Clone at [960] [-720]\n Create Clone at [1920] [-720]\n Create Clone at [-960] [-720]\n Create Clone at [-1920] [-720]\n Create Clone at [-1920] [-1440]\n Create Clone at [-1920] [-2160]\n Create Clone at [-1920] [-2880]\n Create Clone at [-2880] [-2880]\n else\n if <(Area) = [8]> then\n switch costume to (8-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [-720]\n Create Clone at [0] [-1440]\n Create Clone at [0] [-2160]\n Create Clone at [0] [-2880]\n Create Clone at [-960] [-2880]\n Create Clone at [-1920] [-2880]\n Create Clone at [-2880] [-2880]\n Create Clone at [-3840] [-2880]\n else\n if <(Area) = [9]> then\n switch costume to (9-1 v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-1920] [-720]\n Create Clone at [-1920] [-1440]\n Create Clone at [-1920] [-2160]\n Create Clone at [-2880] [-2160]\n Create Clone at [-3840] [-2160]\n else\n if <(Area) = [10]> then\n switch costume to (10-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [720]\n Create Clone at [0] [1440]\n Create Clone at [0] [2160]\n else\n if <(Area) = [11]> then\n switch costume to (11-1 v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-1920] [720]\n Create Clone at [-1920] [1440]\n Create Clone at [-960] [1440]\n Create Clone at [-960] [720]\n Create Clone at [0] [1440]\n Create Clone at [0] [720]\n else\n if <(Area) = [12]> then\n switch costume to (12-1 v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-2880] [0]\n Create Clone at [-2880] [-720]\n Create Clone at [-2880] [-1440]\n Create Clone at [-2880] [-2160]\n Create Clone at [-3840] [-2160]\n Create Clone at [-4800] [-2160]\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 Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Create Clone at (x) (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nset [x v] to [99999]\nset [y v] to [99999]\nnext costume\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [repeat v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\n\n@Killing\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Create Clone at (x) (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nset [x v] to [99999]\nset [y v] to [99999]\nnext costume\n\nwhen I receive [set up v]\nif <(Area) = [1]> then\n switch costume to (1-1-s v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-2880] [0]\nelse\n if <(Area) = [2]> then\n switch costume to (2-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [-720]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-2880] [0]\n Create Clone at [-2880] [-720]\n else\n if <(Area) = [3]> then\n switch costume to (3-1 v)\n Create Clone at [0] [0]\n Create Clone at [960] [0]\n Create Clone at [1920] [0]\n Create Clone at [2880] [0]\n Create Clone at [2880] [-720]\n Create Clone at [2880] [-1440]\n Create Clone at [1920] [-1440]\n Create Clone at [960] [-1440]\n Create Clone at [0] [-1440]\n Create Clone at [0] [-720]\n else\n if <(Area) = [4]> then\n switch costume to (4-1 v)\n Create Clone at [0] [0]\n Create Clone at [960] [0]\n Create Clone at [1920] [0]\n Create Clone at [2880] [0]\n Create Clone at [2880] [-720]\n Create Clone at [2880] [-1440]\n Create Clone at [1920] [-1440]\n Create Clone at [960] [-1440]\n Create Clone at [0] [-1440]\n else\n if <(Area) = [5]> then\n switch costume to (5-1 v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-960] [-720]\n Create Clone at [-960] [-1440]\n Create Clone at [0] [-1440]\n Create Clone at [960] [-1440]\n Create Clone at [960] [-2160]\n Create Clone at [960] [-2880]\n Create Clone at [1920] [-2880]\n Create Clone at [2880] [-2880]\n else\n if <(Area) = [6]> then\n switch costume to (6-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [-720]\n Create Clone at [0] [-1440]\n Create Clone at [0] [-2160]\n Create Clone at [960] [-2160]\n Create Clone at [1920] [-2160]\n Create Clone at [2880] [-2160]\n Create Clone at [3840] [-2160]\n Create Clone at [3840] [-1440]\n Create Clone at [3840] [-720]\n Create Clone at [2880] [-720]\n Create Clone at [1920] [-720]\n Create Clone at [1920] [-1440]\n else\n if <(Area) = [7]> then\n switch costume to (7-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [-720]\n Create Clone at [960] [-720]\n Create Clone at [1920] [-720]\n Create Clone at [-960] [-720]\n Create Clone at [-1920] [-720]\n Create Clone at [-1920] [-1440]\n Create Clone at [-1920] [-2160]\n Create Clone at [-1920] [-2880]\n Create Clone at [-2880] [-2880]\n else\n if <(Area) = [8]> then\n switch costume to (8-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [-720]\n Create Clone at [0] [-1440]\n Create Clone at [0] [-2160]\n Create Clone at [0] [-2880]\n Create Clone at [-960] [-2880]\n Create Clone at [-1920] [-2880]\n Create Clone at [-2880] [-2880]\n Create Clone at [-3840] [-2880]\n else\n if <(Area) = [9]> then\n switch costume to (9-1 v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-1920] [-720]\n Create Clone at [-1920] [-1440]\n Create Clone at [-1920] [-2160]\n Create Clone at [-2880] [-2160]\n Create Clone at [-3840] [-2160]\n else\n if <(Area) = [10]> then\n switch costume to (10-1 v)\n Create Clone at [0] [0]\n Create Clone at [0] [720]\n Create Clone at [0] [1440]\n Create Clone at [0] [2160]\n else\n if <(Area) = [11]> then\n switch costume to (11-1 v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-1920] [720]\n Create Clone at [-1920] [1440]\n Create Clone at [-960] [1440]\n Create Clone at [-960] [720]\n Create Clone at [0] [1440]\n Create Clone at [0] [720]\n else\n if <(Area) = [12]> then\n switch costume to (12-1 v)\n Create Clone at [0] [0]\n Create Clone at [-960] [0]\n Create Clone at [-1920] [0]\n Create Clone at [-2880] [0]\n Create Clone at [-2880] [-720]\n Create Clone at [-2880] [-1440]\n Create Clone at [-2880] [-2160]\n Create Clone at [-3840] [-2160]\n Create Clone at [-4800] [-2160]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [repeat v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\n\n@Character\n\ndefine Game Start\nset [in air v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nif <(Exit) = [Change Area]> then\n broadcast (Reset Enemy v) and wait\nelse\n if <<(Exit) = [Die]> and <not <(Hit Point) > [0]>>> then\n broadcast (Reset Enemy v) and wait\n set [hit point v] to (Base HP)\n end\nend\nset [exit v] to []\nshow\n\ndefine TIck\nif <(Pause) = [No]> then\n if <<<(letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> and <not <(Dash) = [Do]>>> then\n change [speed x v] by (-3.2)\n point in direction (-90)\n end\n if <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]>> and <not <(Dash) = [Do]>>> then\n change [speed x v] by (3.2)\n point in direction (90)\n end\n if <<<<key (z v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <(letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]>> and <not <(Dash) = [Do]>>> then\n if <(In Air) < [4]> then\n set [speed y v] to [18]\n end\n end\n if <<(Dash) = [Ready]> and <<(letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <<key (c v) pressed?> or <<key (i v) pressed?> or <key (space v) pressed?>>>>> then\n start sound [Dash v]\n Dash\n end\nend\nif <<<<<not <(Dash) = [Do]>> and <(Double Jump) = [Not]>> and <(In Air) > [3]>> and <not <(Wall Jump) = [Stick]>>> and <<(letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) = [0]> and <not <<key (z v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>>>> then\n broadcast (Double Jump v)\nend\nif <not <(Dash) = [Do]>> then\n if <(Hit Point) < [1]> then\n set [speed x v] to ((Speed X) * (0.55))\n else\n set [speed x v] to ((Speed X) * (0.75))\n end\n change [speed y v] by (-2)\nend\nif <([abs v] of (Speed X) ) > [1]> then\n Change X by (round (Speed X))\nend\nif <<(Speed Y) < [-4]> and <<(Wall Jump) = [Have]> or <(Wall Jump) = [Stick]>>> then\n set [wall jump v] to [Have]\nend\nChange Y by (Speed Y)\nset [scroll x - each area v] to (X)\nset [scroll y - each area v] to (Y)\nDie\nChange Area\nPosition\nset volume to (Base Volume) %\n\ndefine Change Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (lock door v)?> or <touching (platform v)?>>>\n if <[0] < (sy)> then\n change [in air v] by (4)\n change [y v] by (-1)\n if <<(In Air) > [6]> and <(Speed Y) > [8]>> then\n start sound [Fall v]\n end\n else\n change [y v] by (1)\n set [in air v] to [0]\n if <[-20] > (Speed Y)> then\n start sound [Fall-High v]\n else\n if <[-8] > (Speed Y)> then\n start sound [Fall v]\n end\n end\n end\n set [speed y v] to [0]\n Position\nend\n\ndefine Position\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nif <(Hit Point) = [1]> then\n set [damage v] to (((10) + (Base HP)) * (1.4))\nelse\n set [damage v] to ((10) + (Base HP))\nend\nstop [this script v]\n\nwhen flag clicked\nset rotation style [don't rotate v]\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nset [pause v] to [No]\nset [teleport number v] to [0]\nset [give command for simple enemy v] to []\nset [give command for enemy but about movement v] to []\nset [scroll x - each area v] to [0]\nset [scroll y - each area v] to [0]\nset [direction v] to [0]\nset [base hp v] to [4]\nset [area v] to [1]\nset [attack v] to [Ready]\nset [boss defeat or not v] to [1111]\nset [check point x for fail v] to [0]\nset [check point y for fail v] to [0]\nset [ammo v] to [10]\nset [hit point v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [invincible v] to [No]\nset [reset v] to [1]\nset [exit v] to [Change Area]\nset [damage v] to [0]\nset [double jump v] to [Do]\nset [dash v] to [Not]\nset [wall jump v] to [Not]\nset [gun v] to [Not]\nset [map v] to [Not]\nset [hp has collected v] to [11111111]\nset [boss stat v] to [1111N]\nset [key v] to [111]\nset [badge v] to [1]\nshow list [copy + paste this to save your progress v]\n\ndefine Change X by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (platform v)?> or <touching (lock door v)?>> then\n if <(Dash) = [Do]> then\n repeat (24)\n change [y v] by (1)\n Position\n if <not <<touching (lock door v)?> or <touching (platform v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-24)\n else\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platform v)?> or <touching (lock door v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n end\n if <<<<(letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <<key (z v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> and <not <(Dash) = [Do]>>> and <(Wall Jump) = [Stick]>> then\n set [wall jump v] to [Have]\n start sound [Wall Jump v]\n if <(sx) > [0]> then\n set [speed x v] to [-20]\n set [speed y v] to [18]\n else\n set [speed x v] to [20]\n set [speed y v] to [18]\n end\n else\n if <<<not <(Dash) = [Do]>> and <<(Wall Jump) = [Have]> or <(Wall Jump) = [Stick]>>> and <[4] < (In Air)>> then\n set [speed y v] to [-4]\n set [speed x v] to ((direction) / (22.5))\n set [wall jump v] to [Stick]\n if <(Dash) = [Done]> then\n set [dash v] to [1]\n end\n end\n end\n repeat until <not <<touching (lock door v)?> or <touching (platform v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n end\n if <(sx) < [0]> then\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nhide\nif <<(Exit) = [Die]> and <not <(Hit Point) > [0]>>> then\n set [area v] to (Save Point Area - Area)\n set [check point x for fail v] to (Save Point Area X)\n set [check point y for fail v] to (Save Point Area Y)\n set [ammo v] to [10]\n start sound [Oops v]\n broadcast (Cover Screen v)\nend\nset [x v] to (Check Point X for fail)\nset [y v] to (Check Point Y for fail)\nset [invincible v] to [No]\nPosition\n\ndefine Die\nif <touching (killing v)?> then\n if <<not <(Hit Point) > [0]>> and <(Badge) = [0]>> then\n set [hit point v] to [4]\n broadcast (Revive ha v)\n end\n if <(Easy Mode) = [1]> then\n change [hit point v] by ((0) - (((Hit Point) + ((W/A/D/X/C/S/V/B/N/M/R) + ((Area) + ((Scroll X - Each Area) + (((Scroll Y - Each Area) + (Ammo)) + (pick random (1) to (1000))))))) mod (2)))\n else\n change [hit point v] by (-1)\n end\n set [exit v] to [Die]\n start sound [Pop v]\nend\nif <not <(Hit Point) > [0]>> then\n if <(Badge) = [0]> then\n set [hit point v] to [4]\n start sound [Collect v]\n broadcast (Revive ha v)\n else\n set [exit v] to [Die]\n if <(Badge) = [2]> then\n set [badge v] to [0]\n end\n end\nend\nif <<<<(letter (11) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (r v) pressed?>> and <<(Reset) = [1]> and <(Pause) = [No]>>> and <not <touching (save point v)?>>> then\n broadcast (Cover Screen v)\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x - each area v] to [0]\n set [scroll y - each area v] to [0]\n broadcast (R v)\n set [exit v] to [Change Area]\n set [check point x for fail v] to (Save Point Area X)\n set [check point y for fail v] to (Save Point Area Y)\n set [area v] to (Save Point Area - Area)\n set [reset v] to [0]\n wait (0.4) seconds\nend\n\ndefine Dash\nset [dash v] to [Do]\nset [speed y v] to [0]\nset [speed x v] to [0]\ncreate clone of (animation+effect v)\nif <(direction) = [90]> then\n set [speed x v] to [16]\nelse\n set [speed x v] to [-16]\nend\nPosition\nbroadcast (Dash v)\n\nwhen I receive [dash v]\nwait (0.25) seconds\nset [speed y v] to [0]\nset [speed x v] to ((direction) / (45))\nset [dash v] to [Done]\nbroadcast (Bonus wait time for Dash v)\nbroadcast (Wait Until... v)\nbroadcast (Bonus for dash v)\nwait until <<(In Air) = [0]> or <touching (platform v)?>>\nif <(Dash) = [Done]> then\n set [dash v] to [1]\nend\n\nwhen I receive [do v]\nwait (0.2) seconds\nbroadcast (Bonus wait time for double jump v)\nset [double jump v] to [1]\n\nwhen I receive [bonus wait time for dash v]\nwait (0.5) seconds\nwait until <(Dash) = [1]>\nset [dash v] to [2]\n\nwhen I receive [wait until... v]\nwait until <<(letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) = [0]> and <not <<key (c v) pressed?> or <<key (i v) pressed?> or <key (space v) pressed?>>>>>\nwait until <(Dash) = [2]>\nset [dash v] to [Ready]\n\nwhen I receive [bonus wait time for double jump v]\nwait until <<(In Air) = [0]> or <(Wall Jump) = [Stick]>>\nwait until <(Double Jump) = [1]>\nset [double jump v] to [Not]\n\nwhen I receive [r v]\nwait until <not <key (r v) pressed?>>\nset [reset v] to [1]\n\nwhen I receive [invincible v]\nif <(Easy Mode) = [1]> then\n change [hit point v] by (((Hit Point) + ((W/A/D/X/C/S/V/B/N/M/R) + ((Area) + ((Scroll X - Each Area) + (((Scroll Y - Each Area) + (Ammo)) + (pick random (1) to (1000))))))) mod (2))\nend\nstart sound [Pop v]\n\ndefine Change Area\nif <(Area) = [1]> then\n if <(Scroll X - Each Area) < [-3360]> then\n Set [2] [400] [-20]\n end\nelse\n if <(Area) = [2]> then\n if <[480] < (Scroll X - Each Area)> then\n Set [1] [-3260] [-20]\n else\n if <(Scroll Y - Each Area) < [-1120]> then\n if <(Scroll X - Each Area) < [-1440]> then\n Set [3] [0] [280]\n else\n Set [3] [2875] [280]\n end\n end\n end\n else\n if <(Area) = [3]> then\n if <[374] < (Scroll Y - Each Area)> then\n if <[1440] < (Scroll X - Each Area)> then\n Set [2] [80] [-995]\n else\n Set [2] [-2960] [-995]\n end\n else\n if <[3360] < (Scroll X - Each Area)> then\n if <[-720] < (Scroll Y - Each Area)> then\n Set [4] [-400] [50]\n else\n Set [4] [-400] [-1490]\n end\n else\n if <(Scroll X - Each Area) < [-480]> then\n if <[-200] < (Scroll Y - Each Area)> then\n Set [12] [400] [-95]\n else\n Set [5] [400] [-55]\n end\n else\n if <(Scroll Y - Each Area) < [-1800]> then\n Set [6] [-400] [258]\n end\n end\n end\n end\n else\n if <(Area) = [4]> then\n if <(Scroll X - Each Area) < [-480]> then\n if <[-720] < (Scroll Y - Each Area)> then\n Set [3] [3280] [50]\n else\n Set [3] [3280] [-1495]\n end\n end\n else\n if <(Area) = [5]> then\n if <(Scroll X - Each Area) < [-1440]> then\n Set [8] [400] [80]\n else\n if <<(Scroll X - Each Area) > [480]> and <(Scroll Y - Each Area) > [-360]>> then\n Set [3] [-400] [-1495]\n else\n if <(Scroll X - Each Area) > [3360]> then\n Set [6] [-400] [-2165]\n end\n end\n end\n else\n if <(Area) = [6]> then\n if <[370] < (Scroll Y - Each Area)> then\n Set [3] [2550] [-1720]\n else\n if <(Scroll X - Each Area) < [-480]> then\n Set [5] [3250] [-2885]\n end\n end\n else\n if <(Area) = [8]> then\n if <(Scroll Y - Each Area) > [-1000]> then\n if <(Scroll X - Each Area) > [480]> then\n Set [5] [-1350] [-640]\n else\n if <(Scroll X - Each Area) < [-480]> then\n Set [12] [-2480] [-2235]\n end\n end\n end\n else\n if <(Area) = [9]> then\n if <<(Scroll X - Each Area) > [-480]> and <(Scroll Y - Each Area) < [-360]>> then\n Set [12] [-4870] [-1860]\n else\n if <[-4300] > (Scroll X - Each Area)> then\n Set [10] [400] [120]\n end\n end\n else\n if <(Area) = [10]> then\n if <(Scroll X - Each Area) > [480]> then\n Set [9] [-4224] [-2040]\n end\n else\n if <(Area) = [11]> then\n if <(Scroll X - Each Area) > [480]> then\n Set [12] [-3260] [10]\n end\n else\n if <(Area) = [12]> then\n if <(Scroll Y - Each Area) > [-400]> then\n if <(Scroll X - Each Area) > [480]> then\n Set [3] [-400] [-95]\n else\n if <(Scroll X - Each Area) < [-3360]> then\n Set [11] [400] [10]\n end\n end\n else\n if <(Scroll X - Each Area) > [-2400]> then\n Set [8] [-400] [-65]\n else\n if <<(Scroll X - Each Area) < [-4600]> and <[-1800] < (Scroll Y - Each Area)>> then\n Set [9] [-150] [-270]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [game start v]\nif <not <(1# Load - Save) = [Not]>> then\n set [hp has collected v] to (join (letter (2) of (1# Load - Save)) (join (letter (3) of (1# Load - Save)) (join (letter (4) of (1# Load - Save)) (join (letter (5) of (1# Load - Save)) (join (letter (6) of (1# Load - Save)) (join (letter (7) of (1# Load - Save)) (join (letter (8) of (1# Load - Save)) (letter (9) of (1# Load - Save)))))))))\n set [base hp v] to ((4) + (letter (10) of (1# Load - Save)))\n if <(letter (11) of (1# Load - Save)) = [1]> then\n set [dash v] to [Ready]\n end\n if <(letter (12) of (1# Load - Save)) = [1]> then\n set [gun v] to [Ready]\n end\n if <(letter (13) of (1# Load - Save)) = [1]> then\n set [wall jump v] to [Have]\n end\n if <(letter (14) of (1# Load - Save)) = [1]> then\n set [double jump v] to [Not]\n end\n set [key v] to (join (letter (15) of (1# Load - Save)) (join (letter (16) of (1# Load - Save)) (letter (17) of (1# Load - Save))))\n if <(letter (18) of (1# Load - Save)) = [1]> then\n set [badge v] to [1]\n else\n set [badge v] to [0]\n end\n set [boss stat v] to (join (letter (19) of (1# Load - Save)) (join (letter (20) of (1# Load - Save)) (join (letter (21) of (1# Load - Save)) (join (letter (22) of (1# Load - Save)) [N]))))\n if <(letter (1) of (1# Load - Save)) = [5]> then\n set [area v] to [12]\n else\n if <(letter (1) of (1# Load - Save)) = [0]> then\n set [area v] to [11]\n else\n set [area v] to (letter (1) of (1# Load - Save))\n end\n end\nend\nset [save point area - area v] to (Area)\nset [hit point v] to (Base HP)\nif <(Area) = [1]> then\n [0] [0]\nelse\n if <(Area) = [3]> then\n [960] [0]\n else\n if <(Area) = [4]> then\n [2880] [-1440]\n else\n if <(Area) = [5]> then\n [960] [-1440]\n else\n if <(Area) = [6]> then\n [0] [-2160]\n else\n if <(Area) = [7]> then\n [-1920] [-2160]\n else\n if <(Area) = [8]> then\n [-1920] [-2880]\n else\n if <(Area) = [9]> then\n [-2880] [-2160]\n else\n if <(Area) = [12]> then\n [-3840] [-2160]\n else\n if <(Area) = [11]> then\n [-870] [-186]\n else\n stop [all v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nwait (0.1) seconds\nrepeat until <(End Credit) = [Yes]>\n broadcast (Set Up v) and wait\n Game Start\n broadcast (Reactivate v)\n repeat until <(Exit) > []>\n TIck\n end\n broadcast (Reset Game v) and wait\n Game - Die\nend\n\nwhen I receive [double jump v]\nwait (0) seconds\nif <<(letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <<key (z v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(In Air) > [3]> then\n start sound [Double Jump v]\n set [speed y v] to [21]\n set [double jump v] to [Do]\n broadcast (Do v)\n create clone of (animation+effect v)\n end\nend\nstop [this script v]\n\ndefine Set (area) (x) (y)\nbroadcast (Cover Screen v)\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x - each area v] to [0]\nset [scroll y - each area v] to [0]\nset [exit v] to [Change Area]\nset [area v] to (area)\nset [check point x for fail v] to (x)\nset [check point y for fail v] to (y)\nwait (0.4) seconds\n\ndefine (x) (y)\nset [save point area x v] to (x)\nset [save point area y v] to (y)\nset [check point x for fail v] to (x)\nset [check point y for fail v] to (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [revive ha v]\nwait (0.25) seconds\nset [badge v] to [2]\n\nwhen I receive [right v]\npoint in direction (90)\n\nwhen I receive [left v]\npoint in direction (-90)\n\nwhen I receive [teleport v]\nif <(Teleport number) = [1]> then\n Set [6] [-308] [-2056]\nend\nif <(Teleport number) = [2]> then\n Set [3] [1000] [-1410]\nend\nif <(Teleport number) = [3]> then\n Set [9] [-4190] [-2044]\nend\nif <(Teleport number) = [4]> then\n Set [9] [-4236] [-2211]\nend\nif <(Teleport number) = [5]> then\n Set [7] [300] [170]\nend\nif <(Teleport number) = [6]> then\n Set [5] [1980] [-3110]\nend\nif <(Teleport number) = [7]> then\n Set [8] [-4146] [-2951]\nend\nif <(Teleport number) = [8]> then\n Set [9] [-1600] [-2177]\nend\nif <(Teleport number) = [9]> then\n Set [6] [2626] [-656]\nend\nif <(Teleport number) = [10]> then\n Set [6] [2990] [-1017]\nend\nif <(Teleport number) = [11]> then\n Set [9] [-340] [86]\nend\nif <(Teleport number) = [12]> then\n Set [9] [365] [161]\nend\n\nwhen I receive [big stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Weapon\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nhide\nswitch costume to (hold v)\nset [ghost v] effect to (0)\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reactivate v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nif <(Attack) = [Yes]> then\n set [attack v] to [Ready]\nend\nshow\nforever\n if <<(Pause) = [No]> and <<<not <(Gun) = [Shoot]>> and <<(Attack) = [Ready]> and <<(letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <<key (o v) pressed?> or <key (x v) pressed?>>>>> and <not <(Dash) = [Do]>>>> then\n if <(costume [number v]) < [8]> then\n switch costume to (slash - 1 v)\n start sound [Slash v]\n set [attack v] to [Yes]\n create clone of (_myself_ v)\n wait (0.02) seconds\n next costume\n wait (0.02) seconds\n next costume\n wait (0.02) seconds\n next costume\n wait (0.09) seconds\n next costume\n set [attack v] to [Ready]\n if <(letter (1) of (Device)) = [p]> then\n wait (0.05) seconds\n end\n wait (0.4) seconds\n wait until <(letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) = [0]>\n end\n end\nend\n\nwhen I receive [invincible v]\nif <(costume [number v]) < [3]> then\n repeat (4)\n set [ghost v] effect to (80)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nrepeat until <(Attack) = [Ready]>\n set [ghost v] effect to (80)\n switch costume to (hit box v)\n set [brightness v] effect to (0)\n show\nend\ndelete this clone\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [repeat#2 v]\nif <(costume [number v]) > [3]> then\n set size to ((105) + ((2) * (Base HP))) %\nelse\n set size to ((108) + ((1) * (Base HP))) %\nend\nif <(Attack) = [Ready]> then\n point in direction ([direction v] of [character v])\n if <(Dash) = [Do]> then\n switch costume to (dash v)\n else\n switch costume to (hold v)\n end\n if <(Hit Point) = [1]> then\n set [brightness v] effect to (80)\n else\n set [brightness v] effect to (5)\n end\nend\nset volume to (Base Volume) %\nstop [this script v]\n\n@Gun+SHow how many ammo left\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\nwhen I receive [reset game v]\nhide\nhide variable [ammo v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reactivate v]\nif <(Gun) = [Shoot]> then\n set [gun v] to [Ready]\nend\nforever\n if <<(Pause) = [No]> and <<<not <(Dash) = [Do]>> and <not <(Attack) = [Yes]>>> and <<(Gun) = [Ready]> and <<<key (s v) pressed?> or <key (p v) pressed?>> or <(letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]>>>>> then\n if <(Ammo) > [0]> then\n set [gun v] to [Shoot]\n create clone of (_myself_ v)\n change [ammo v] by (-1)\n point in direction ([direction v] of [character v])\n switch costume to (hold v)\n show\n create clone of (bullet v)\n start sound [Gun+Shot v]\n wait (0.1) seconds\n switch costume to (hold v)\n wait (0.35) seconds\n hide\n wait (0.35) seconds\n wait until <(letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) = [0]>\n repeat (3)\n wait (0) seconds\n next costume\n end\n set [gun v] to [Ready]\n else\n start sound [Gun+Empty v]\n wait (0.5) seconds\n end\n end\nend\n\nwhen I start as a clone\nset rotation style [don't rotate v]\nrepeat (10)\n switch costume to ((Ammo) + (5))\n go to x: (225) y: (160)\n go to [front v] layer\n show\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [repeat v]\nif <<<(Gun) = [Shoot]> or <(Gun) = [Ready]>> and <(Pause) = [No]>> then\n if <<(letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (b v) pressed?>> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\nset volume to (Base Volume) %\n\n@Bullet\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nif <(Hit Point) = [1]> then\n switch costume to (stronger bullet v)\nelse\n switch costume to (bullet v)\nend\ngo to x: (0) y: (0)\npoint in direction ([direction v] of [gun+show how many ammo left v])\nset [x v] to (Scroll X - Each Area)\nset [y v] to (Scroll Y - Each Area)\nshow\nrepeat (20)\n if <(direction) > [0]> then\n change [x v] by (16)\n else\n change [x v] by (-16)\n end\nend\nshow\ndelete this clone\n\nwhen I receive [repeat v]\nif <(costume [number v]) < [3]> then\n if <not <<touching (soast-mini boss hitbox v)?> or <<touching (platform v)?> or <<<touching (_edge_ v)?> or <touching (killing v)?>> or <<touching (enemy's hitbox v)?> or <<touching (boss hitbox v)?> or <touching (jump pad+end screen v)?>>>>>>> then\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n hide\n delete this clone\n end\nend\n\n@animation+effect\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\ngo to x: (0) y: (0)\n\nwhen I receive [cover screen v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [repeat#2 v]\npoint in direction ([direction v] of [character v])\nif <<<(Speed X) > [4]> or <[-4] > (Speed X)>> and <<not <(Dash) = [Do]>> and <not <(In Air) > [2]>>>> then\n set volume to (Base Volume) %\nend\nif <(Hit Point) = [1]> then\n set [color v] effect to (-10)\nelse\n set [color v] effect to (0)\nend\n\nwhen I receive [reactivate v]\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nforever\n if <(Dash) = [Do]> then\n set volume to (0) %\n switch costume to (dash v)\n else\n if <(In Air) > [2]> then\n if <(Speed Y) > [5]> then\n set volume to (0) %\n switch costume to (jump v)\n else\n set volume to (0) %\n switch costume to (fall v)\n end\n else\n if <<(Speed X) > [2]> or <[-2] > (Speed X)>> then\n switch costume to (move v)\n wait (0) seconds\n repeat (4)\n wait (0) seconds\n if <(Dash) = [Do]> then\n set volume to (0) %\n switch costume to (dash v)\n else\n if <(In Air) > [2]> then\n set volume to (0) %\n if <(Speed Y) > [5]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\n else\n if <<(Speed X) > [4]> or <[-4] > (Speed X)>> then\n next costume\n else\n set volume to (0) %\n switch costume to (stand v)\n end\n end\n end\n end\n else\n set volume to (0) %\n switch costume to (stand v)\n end\n end\n end\nend\n\nwhen I receive [reactivate v]\nshow\nswitch costume to (stand v)\nforever\n play sound [Footsteps v] until done\n wait until <<(Pause) = [No]> and <<<(Speed X) > [4]> or <[-4] > (Speed X)>> and <[2] > (In Air)>>>\nend\n\nwhen I receive [cover screen v]\nwait (1) seconds\nset volume to (0) %\n\nwhen I start as a clone\nset [x v] to (Scroll X - Each Area)\nset [y v] to (Scroll Y - Each Area)\nif <(Dash) = [Do]> then\n switch costume to (stand v)\n repeat (16)\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n change [ghost v] effect by (6)\n end\nelse\n switch costume to (effect double jump v)\n set [ghost v] effect to (50)\n repeat (10)\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n change [ghost v] effect by (3)\n change size by (12)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (10)\n if <<((X) - (Scroll X - Each Area)) = (x position)> and <((Y) - (Scroll Y - Each Area)) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [invincible v]\nset [invincible v] to [Yes]\nchange [hit point v] by (-1)\nrepeat (4)\n set [ghost v] effect to (40)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\nend\nset [invincible v] to [No]\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [game start v]\nset [base volume v] to [100]\nwait until <(End Credit) = [Yes]>\nrepeat (300)\n change [base volume v] by (-0.34)\nend\n\n@Jump pad+End Screen\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [set up v]\nif <(Area) = [3]> then\n Create Clone at [3200] [-842]\n Create Clone at [2930] [-729]\n Create Clone at [2930] [-1372]\n Create Clone at [1960] [-1430]\n Create Clone at [-90] [-1272]\nelse\n if <(Area) = [4]> then\n Create Clone at [2670] [-758]\n else\n if <(Area) = [12]> then\n Create Clone at [-895] [-192]\n else\n if <(Area) = [11]> then\n Create Clone at [-2315] [-254]\n else\n if <(Area) = [5]> then\n Create Clone at [687] [-2358]\n Create Clone at [560] [-2995]\n end\n end\n end\n end\nend\n\ndefine Create Clone at (x) (y)\nswitch costume to (normal v)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [x v] to [99999]\nset [y v] to [99999]\n\nwhen I start as a clone\nif <(End Credit) = [Yes]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n repeat (3)\n repeat (40)\n change [ghost v] effect by (-2)\n wait (0.01) seconds\n end\n wait (2) seconds\n repeat (40)\n change [ghost v] effect by (2)\n wait (0.01) seconds\n end\n next costume\n wait (2) seconds\n end\n repeat (40)\n change [ghost v] effect by (-2)\n wait (0.01) seconds\n end\n wait (3) seconds\n repeat (40)\n change [ghost v] effect by (2)\n wait (0.01) seconds\n end\n delete this clone\nelse\n switch costume to (normal v)\n forever\n if <<touching (character v)?> and <(Pause) = [No]>> then\n next costume\n wait (0.1) seconds\n start sound [Jump v]\n if <touching (character v)?> then\n set [in air v] to [0]\n set [speed y v] to [32]\n end\n repeat (2)\n next costume\n end\n wait (0.05) seconds\n switch costume to (normal v)\n wait (0.3) seconds\n end\n end\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [repeat v]\nif <(costume [number v]) < [6]> then\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n Position ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\nend\n\nwhen I receive [game start v]\nset [end credit v] to [No]\n\ndefine Short\nbroadcast (Ooh v)\nset [end credit v] to [Yes]\nswitch costume to (end credit v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nrepeat (301)\n change [ghost v] effect by (-0.33)\nend\nset [ghost v] effect to (0)\nset [pause v] to [Yes]\nwait (14) seconds\ncreate clone of (_myself_ v)\n\nwhen [9 v] key pressed\nif <(End Credit) = [No]> then\n Short\nend\n\nwhen I receive [big stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reactivate v]\nwait until <<(Area) = [7]> and <(Scroll X - Each Area) < [-3150]>>\nif <(End Credit) = [No]> then\n Short\n set [end credit v] to [No]\nend\n\n@Enemy Bullet\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [reset game v]\nhide\ndelete this clone\n\nwhen I start as a clone\nhide\nset [x v] to []\nset [y v] to []\nset size to (100) %\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nswitch costume to (letter (1) of (Choose Bullet for Enemy))\nif <(letter (2) of (Choose Bullet for Enemy)) = [R]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nrepeat (letter (3) of (Choose Bullet for Enemy))\n set [x v] to (join (X) (letter ((4) + (length of (X))) of (Choose Bullet for Enemy)))\nend\nrepeat ((length of (Choose Bullet for Enemy)) - ((3) + (letter (3) of (Choose Bullet for Enemy))))\n set [y v] to (join (Y) (letter (((4) + (letter (3) of (Choose Bullet for Enemy))) + (length of (Y))) of (Choose Bullet for Enemy)))\nend\nif <(costume [name v]) = [7]> then\n change [y v] by (80)\nend\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nshow\nset [ghost v] effect to (0)\nif <(costume [name v]) = [c]> then\n point towards (animation+effect v)\nend\nrepeat (24)\n if <<(costume [name v]) = [1]> or <(costume [name v]) = [d]>> then\n if <not <<touching (platform v)?> or <<<touching (_edge_ v)?> or <touching (killing v)?>> or <<<touching (jump pad+end screen v)?> or <touching (lock door v)?>> or <<touching (weapon v)?> and <(Attack) = [Yes]>>>>>> then\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n hide\n delete this clone\n end\n Damage\n if <(letter (2) of (Choose Bullet for Enemy)) = [R]> then\n change [x v] by (25)\n else\n change [x v] by (-25)\n end\n if <(costume [name v]) = [d]> then\n change [y v] by (-3)\n end\n end\n if <<(costume [name v]) = [2]> or <(costume [name v]) = [6]>> then\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n set [ghost v] effect to (0)\n Damage\n if <(letter (2) of (Choose Bullet for Enemy)) = [R]> then\n change [x v] by (30)\n else\n change [x v] by (-30)\n end\n end\n if <<(costume [name v]) = [a]> or <<(costume [name v]) = [3]> or <<(costume [name v]) = [d]> or <<(costume [name v]) = [5]> or <(costume [name v]) = [e]>>>>> then\n if <not <<touching (platform v)?> or <<<touching (_edge_ v)?> or <touching (killing v)?>> or <<<touching (jump pad+end screen v)?> or <touching (lock door v)?>> or <<touching (weapon v)?> and <(Attack) = [Yes]>>>>>> then\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n hide\n delete this clone\n end\n Damage\n if <(letter (2) of (Choose Bullet for Enemy)) = [R]> then\n change [x v] by (22)\n else\n change [x v] by (-22)\n end\n end\n if <<(costume [name v]) = [4]> or <(costume [name v]) = [7]>> then\n repeat (14)\n set [ghost v] effect to (pick random (0) to (30))\n set [brightness v] effect to (pick random (-10) to (30))\n if <not <<touching (platform v)?> or <<<touching (_edge_ v)?> or <touching (killing v)?>> or <<touching (jump pad+end screen v)?> or <<<touching (weapon v)?> and <(Attack) = [Yes]>> or <touching (lock door v)?>>>>>> then\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n hide\n delete this clone\n end\n if <touching (character v)?> then\n Damage\n end\n set rotation style [all around v]\n point towards (animation+effect v)\n change [x v] by ((6) * ([sin v] of (direction) ))\n change [y v] by ((6) * ([cos v] of (direction) ))\n end\n end\n if <(costume [name v]) = [8]> then\n if <not <<touching (platform v)?> or <<<touching (_edge_ v)?> or <touching (killing v)?>> or <<<touching (lock door v)?> or <touching (jump pad+end screen v)?>> or <<touching (weapon v)?> and <(Attack) = [Yes]>>>>>> then\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n hide\n delete this clone\n end\n Damage\n if <(letter (2) of (Choose Bullet for Enemy)) = [R]> then\n change [x v] by (30)\n else\n change [x v] by (-30)\n end\n end\n if <(costume [name v]) = [9]> then\n set rotation style [don't rotate v]\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n change size by (33)\n change [ghost v] effect by (4)\n change [brightness v] effect by (2)\n Damage\n end\n if <(costume [name v]) = [b]> then\n if <(direction) > [0]> then\n go to x: (((X) + (60)) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n else\n go to x: (((X) - (60)) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n end\n change size by (30)\n change [ghost v] effect by (3)\n change [brightness v] effect by (1.5)\n Damage\n end\n if <(costume [name v]) = [f]> then\n if <(direction) > [0]> then\n go to x: (((X) + (45)) - (Scroll X - Each Area)) y: (((Y) + (5)) - (Scroll Y - Each Area))\n else\n go to x: (((X) - (45)) - (Scroll X - Each Area)) y: (((Y) + (5)) - (Scroll Y - Each Area))\n end\n change size by (60)\n change [ghost v] effect by (3.5)\n change [brightness v] effect by (1.5)\n Damage\n end\n if <(costume [name v]) = [c]> then\n if <not <<touching (platform v)?> or <<<touching (_edge_ v)?> or <touching (killing v)?>> or <<<touching (lock door v)?> or <touching (jump pad+end screen v)?>> or <<touching (weapon v)?> and <(Attack) = [Yes]>>>>>> then\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n hide\n delete this clone\n end\n if <touching (character v)?> then\n Damage\n end\n change [x v] by ((14) * ([sin v] of (direction) ))\n change [y v] by ((14) * ([cos v] of (direction) ))\n end\nend\ndelete this clone\n\ndefine Damage\nif <<<(Invincible) = [No]> and <not <(Dash) = [Do]>>> and <touching (character v)?>> then\n set [speed y v] to [12]\n if <(direction) = [-90]> then\n set [speed x v] to [-36]\n else\n set [speed x v] to [36]\n end\n broadcast (Invincible v)\n set [ghost v] effect to (100)\n hide\n delete this clone\nend\n\n@Save Point\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (20)\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Go to (x) (y)\nswitch costume to (still not save v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [99999]\nset [y v] to [99999]\n\nwhen I receive [set up v]\nif <(Area) = [1]> then\n Check Point At [-930] [-220]\n Check Point At [-1350] [125]\n Check Point At [-2260] [60]\n Check Point At [385] [-275]\n Go to [0] [0]\nelse\n if <(Area) = [2]> then\n Check Point At [-120] [90]\n Check Point At [0] [-780]\n Check Point At [-1600] [10]\n Check Point At [-3100] [25]\n else\n if <(Area) = [3]> then\n Go to [960] [0]\n Check Point At [80] [-80]\n Check Point At [1855] [50]\n Check Point At [2930] [-290]\n Check Point At [2810] [-1440]\n Check Point At [200] [-650]\n Check Point At [1150] [-1440]\n Teleport [1000] [-1410] [1]\n else\n if <(Area) = [4]> then\n Go to [2880] [-1440]\n Check Point At [-25] [-1570]\n Check Point At [480] [-40]\n Check Point At [2900] [-680]\n Check Point At [2690] [70]\n Check Point At [1480] [-30]\n else\n if <(Area) = [5]> then\n Check Point At [-972] [150]\n Check Point At [-178] [-90]\n Check Point At [-782] [-890]\n Check Point At [-750] [-1340]\n Check Point At [88] [-1370]\n Check Point At [888] [-1445]\n Check Point At [618] [-2120]\n Check Point At [1020] [-2710]\n Check Point At [1232] [-2970]\n Check Point At [2280] [-2920]\n Teleport [1980] [-3113] [5]\n else\n if <(Area) = [6]> then\n Go to [0] [-2160]\n Check Point At [-400] [280]\n Check Point At [120] [-260]\n Check Point At [140] [-1335]\n Check Point At [-400] [-810]\n Check Point At [680] [-2190]\n Check Point At [1555] [-2250]\n Check Point At [2555] [-2410]\n Check Point At [3400] [-2110]\n Check Point At [4220] [-2300]\n Check Point At [3600] [-1740]\n Check Point At [3660] [-990]\n Check Point At [3180] [-1005]\n Check Point At [2000] [-800]\n Teleport [2990] [-1017] [9]\n Teleport [2626] [-656] [10]\n Teleport [-308] [-2056] [2]\n else\n if <(Area) = [7]> then\n Go to [-1920] [-2160]\n Teleport [300] [169] [6]\n Check Point At [4] [240]\n Check Point At [90] [-290]\n Check Point At [718] [-854]\n Check Point At [1262] [-856]\n Check Point At [-1278] [-946]\n Check Point At [-2164] [-686]\n Check Point At [-1562] [-1058]\n else\n if <(Area) = [8]> then\n Go to [-1920] [-2880]\n Check Point At [-120] [-200]\n Check Point At [-375] [-970]\n Check Point At [300] [-1160]\n Check Point At [-300] [-1560]\n Check Point At [-25] [-1950]\n Check Point At [80] [-2750]\n Check Point At [-853] [-2888]\n Teleport [-4146] [-2951] [8]\n else\n if <(Area) = [9]> then\n Go to [-2880] [-2160]\n Check Point At [-2143] [-2272]\n Check Point At [-2268] [-1880]\n Check Point At [-1740] [-1290]\n Check Point At [-1663] [-900]\n Check Point At [-2304] [-230]\n Check Point At [-1554] [-50]\n Check Point At [-800] [30]\n Teleport [-340] [86] [12]\n Teleport [365] [161] [11]\n Teleport [-1600] [-2177] [7]\n Teleport [-4236] [-2211] [3]\n Teleport [-4190] [-2044] [4]\n else\n if <(Area) = [10]> then\n Check Point At [328] [655]\n Check Point At [328] [-228]\n Check Point At [-285] [1270]\n Check Point At [-324] [1765]\n Check Point At [-250] [-150]\n else\n if <(Area) = [11]> then\n Go to [-870] [-186]\n Check Point At [206] [16]\n Check Point At [-950] [115]\n Check Point At [-2189] [225]\n Check Point At [-2318] [1155]\n Check Point At [-1152] [1490]\n Check Point At [-648] [1460]\n Check Point At [156] [1580]\n Check Point At [14] [1235]\n Check Point At [195] [500]\n Check Point At [-327] [1333]\n Check Point At [-345] [220]\n Check Point At [-1510] [-270]\n Check Point At [-1880] [60]\n Check Point At [-1679] [890]\n Check Point At [-1750] [1415]\n else\n if <(Area) = [12]> then\n Go to [-3840] [-2160]\n Check Point At [-210] [-150]\n Check Point At [-400] [210]\n Check Point At [-1440] [-173]\n Check Point At [-2505] [84]\n Check Point At [-2700] [-770]\n Check Point At [-2700] [-1712]\n Check Point At [-2564] [-2215]\n Check Point At [-2870] [-1120]\n Check Point At [-2082] [-80]\n Check Point At [-3080] [-180]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [name v]) = [Not saved]> or <(costume [name v]) = [Green Saved]>> then\n set [ghost v] effect to (25)\n forever\n if <<not <(Check Point X for fail) = (X)>> or <not <(Check Point Y for fail) = (Y)>>> then\n switch costume to (not saved v)\n if <touching (character v)?> then\n switch costume to (not save v)\n start sound [Green boi v]\n set [check point x for fail v] to (X)\n set [check point y for fail v] to (Y)\n if <(Hit Point) < (Base HP)> then\n change [hit point v] by (1)\n end\n if <(Ammo) < [10]> then\n change [ammo v] by (1)\n end\n end\n else\n switch costume to (green saved v)\n set [brightness v] effect to (20)\n end\n end\nend\nif <(costume [name v]) = [Still not save]> then\n forever\n if <not <(Area) = (Save Point Area - Area)>> then\n switch costume to (still not save v)\n if <<touching (character v)?> or <(distance to [character v]) < [50]>> then\n switch costume to (still not save v)\n set [brightness v] effect to (10)\n if <<key (e v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n start sound [hmm v]\n set [save point area - area v] to (Area)\n set [save point area x v] to (X)\n set [save point area y v] to (Y)\n set [check point x for fail v] to (X)\n set [check point y for fail v] to (Y)\n wait (0.05) seconds\n switch costume to (1 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (1 v)\n wait (0.05) seconds\n switch costume to (saved v)\n set [brightness v] effect to (5)\n set [hit point v] to (Base HP)\n if <(Badge) = [2]> then\n set [badge v] to [0]\n end\n broadcast (new things v)\n broadcast (Reset Enemy v) and wait\n wait until <not <<<touching (character v)?> or <key (e v) pressed?>> or <<mouse down?> and <touching (mouse-pointer v)?>>>>\n end\n else\n set [brightness v] effect to (0)\n end\n else\n switch costume to (saved v)\n set [brightness v] effect to (5)\n if <touching (character v)?> then\n set [ammo v] to [10]\n set [check point x for fail v] to (X)\n set [check point y for fail v] to (Y)\n if <(Hit Point) < (Base HP)> then\n switch costume to (saveagain v)\n if <<key (e v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n start sound [Collect v]\n switch costume to (saved v)\n set [hit point v] to (Base HP)\n if <(Badge) = [2]> then\n set [badge v] to [0]\n end\n broadcast (new things v)\n broadcast (Reset Enemy v) and wait\n end\n end\n end\n end\n end\nend\nif <(costume [number v]) > [8]> then\n forever\n if <<<(costume [number v]) = [12]> and <(letter (1) of (Key)) = [0]>> or <<<(costume [number v]) = [9]> and <(letter (2) of (Key)) = [0]>> or <<(costume [number v]) = [15]> and <(letter (3) of (Key)) = [0]>>>> then\n next costume\n end\n if <<<(costume [number v]) = [13]> or <<(costume [number v]) = [10]> or <(costume [number v]) = [16]>>> and <touching (character v)?>> then\n next costume\n end\n if <<(costume [number v]) = [14]> or <<(costume [number v]) = [11]> or <(costume [number v]) = [17]>>> then\n if <not <touching (character v)?>> then\n switch costume to ((costume [number v]) - (1))\n else\n if <<key (e v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n start sound [Green boi v]\n set [teleport number v] to (#1 current number)\n broadcast (Teleport v)\n wait until <not <<touching (character v)?> or <<key (e v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>>>>\n end\n end\n end\n end\nend\n\ndefine Check Point At (x) (y)\nswitch costume to (not saved v)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [x v] to [99999]\nset [y v] to [99999]\n\nwhen I receive [repeat#2 v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\n\ndefine Teleport (x) (y) (count)\nif <(count) < [5]> then\n switch costume to (no key_red v)\nelse\n if <(count) < [9]> then\n switch costume to (no key_yellow v)\n else\n switch costume to (no key_green v)\n end\nend\nset [#1 current number v] to (count)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [x v] to [99999]\nset [y v] to [99999]\n\n@Lock Door\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Create Clone at (x) (y)\nif <(Area) = [4]> then\n switch costume to (costume1 v)\nelse\n if <(Area) = [8]> then\n switch costume to (costume2 v)\n else\n if <(Area) = [9]> then\n switch costume to (costume3 v)\n else\n if <(Area) = [7]> then\n switch costume to (costume4 v)\n end\n end\n end\nend\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nset [x v] to [99999]\nset [y v] to [99999]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\n\nwhen I receive [reactivate v]\nwait (0.1) seconds\nwait until <(letter (5) of (Boss Stat)) = [A]>\nif <<(Area) = [4]> and <(letter (1) of (Boss Stat)) = [1]>> then\n Create Clone at [1920] [-1440]\nelse\n if <<(Area) = [8]> and <(letter (2) of (Boss Stat)) = [1]>> then\n Create Clone at [-2880] [-2880]\n else\n if <<(Area) = [9]> and <(letter (3) of (Boss Stat)) = [1]>> then\n Create Clone at [-3840] [-2160]\n else\n if <<(Area) = [7]> and <(letter (4) of (Boss Stat)) = [1]>> then\n Create Clone at [-1920] [-2880]\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (0.1) seconds\nwait until <(letter (5) of (Boss Stat)) = [N]>\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [repeat v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\n\n@Effect Fading+HP\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [cover screen v]\nif <not <(Hit Point) > [1]>> then\n switch costume to (3 v)\nelse\n switch costume to (2 v)\nend\ngo to x: (0) y: (0)\nshow\n\nwhen I start as a clone\nwait (0.05) seconds\nswitch costume to ((Hit Point) + (4))\nset size to (100) %\nset [brightness v] effect to (0)\nshow\ngo to [front v] layer\nset rotation style [don't rotate v]\nforever\n go to x: (0) y: (0)\n switch costume to ((Hit Point) + (4))\n if <(costume [number v]) < [4]> then\n switch costume to (h11 v)\n end\nend\n\nwhen I receive [reactivate v]\nswitch costume to (effect v)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset game v]\nswitch costume to (2 v)\ngo to x: (0) y: (0)\ndelete this clone\n\nwhen I receive [repeat v]\nshow\nif <(costume [number v]) = [1]> then\n go to x: ((X for Effect Fading) - (Scroll X - Each Area)) y: ((Y for Effect Fading) - (Scroll Y - Each Area))\nend\nset [x for effect fading v] to (Scroll X - Each Area)\nset [y for effect fading v] to (Scroll Y - Each Area)\n\nwhen I receive [repeat v]\nset [ghost v] effect to (10)\nif <(Area) = [1]> then\n For Short [240] [-3120] [180] [-180]\nelse\n if <(Area) = [2]> then\n For Short [240] [-3120] [180] [-900]\n else\n if <<(Area) = [3]> or <(Area) = [4]>> then\n For Short [3120] [-240] [180] [-1620]\n else\n if <(Area) = [5]> then\n For Short [3120] [-1200] [180] [-3060]\n else\n if <(Area) = [6]> then\n For Short [4080] [-240] [180] [-2340]\n else\n if <(Area) = [12]> then\n For Short [240] [-5040] [180] [-2340]\n else\n if <(Area) = [11]> then\n For Short [240] [-2160] [1620] [-180]\n else\n if <(Area) = [8]> then\n For Short [240] [-4080] [180] [-3060]\n else\n if <(Area) = [9]> then\n For Short [240] [-4080] [180] [-2340]\n else\n if <(Area) = [10]> then\n For Short [240] [-240] [2340] [-180]\n else\n if <(Area) = [7]> then\n For Short [2160] [-3120] [180] [-3060]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [big stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine For Short (x) (-x) (y) (-y)\nif <(X for Effect Fading) > (x)> then\n set [x for effect fading v] to (x)\nelse\n if <(X for Effect Fading) < (-x)> then\n set [x for effect fading v] to (-x)\n end\nend\nif <(Y for Effect Fading) > (y)> then\n set [y for effect fading v] to (y)\nelse\n if <(Y for Effect Fading) < (-y)> then\n set [y for effect fading v] to (-y)\n end\nend\n\n@Boss\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset game v]\nhide\nset [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [N])\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\nset rotation style [left-right v]\nset [boss hitpoint v] to [100]\n\nwhen I receive [reactivate v]\nwait (0.05) seconds\nif <<(Area) = [4]> and <(letter (1) of (Boss Stat)) = [1]>> then\n wait until <<(Scroll Y - Each Area) < [-1500]> and <<(Scroll X - Each Area) > [1489]> and <(Scroll X - Each Area) < [2350]>>>\n set [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [A])\n set [boss x v] to [1520]\n set [boss 'stance' v] to [LN]\n set [boss hitpoint v] to [580]\n set [boss y v] to [-1595]\n point in direction (90)\n switch costume to (1 v)\n wait (2) seconds\n set [brightness v] effect to (0)\n forever\n if <(letter (1) of (Boss 'stance')) = [L]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n wait (0.25) seconds\n set [what boss used v] to (Choose Skill for Boss)\n repeat until <not <(What Boss Used) = (Choose Skill for Boss)>>\n Choose Skill for Boss 3\n end\n if <(Choose Skill for Boss) = [1]> then\n switch costume to (2 v)\n wait (0.85) seconds\n switch costume to (3 v)\n wait (0.15) seconds\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n start sound [Bing v]\n switch costume to (4 v)\n wait (0.5) seconds\n switch costume to (3 v)\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n wait (0.25) seconds\n switch costume to (1 v)\n wait (0.5) seconds\n else\n if <(Choose Skill for Boss) = [4]> then\n switch costume to (10 v)\n wait (1.4) seconds\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n switch costume to (11 v)\n wait (0.05) seconds\n switch costume to (12 v)\n wait (0.05) seconds\n switch costume to (13 v)\n wait (0.05) seconds\n switch costume to (14 v)\n wait (0.05) seconds\n switch costume to (15 v)\n wait (0.05) seconds\n switch costume to (16 v)\n wait (0.05) seconds\n switch costume to (17 v)\n wait (0.05) seconds\n switch costume to (18 v)\n start sound [Bing v]\n wait (0.5) seconds\n switch costume to (17 v)\n wait (0.05) seconds\n switch costume to (16 v)\n wait (0.05) seconds\n switch costume to (15 v)\n wait (0.05) seconds\n switch costume to (14 v)\n wait (0.05) seconds\n switch costume to (13 v)\n wait (0.05) seconds\n switch costume to (12 v)\n wait (0.05) seconds\n switch costume to (11 v)\n wait (0.05) seconds\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n switch costume to (10 v)\n wait (0.5) seconds\n switch costume to (1 v)\n wait (0.3) seconds\n else\n if <(Choose Skill for Boss) = [2]> then\n switch costume to (8 v)\n wait (1) seconds\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n switch costume to (9 v)\n start sound [Bing v]\n if <(direction) > [0]> then\n set [choose bullet for enemy v] to (join (join [2R] (join (length of (Boss X)) (Boss X))) (Boss Y))\n else\n set [choose bullet for enemy v] to (join (join [2L] (join (length of (Boss X)) (Boss X))) (Boss Y))\n end\n create clone of (enemy bullet v)\n wait (0.5) seconds\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n switch costume to (8 v)\n wait (0.35) seconds\n switch costume to (1 v)\n wait (0.3) seconds\n else\n switch costume to (5 v)\n wait (0.25) seconds\n switch costume to (6 v)\n wait (1) seconds\n if <(letter (1) of (Boss 'stance')) = [L]> then\n set [boss 'stance' v] to (join [R] (letter (2) of (Boss 'stance')))\n repeat (32)\n For Short [25]\n end\n else\n set [boss 'stance' v] to (join [L] (letter (2) of (Boss 'stance')))\n repeat (32)\n For Short [25]\n end\n end\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n switch costume to (7 v)\n start sound [Slash v]\n wait (0.75) seconds\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n switch costume to (5 v)\n wait (0.25) seconds\n switch costume to (1 v)\n wait (0.75) seconds\n end\n end\n end\n end\nelse\n if <<(Area) = [8]> and <(letter (2) of (Boss Stat)) = [1]>> then\n wait until <<[-2503] > (Scroll X - Each Area)> and <[-3256] < (Scroll X - Each Area)>>\n set [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [A])\n set [boss x v] to [-2880]\n set [boss 'stance' v] to [_N]\n set [boss hitpoint v] to [800]\n set [boss y v] to [-2770]\n point in direction (90)\n switch costume to (19 v)\n wait (1.75) seconds\n set [brightness v] effect to (0)\n broadcast (Boss Call Out v)\n forever\n switch costume to (19 v)\n point towards (animation+effect v)\n set rotation style [don't rotate v]\n if <(direction) > [0]> then\n set [boss 'stance' v] to [RN]\n else\n set [boss 'stance' v] to [LN]\n end\n if <(pick random (1) to (7)) = [1]> then\n switch costume to (30 ? v)\n wait (0.25) seconds\n broadcast (Boss Call Out v)\n wait (0.8) seconds\n switch costume to (19 v)\n else\n if <(pick random (1) to (4)) = [3]> then\n switch costume to (20 v)\n wait (1.25) seconds\n repeat (5)\n wait (0.04) seconds\n next costume\n end\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n point in direction (90)\n set rotation style [all around v]\n wait (1.25) seconds\n if <(letter (1) of (Boss 'stance')) = [R]> then\n repeat (20)\n turn right (36) degrees\n change [boss x v] by (14)\n end\n repeat (20)\n turn right (36) degrees\n change [boss y v] by (-8)\n end\n repeat (20)\n turn right (36) degrees\n change [boss x v] by (-14)\n end\n repeat (20)\n turn right (36) degrees\n change [boss y v] by (8)\n end\n else\n repeat (20)\n turn right (-36) degrees\n change [boss x v] by (-14)\n end\n repeat (20)\n turn right (-36) degrees\n change [boss y v] by (-8)\n end\n repeat (20)\n turn right (-36) degrees\n change [boss x v] by (14)\n end\n repeat (20)\n turn right (-36) degrees\n change [boss y v] by (8)\n end\n end\n wait (0.5) seconds\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n switch costume to (24 v)\n wait (0.05) seconds\n switch costume to (23 v)\n wait (0.05) seconds\n switch costume to (22 v)\n wait (0.05) seconds\n switch costume to (21 v)\n wait (0.05) seconds\n switch costume to (19 v)\n wait (1.2) seconds\n else\n if <(pick random (1) to (4)) = [2]> then\n switch costume to (29 v)\n wait (0.9) seconds\n switch costume to (30 v)\n wait (0.9) seconds\n switch costume to (27 v)\n point in direction (90)\n set rotation style [all around v]\n start sound [2 \(1\) v]\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n wait (0.5) seconds\n repeat (20)\n if <(letter (1) of (Boss 'stance')) = [R]> then\n turn right (18) degrees\n else\n turn left (18) degrees\n end\n end\n wait (0.5) seconds\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n switch costume to (30 v)\n wait (0.25) seconds\n switch costume to (19 v)\n wait (1.2) seconds\n else\n if <(pick random (1) to (3)) = [2]> then\n switch costume to (28 v)\n wait (1) seconds\n switch costume to (30 v)\n broadcast (Boss#2_Attack#1 v)\n wait (4.25) seconds\n else\n if <(pick random (1) to (2)) = [2]> then\n switch costume to (26 v)\n wait (1) seconds\n switch costume to (30 v)\n broadcast (Boss#2_Attack#2 v)\n wait (3.6) seconds\n else\n switch costume to (31 v)\n wait (1) seconds\n switch costume to (30 v)\n broadcast (Boss#2_Attack#3 v)\n wait (4.75) seconds\n end\n end\n end\n end\n end\n end\n else\n if <<(Area) = [9]> and <(letter (3) of (Boss Stat)) = [1]>> then\n wait until <(Scroll X - Each Area) < [-3580]>\n set [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [A])\n set [boss x v] to [-4100]\n set [boss 'stance' v] to [_N]\n set [boss hitpoint v] to [1000]\n set [boss y v] to [-2360]\n switch costume to (32 v)\n wait (1.75) seconds\n point in direction (90)\n set [brightness v] effect to (0)\n forever\n switch costume to (32 v)\n wait (0.5) seconds\n set [what boss used v] to (Choose Skill for Boss)\n repeat until <not <(What Boss Used) = (Choose Skill for Boss)>>\n Choose Skill for Boss 2\n end\n if <(Choose Skill for Boss) = [1]> then\n switch costume to (33 v)\n wait (0.58) seconds\n repeat (3)\n next costume\n end\n start sound [Slash v]\n set [boss 'stance' v] to [_Y]\n wait (0.4) seconds\n set [boss 'stance' v] to [_N]\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n wait (0.35) seconds\n end\n if <(Choose Skill for Boss) = [2]> then\n switch costume to (41 v)\n wait (0.7) seconds\n repeat (4)\n next costume\n set [boss 'stance' v] to [_Y]\n wait (0.01) seconds\n end\n start sound [Slash v]\n wait (0.1) seconds\n set [boss 'stance' v] to [_N]\n switch costume to (42 v)\n wait (0.35) seconds\n switch costume to (46 v)\n wait (0.1) seconds\n repeat (2)\n next costume\n set [boss 'stance' v] to [_Y]\n wait (0.01) seconds\n end\n start sound [Slash v]\n wait (0.1) seconds\n set [boss 'stance' v] to [_N]\n switch costume to (42 v)\n wait (0.3) seconds\n switch costume to (49 v)\n wait (0.1) seconds\n repeat (2)\n wait (0.01) seconds\n next costume\n set [boss 'stance' v] to [_Y]\n end\n start sound [Slash v]\n wait (0.1) seconds\n set [boss 'stance' v] to [_N]\n switch costume to (42 v)\n wait (0.5) seconds\n switch costume to (52 v)\n start sound [Bing v]\n set [boss 'stance' v] to [_Y]\n wait (0.5) seconds\n switch costume to (42 v)\n set [boss 'stance' v] to [_N]\n wait (0.35) seconds\n end\n if <(Choose Skill for Boss) = [3]> then\n switch costume to (53 v)\n broadcast (Boss#3_Attack#1 v) and wait\n wait (1.5) seconds\n switch costume to (32 v)\n wait (0.8) seconds\n end\n if <(Choose Skill for Boss) = [4]> then\n switch costume to (37 v)\n wait (0.5) seconds\n repeat (3)\n wait (0.01) seconds\n next costume\n end\n broadcast (Boss#3_Attack#2 v) and wait\n wait (0.6) seconds\n repeat (3)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.25) seconds\n switch costume to (32 v)\n wait (2.25) seconds\n end\n if <(Choose Skill for Boss) = [5]> then\n switch costume to (55 v)\n wait (0.65) seconds\n broadcast (Boss#3_Attack#3 v)\n repeat (12)\n next costume\n wait (0.15) seconds\n next costume\n wait (0.15) seconds\n switch costume to (55 v)\n end\n wait (0.5) seconds\n switch costume to (32 v)\n wait (2.75) seconds\n end\n if <(Choose Skill for Boss) = [6]> then\n switch costume to (37 v)\n wait (0.5) seconds\n repeat (3)\n wait (0.01) seconds\n next costume\n end\n broadcast (Boss#3Attack#4 v) and wait\n wait (0.6) seconds\n repeat (3)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.25) seconds\n switch costume to (32 v)\n wait (1) seconds\n end\n end\n else\n if <<(Area) = [7]> and <(letter (4) of (Boss Stat)) = [1]>> then\n wait until <(Scroll Y - Each Area) < [-2725]>\n set [boss x v] to [-1920]\n wait until <((Boss X) - (Scroll X - Each Area)) > [-270]>\n set [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [A])\n set rotation style [left-right v]\n set [boss 'stance' v] to [MN]\n set [boss hitpoint v] to [1300]\n set [boss y v] to [-2991]\n switch costume to (86 v)\n point in direction (90)\n set [brightness v] effect to (0)\n wait (1.25) seconds\n Super Short\n set [choose skill for boss v] to [1]\n wait (0.25) seconds\n forever\n wait (0.65) seconds\n set [what boss used v] to (Choose Skill for Boss)\n repeat until <not <(Choose Skill for Boss) = (What Boss Used)>>\n Choose Skill for boss\n end\n if <(Choose Skill for Boss) = [1]> then\n Super Short\n Super Short 3\n wait (0.65) seconds\n repeat (4)\n switch costume to (58 v)\n For Short [26]\n start sound [Fall v]\n wait (0.25) seconds\n repeat (2)\n next costume\n For Short [26]\n wait (0.05) seconds\n end\n end\n switch costume to (58 v)\n For Short [26]\n start sound [Fall v]\n wait (0.05) seconds\n next costume\n For Short [26]\n wait (0.05) seconds\n For Short [26]\n start sound [Fall v]\n switch costume to (57 v)\n wait (0.05) seconds\n if <(letter (1) of (Boss 'stance')) = [M]> then\n if <(direction) > [0]> then\n set [boss 'stance' v] to (join [R] (letter (2) of (Boss 'stance')))\n else\n set [boss 'stance' v] to (join [L] (letter (2) of (Boss 'stance')))\n end\n else\n set [boss 'stance' v] to (join [M] (letter (2) of (Boss 'stance')))\n end\n Super Short 3\n else\n if <(Choose Skill for Boss) = [2]> then\n Super Short\n Super Short 3\n switch costume to (61 v)\n wait (0.32) seconds\n next costume\n wait (0.32) seconds\n start sound [stab v]\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n repeat (3)\n next costume\n wait (0.005) seconds\n end\n wait (0.2) seconds\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n switch costume to (62 v)\n wait (0.25) seconds\n switch costume to (57 v)\n else\n if <(Choose Skill for Boss) = [3]> then\n Super Short\n Super Short 3\n switch costume to (66 v)\n wait (0.7) seconds\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n start sound [Slash v]\n repeat (3)\n next costume\n wait (0.005) seconds\n end\n wait (0.1) seconds\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n next costume\n wait (0.25) seconds\n switch costume to (57 v)\n else\n if <(Choose Skill for Boss) = [4]> then\n Super Short\n Super Short 3\n switch costume to (83 v)\n wait (0.5) seconds\n next costume\n wait (0.25) seconds\n broadcast (Boss#4Attack#4 v)\n wait (1.25) seconds\n switch costume to (57 v)\n else\n if <(Choose Skill for Boss) = [5]> then\n Super Short 3\n Super Short 2\n switch costume to (86 v)\n wait (0.65) seconds\n broadcast (Boss#4Attack#5 v)\n if <(letter (1) of (Boss Stat)) = [M]> then\n wait (4) seconds\n else\n wait (5) seconds\n end\n else\n if <(Choose Skill for Boss) = [6]> then\n Super Short 3\n Super Short 2\n switch costume to (75 v)\n wait (0.75) seconds\n next costume\n wait (0.25) seconds\n next costume\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n broadcast (Boss#4Attack#1 v)\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n wait (0.4) seconds\n switch costume to (75 v)\n else\n if <(Choose Skill for Boss) = [7]> then\n Super Short 3\n Super Short 2\n switch costume to (78 v)\n wait (0.75) seconds\n next costume\n wait (0.3) seconds\n next costume\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n broadcast (Boss#4Attack#2 v)\n set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n wait until <touching (boss's skill v)?>\n wait (0.01) seconds\n switch costume to (79 v)\n wait (0.15) seconds\n switch costume to (78 v)\n else\n if <(Choose Skill for Boss) = [8]> then\n Super Short 3\n Super Short\n switch costume to (87 v)\n wait (0.6) seconds\n broadcast (Boss#4Attack#6 v)\n wait (3.25) seconds\n switch costume to (57 v)\n else\n if <(Choose Skill for Boss) = [9]> then\n Super Short 3\n Super Short\n switch costume to (85 v)\n wait (0.6) seconds\n broadcast (Boss#4Attack#3 v)\n wait (3.75) seconds\n switch costume to (57 v)\n else\n if <(Choose Skill for Boss) = [10]> then\n Super Short\n Super Short 4\n repeat until <<(Scroll X - Each Area) > ((Boss X) - (7))> and <((Boss X) + (7)) > (Scroll X - Each Area)>>\n if <(Boss X) > (Scroll X - Each Area)> then\n change [boss x v] by (-14)\n else\n change [boss x v] by (14)\n end\n end\n repeat (12)\n if <(Scroll X - Each Area) > ((Boss X) + (7))> then\n change [boss x v] by (14)\n else\n if <((Boss X) - (7)) > (Scroll X - Each Area)> then\n change [boss x v] by (-14)\n end\n end\n end\n Super Short 5\n Super Short 4\n repeat until <<[-1913] > (Boss X)> and <[-1927] < (Boss X)>>\n if <(Boss X) > [-1920]> then\n change [boss x v] by (-14)\n else\n change [boss x v] by (14)\n end\n end\n set [boss x v] to [-1920]\n wait (0.25) seconds\n Super Short 5\n set [boss 'stance' v] to [MN]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [boss get hit v]\nchange [brightness v] effect by (25)\nstart sound [pop v]\nwait (0.25) seconds\nset [brightness v] effect to (0)\n\nwhen I receive [repeat#2 v]\nif <<(Boss Hitpoint) > [0]> and <<(letter (2) of (Boss 'stance')) = [Y]> and <<<(Invincible) = [No]> and <not <(Dash) = [Do]>>> and <touching (character v)?>>>> then\n set [speed y v] to [12]\n if <(Boss X) > (Scroll X - Each Area)> then\n set [speed x v] to [-36]\n else\n set [speed x v] to [36]\n end\n broadcast (Invincible v)\nend\n\nwhen I receive [repeat v]\nif <(letter (5) of (Boss Stat)) = [A]> then\n go to x: ((Boss X) - (Scroll X - Each Area)) y: ((Boss Y) - (Scroll Y - Each Area))\n Position ((Boss X) - (Scroll X - Each Area)) ((Boss Y) - (Scroll Y - Each Area))\nend\n\nwhen I receive [cover screen v]\nhide\nset [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [N])\nstop [other scripts in sprite v]\n\nwhen I receive [reactivate v]\nforever\n if <<not <[0] < (Boss Hitpoint)>> and <(letter (5) of (Boss Stat)) = [A]>> then\n start sound [Pop v]\n if <(Area) = [4]> then\n set [boss stat v] to (join [0] (join (letter (2) of (Boss Stat)) (join (letter (3) of (Boss Stat)) (join (letter (4) of (Boss Stat)) [N]))))\n end\n if <(Area) = [8]> then\n set [boss stat v] to (join (letter (1) of (Boss Stat)) (join [0] (join (letter (3) of (Boss Stat)) (join (letter (4) of (Boss Stat)) [N]))))\n end\n if <(Area) = [9]> then\n set [boss stat v] to (join (letter (1) of (Boss Stat)) (join (letter (2) of (Boss Stat)) (join [0] (join (letter (4) of (Boss Stat)) [N]))))\n end\n if <(Area) = [7]> then\n set [boss stat v] to (join (letter (1) of (Boss Stat)) (join (letter (2) of (Boss Stat)) (join (letter (3) of (Boss Stat)) (join [0] [N]))))\n end\n hide\n stop [other scripts in sprite v]\n set [boss hitpoint v] to [1]\n broadcast (new things v)\n broadcast (Wait v)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [wait v]\nwait (2.2) seconds\nstart sound [victory - Dark Souls v]\n\ndefine For Short (??)\nif <(direction) > [0]> then\n change [boss x v] by (??)\nelse\n change [boss x v] by ((0) - (??))\nend\n\ndefine Super Short\nif <<(costume [name v]) = [75]> or <<(costume [name v]) = [78]> or <(costume [name v]) = [86]>>> then\n switch costume to (74 v)\n wait (0.15) seconds\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n wait (0.1) seconds\n switch costume to (57 v)\n wait (0.075) seconds\nend\n\ndefine Super Short 2\nif <(costume [name v]) = [57]> then\n switch costume to (71 v)\n wait (0.15) seconds\n repeat (3)\n next costume\n wait (0.01) seconds\n end\n wait (0.075) seconds\nend\n\ndefine Super Short 3\nif <(letter (1) of (Boss 'stance')) = [M]> then\n point towards (character v)\nelse\n if <(letter (1) of (Boss 'stance')) = [R]> then\n point in direction (-90)\n else\n point in direction (90)\n end\nend\n\ndefine Super Short 4\nswitch costume to (81 v)\nwait (0.25) seconds\nnext costume\nstart sound [Fall v]\nwait (0.15) seconds\nrepeat (3)\n change [boss y v] by (60)\nend\nrepeat (2)\n change [boss y v] by (50)\nend\nrepeat (4)\n change [boss y v] by (30)\nend\nwait (0.5) seconds\nnext costume\n\ndefine Super Short 5\nwait (0.05) seconds\nswitch costume to (81 v)\npoint towards (character v)\nrepeat (2)\n change [boss y v] by (-200)\nend\nstart sound [big fall v]\nwait (0.25) seconds\nswitch costume to (57 v)\n\ndefine Choose Skill for boss\nif <(pick random (1) to (5)) = [1]> then\n set [choose skill for boss v] to [1]\nelse\n if <(Scroll Y - Each Area) > [-2820]> then\n set [choose skill for boss v] to (pick random (8) to (10))\n else\n if <(distance to [character v]) < [208]> then\n if <(pick random (1) to (7)) < [3]> then\n set [choose skill for boss v] to (pick random (2) to (10))\n else\n set [choose skill for boss v] to (pick random (2) to (10))\n end\n else\n set [choose skill for boss v] to (pick random (5) to (10))\n end\n end\nend\n\ndefine Choose Skill for Boss 2\nif <(distance to [character v]) < [192]> then\n set [choose skill for boss v] to (pick random (1) to (6))\nelse\n if <(distance to [character v]) < [260]> then\n set [choose skill for boss v] to (pick random (2) to (6))\n else\n set [choose skill for boss v] to (pick random (3) to (6))\n end\nend\n\ndefine Choose Skill for Boss 3\nif <(distance to [character v]) < [145]> then\n set [choose skill for boss v] to (pick random (1) to (4))\nelse\n if <(distance to [character v]) < [220]> then\n set [choose skill for boss v] to (pick random (2) to (4))\n else\n set [choose skill for boss v] to (pick random (2) to (3))\n end\nend\n\n@Boss Hitbox\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset game v]\nhide\nset [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [N])\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset rotation style [left-right v]\ngo to [back v] layer\n\nwhen I receive [reactivate v]\nwait (0.05) seconds\nset [ghost v] effect to (100)\nif <<(Area) = [4]> and <(letter (1) of (Boss Stat)) = [1]>> then\n wait until <<(Scroll Y - Each Area) < [-1500]> and <<(Scroll X - Each Area) > [1489]> and <(Scroll X - Each Area) < [2350]>>>\n switch costume to (costume1 v)\n For Short\nelse\n if <<(Area) = [8]> and <(letter (2) of (Boss Stat)) = [1]>> then\n wait until <<[-2503] > (Scroll X - Each Area)> and <[-3256] < (Scroll X - Each Area)>>\n switch costume to (costume2 v)\n For Short\n else\n if <<(Area) = [9]> and <(letter (3) of (Boss Stat)) = [1]>> then\n wait until <[-3580] > (Scroll X - Each Area)>\n switch costume to (costume3 v)\n For Short\n else\n if <<(Area) = [7]> and <(letter (4) of (Boss Stat)) = [1]>> then\n wait until <(Scroll Y - Each Area) < [-2725]>\n switch costume to (costume4 v)\n For Short\n end\n end\n end\nend\n\nwhen I receive [repeat v]\nif <(letter (5) of (Boss Stat)) = [A]> then\n go to x: ((Boss X) - (Scroll X - Each Area)) y: ((Boss Y) - (Scroll Y - Each Area))\n Position ((Boss X) - (Scroll X - Each Area)) ((Boss Y) - (Scroll Y - Each Area))\nend\nif <not <[0] < (Boss Hitpoint)>> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [repeat v]\nif <<<(Boss Hitpoint) > [0]> and <<(Invincible) = [No]> and <not <(Dash) = [Do]>>>> and <<touching (character v)?> and <<<(Area) = [9]> or <<(Area) = [4]> and <<([costume # v] of [boss v]) < [11]> or <[18] < ([costume # v] of [boss v])>>>> or <<<(Area) = [8]> or <(Area) = [7]>> and <not <<([costume # v] of [boss v]) = [25]> or <([costume # v] of [boss v]) = [27]>>>>>>> then\n set [speed y v] to [12]\n if <(Boss X) > (Scroll X - Each Area)> then\n set [speed x v] to [-36]\n else\n set [speed x v] to [36]\n end\n broadcast (Invincible v)\nend\n\ndefine For Short\nforever\n point in direction ([direction v] of [boss v])\n if <<<<touching (weapon v)?> and <(Attack) = [Yes]>> or <touching (bullet v)?>> and <<([costume # v] of [boss v]) < [12]> or <[18] < ([costume # v] of [boss v])>>> then\n if <touching (bullet v)?> then\n change [boss hitpoint v] by ((0) - ((Damage) * (2.5)))\n else\n change [boss hitpoint v] by ((0) - (Damage))\n end\n broadcast (Boss get hit v)\n wait (0.35) seconds\n end\nend\n\n@Abilities - Key - HP\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (10)\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reactivate v]\nset [x v] to [99999]\nset [y v] to [99999]\nwait (0.1) seconds\nif <(Area) = [1]> then\n if <(letter (1) of (HP has collected)) = [1]> then\n Create Clone at [-3200] [0] [HP]\n end\n if <(letter (1) of (Key)) = [1]> then\n wait until <not <(Gun) = [Not]>>\n Create Clone at [75] [10] [Key R]\n end\nelse\n if <(Area) = [2]> then\n if <(letter (2) of (HP has collected)) = [1]> then\n Create Clone at [-2980] [-150] [HP]\n end\n else\n if <(Area) = [3]> then\n if <(letter (3) of (HP has collected)) = [1]> then\n Create Clone at [1000] [-1410] [HP]\n end\n else\n if <(Area) = [4]> then\n if <(letter (4) of (HP has collected)) = [1]> then\n Create Clone at [2730] [-1264] [HP]\n end\n if <(Dash) = [Not]> then\n Create Clone at [760] [-1500] [Ability]\n end\n else\n if <(Area) = [6]> then\n set [mini boss hp v] to [600]\n if <(Gun) = [Not]> then\n Create Clone at [4230] [-480] [Ability]\n end\n if <(letter (3) of (Key)) = [1]> then\n wait until <not <(Mini boss HP) > [0]>>\n Create Clone at [2635] [-1000] [Key G]\n end\n else\n if <(Area) = [7]> then\n if <(letter (8) of (HP has collected)) = [1]> then\n Create Clone at [1672] [-480] [HP]\n end\n else\n if <(Area) = [8]> then\n if <(Double Jump) = [Do]> then\n Create Clone at [-4060] [-3100] [Ability]\n end\n else\n if <(Area) = [9]> then\n if <(letter (6) of (HP has collected)) = [1]> then\n Create Clone at [-2735] [-2035] [HP]\n end\n if <(letter (2) of (Key)) = [1]> then\n Create Clone at [-4140] [-2165] [Key Y]\n end\n else\n if <(Area) = [5]> then\n if <(letter (7) of (HP has collected)) = [1]> then\n Create Clone at [1300] [-1380] [HP]\n end\n else\n if <(Area) = [11]> then\n if <(letter (5) of (HP has collected)) = [1]> then\n Create Clone at [-234] [990] [HP]\n end\n if <(Wall Jump) = [Not]> then\n Create Clone at [-1070] [420] [Ability]\n end\n else\n if <<(Area) = [10]> and <(Badge) = [1]>> then\n Create Clone at [-400] [2410] [Ability]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [HP]> then\n wait until <touching (character v)?>\n if <(Area) = [1]> then\n set [hp has collected v] to (join [0] (join (letter (2) of (HP has collected)) (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (join (letter (5) of (HP has collected)) (join (letter (6) of (HP has collected)) (join (letter (7) of (HP has collected)) (letter (8) of (HP has collected)))))))))\n else\n if <(Area) = [2]> then\n set [hp has collected v] to (join (letter (1) of (HP has collected)) (join [0] (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (join (letter (5) of (HP has collected)) (join (letter (6) of (HP has collected)) (join (letter (7) of (HP has collected)) (letter (8) of (HP has collected)))))))))\n else\n if <(Area) = [3]> then\n set [hp has collected v] to (join (letter (1) of (HP has collected)) (join (letter (2) of (HP has collected)) (join [0] (join (letter (4) of (HP has collected)) (join (letter (5) of (HP has collected)) (join (letter (6) of (HP has collected)) (join (letter (7) of (HP has collected)) (letter (8) of (HP has collected)))))))))\n else\n if <(Area) = [4]> then\n set [hp has collected v] to (join (letter (1) of (HP has collected)) (join (letter (2) of (HP has collected)) (join (letter (3) of (HP has collected)) (join [0] (join (letter (5) of (HP has collected)) (join (letter (6) of (HP has collected)) (join (letter (7) of (HP has collected)) (letter (8) of (HP has collected)))))))))\n else\n if <(Area) = [7]> then\n set [hp has collected v] to (join (letter (1) of (HP has collected)) (join (letter (2) of (HP has collected)) (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (join (letter (5) of (HP has collected)) (join (letter (6) of (HP has collected)) (join (letter (7) of (HP has collected)) [0])))))))\n else\n if <(Area) = [9]> then\n set [hp has collected v] to (join (letter (1) of (HP has collected)) (join (letter (2) of (HP has collected)) (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (join (letter (5) of (HP has collected)) (join [0] (join (letter (7) of (HP has collected)) (letter (8) of (HP has collected)))))))))\n else\n if <(Area) = [5]> then\n set [hp has collected v] to (join (letter (1) of (HP has collected)) (join (letter (2) of (HP has collected)) (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (join (letter (5) of (HP has collected)) (join (letter (6) of (HP has collected)) (join [0] (letter (8) of (HP has collected)))))))))\n else\n if <(Area) = [11]> then\n set [hp has collected v] to (join (letter (1) of (HP has collected)) (join (letter (2) of (HP has collected)) (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (join [0] (join (letter (6) of (HP has collected)) (join (letter (7) of (HP has collected)) (letter (8) of (HP has collected)))))))))\n end\n end\n end\n end\n end\n end\n end\n end\n change [base hp v] by (1)\n set [hit point v] to (Base HP)\n start sound [Collect v]\n broadcast (new things v)\n delete this clone\nend\nif <(costume [name v]) = [Ability]> then\n wait until <touching (character v)?>\n start sound [Collect v]\n if <(Area) = [4]> then\n set [dash v] to [Ready]\n go to [front v] layer\n switch costume to (dash v)\n set [pause v] to [Yes]\n broadcast (new things v)\n wait (2.5) seconds\n set [pause v] to [No]\n else\n if <(Area) = [6]> then\n set [gun v] to [Ready]\n go to [front v] layer\n switch costume to (gun v)\n set [pause v] to [Yes]\n broadcast (new things v)\n wait (2.5) seconds\n set [pause v] to [No]\n else\n if <(Area) = [8]> then\n set [double jump v] to [Not]\n go to [front v] layer\n switch costume to (double jump v)\n set [pause v] to [Yes]\n broadcast (new things v)\n wait (2.5) seconds\n set [pause v] to [No]\n else\n if <(Area) = [11]> then\n set [wall jump v] to [Have]\n go to [front v] layer\n switch costume to (wall jump v)\n set [pause v] to [Yes]\n broadcast (new things v)\n wait (2.5) seconds\n set [pause v] to [No]\n else\n if <(Area) = [10]> then\n set [badge v] to [0]\n go to [front v] layer\n switch costume to (the badge v)\n set [pause v] to [Yes]\n broadcast (new things v)\n wait (2.5) seconds\n set [pause v] to [No]\n end\n end\n end\n end\n end\n delete this clone\nend\nif <(letter (1) of (costume [name v])) = [K]> then\n wait until <touching (character v)?>\n if <(costume [name v]) = [Key R]> then\n set [key v] to (join [0] (join (letter (2) of (Key)) (letter (3) of (Key))))\n end\n if <(costume [name v]) = [Key Y]> then\n set [key v] to (join (letter (1) of (Key)) (join [0] (letter (3) of (Key))))\n end\n if <(costume [name v]) = [Key G]> then\n set [key v] to (join (letter (1) of (Key)) (join (letter (2) of (Key)) [0]))\n end\n broadcast (new things v)\n start sound [Collect v]\n delete this clone\nend\n\ndefine Create Clone at (x) (y) (kind)\nswitch costume to (kind)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [x v] to [99999]\nset [y v] to [99999]\n\nwhen I receive [repeat#2 v]\nif <<(costume [number v]) < [3]> or <[7] < (costume [number v])>> then\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n Position ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\nelse\n go to x: (0) y: (0)\nend\n\n@Enemy's Hitbox\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nset rotation style [don't rotate v]\nset [x v] to [99999]\nset [y v] to [99999]\nbroadcast (Delete Clone v) and wait\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [x v] to (X spawn enemy)\nset [y v] to (Y spawn enemy)\nset [number v] to (Number give for enemy)\nset [kind v] to (Kind of enemy)\nset [enemy's move distance v] to [0]\nset [1# load - save v] to [0]\nif <(Kind) = [a]> then\n For Short [N] [70] [1] ((1) + (((Hit Point) + ((W/A/D/X/C/S/V/B/N/M/R) + ((Area) + ((Scroll X - Each Area) + (((Scroll Y - Each Area) + (Ammo)) + (pick random (1) to (1000))))))) mod (2)))\nend\nif <(Kind) = [b]> then\n For Short [N] [50] [2] ((1) + (((Hit Point) + ((W/A/D/X/C/S/V/B/N/M/R) + ((Area) + ((Scroll X - Each Area) + (((Scroll Y - Each Area) + (Ammo)) + (pick random (1) to (1000))))))) mod (2)))\nend\nif <(Kind) = [c]> then\n For Short [R] [90] [3] ((1) + (((Hit Point) + ((W/A/D/X/C/S/V/B/N/M/R) + ((Area) + ((Scroll X - Each Area) + (((Scroll Y - Each Area) + (Ammo)) + (pick random (1) to (1000))))))) mod (2)))\nend\nif <(Kind) = [d]> then\n For Short [N] [80] [4] ((1) + (((Hit Point) + ((W/A/D/X/C/S/V/B/N/M/R) + ((Area) + ((Scroll X - Each Area) + (((Scroll Y - Each Area) + (Ammo)) + (pick random (1) to (1000))))))) mod (2)))\nend\nif <(Kind) = [e]> then\n For Short [N] [120] [5] [2]\nend\nif <(Kind) = [f]> then\n For Short [N] [80] [6] [2]\nend\nif <(Kind) = [g]> then\n For Short [I] [90] [7] [2]\nend\nif <(Kind) = [h]> then\n For Short [N] [70] [8] [2]\nend\nif <(Kind) = [i]> then\n For Short [N] [100] [9] [2]\nend\nif <(Kind) = [j]> then\n For Short [N] [80] [10] [2]\nend\nif <(Kind) = [k]> then\n For Short [N] [60] [11] [2]\nend\nif <(Kind) = [l]> then\n For Short [N] [60] [12] [2]\nend\nif <(Kind) = [m]> then\n For Short [N] [100] [13] [3]\nend\nif <(Kind) = [n]> then\n For Short [N] [70] [14] [2]\nend\nif <(Kind) = [o]> then\n For Short [N] [80] [15] [2]\nend\nif <(Kind) = [p]> then\n For Short [N] [180] [16] [4]\nend\nif <(Kind) = [q]> then\n For Short [N] [200] [17] [4]\nend\nif <(Kind) = [r]> then\n For Short [N] [90] [18] [2]\nend\nif <(Kind) = [s]> then\n For Short [N] [110] [19] [2]\nend\nif <(Kind) = [t]> then\n For Short [N] [80] [20] [2]\nend\nif <(Kind) = [u]> then\n For Short [N] [120] [21] [2]\nend\nif <(Kind) = [v]> then\n For Short [N] [100] [22] [2]\nend\nif <(Kind) = [w]> then\n For Short [N] [110] [23] [2]\nend\nif <(Kind) = [x]> then\n For Short [N] [200] [24] [3]\nend\nif <(Kind) = [y]> then\n For Short [N] [170] [25] [3]\nend\nif <(Kind) = [z]> then\n For Short [N] [180] [26] [3]\nend\nif <(Kind) = [HP]> then\n set [ghost v] effect to (0)\n show\n switch costume to (hp v)\n forever\n set [brightness v] effect to ((Number) * (4))\n if <touching (character v)?> then\n if <((Hit Point) + (Number)) > (Base HP)> then\n set [hit point v] to (Base HP)\n else\n change [hit point v] by (Number)\n end\n if <((Ammo) + (Number)) > [10]> then\n set [ammo v] to [10]\n else\n change [ammo v] by (Number)\n end\n start sound [Collect v]\n delete this clone\n end\n end\nelse\n set [ghost v] effect to (100)\n show\n forever\n if <not <<(Block For Enemy) = [I]> or <<<(Scroll X - Each Area) > (X)> and <(Block For Enemy) = [R]>> or <<(X) > (Scroll X - Each Area)> and <(Block For Enemy) = [L]>>>>> then\n if <<<touching (weapon v)?> and <(Attack) = [Yes]>> or <touching (bullet v)?>> then\n set [give command for simple enemy v] to (join (join (Number) (Kind)) [H])\n if <touching (bullet v)?> then\n change [enemy's simple hp v] by ((0) - ((Damage) * (2)))\n else\n change [enemy's simple hp v] by ((0) - (Damage))\n end\n broadcast (Death or Hit Information v)\n wait (0.5) seconds\n end\n else\n if <<<touching (weapon v)?> and <(Attack) = [Yes]>> or <touching (bullet v)?>> then\n if <(Kind) = [g]> then\n set [give command for simple enemy v] to (join (join (Number) [g]) [H])\n if <touching (bullet v)?> then\n change [enemy's simple hp v] by ((0) - ((Damage) * (2)))\n else\n change [enemy's simple hp v] by ((0) - (Damage))\n end\n broadcast (Death or Hit Information v)\n else\n start sound [Blocking v]\n end\n wait (0.35) seconds\n end\n end\n if <not <(Enemy's Simple HP) > [0]>> then\n set [give command for simple enemy v] to (join (join (Number) (Kind)) [D])\n broadcast (Death or Hit Information v)\n Create Clone (X) (Y) (Enemy HP heals) [HP] []\n delete this clone\n end\n if <<<(costume [name v]) = [7-2]> or <(costume [name v]) = [7]>> or <(costume [name v]) = [7-1]>> then\n if <(Block For Enemy) = [R]> then\n switch costume to (7 v)\n else\n if <(Block For Enemy) = [L]> then\n switch costume to (7-2 v)\n else\n if <(Block For Enemy) = [N]> then\n switch costume to (7-1 v)\n end\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen I receive [reset enemy v]\ndelete this clone\n\ndefine Create Clone (x) (y) (number) (kind) (move to)\nset [x spawn enemy v] to (x)\nset [y spawn enemy v] to (y)\nset [number give for enemy v] to (number)\nset [kind of enemy v] to (kind)\nset [kind of enemy move distance v] to (move to)\ncreate clone of (enemy's animation v)\nwait (0) seconds\nset [x v] to [99999]\nset [y v] to [99999]\n\nwhen I receive [reset enemy v]\nwait (0.1) seconds\nbroadcast (Delete Clone v)\nif <(Area) = [1]> then\n Create Clone [-2800] [-188] [1] [a] []\nelse\n if <(Area) = [2]> then\n Create Clone [-380] [-989] [1] [a] []\n Create Clone [-2440] [-38] [2] [a] []\n Create Clone [-125] [-613] [1] [b] [210]\n Create Clone [-3050] [-866] [2] [b] [240]\n else\n if <(Area) = [3]> then\n Create Clone [3140] [47] [1] [a] []\n Create Clone [450] [-1496] [2] [a] []\n Create Clone [2500] [-1490] [3] [a] []\n Create Clone [2500] [-99] [1] [b] [220]\n Create Clone [345] [-97] [2] [b] [200]\n Create Clone [2600] [-1167] [3] [b] [250]\n Create Clone [-250] [-1540] [4] [b] [130]\n Create Clone [2450] [-102] [1] [c] []\n Create Clone [2790] [-1716] [2] [c] []\n Create Clone [2750] [-996] [1] [d] []\n else\n if <(Area) = [4]> then\n Create Clone [-30] [-106] [1] [a] []\n Create Clone [960] [-159] [2] [a] []\n Create Clone [1750] [-168] [1] [b] [300]\n Create Clone [700] [247] [2] [b] [400]\n Create Clone [2140] [-167] [1] [c] []\n Create Clone [1780] [53] [2] [c] []\n Create Clone [1940] [53] [3] [c] []\n Create Clone [3100] [62] [4] [c] []\n Create Clone [1840] [53] [1] [d] []\n Create Clone [3100] [-1012] [2] [d] []\n Create Clone [2900] [62] [1] [e] []\n Create Clone [2600] [-1665] [2] [e] []\n else\n if <(Area) = [12]> then\n Create Clone [-1888] [-24] [1] [c] [185]\n Create Clone [-2875] [-539] [2] [c] [185]\n Create Clone [-3000] [-1597] [3] [c] [185]\n Create Clone [-2315] [-221] [1] [f] [185]\n Create Clone [-3012] [-641] [2] [f] [250]\n Create Clone [-3290] [-2459] [4] [f] [270]\n Create Clone [-2705] [-968] [5] [f] [140]\n Create Clone [-1100] [-186] [1] [g] []\n Create Clone [-2480] [-221] [2] [g] []\n Create Clone [-2750] [-1584] [3] [g] [185]\n Create Clone [323] [259] [1] [h] []\n Create Clone [-1148] [43] [2] [h] []\n Create Clone [-1955] [10] [3] [h] []\n Create Clone [-3060] [-547] [4] [h] []\n Create Clone [-2750] [-1224] [5] [h] []\n Create Clone [-290] [34] [1] [i] []\n Create Clone [-148] [209] [2] [i] []\n Create Clone [-1640] [10] [3] [i] []\n Create Clone [-1215] [-246] [4] [i] []\n Create Clone [-3015] [-641] [5] [i] []\n else\n if <(Area) = [11]> then\n Create Clone [-2312] [120] [1] [j] []\n Create Clone [-1960] [1420] [2] [j] []\n Create Clone [-795] [1470] [3] [j] []\n Create Clone [-2190] [922] [4] [j] []\n Create Clone [-1800] [920] [5] [j] []\n Create Clone [-1100] [-30] [1] [k] []\n Create Clone [-2090] [1080] [2] [k] []\n Create Clone [-1840] [1420] [3] [k] []\n Create Clone [300] [300] [4] [k] []\n Create Clone [-1712] [690] [6] [k] []\n Create Clone [-1450] [-182] [1] [l] [220]\n Create Clone [-2135] [-286] [2] [l] [185]\n Create Clone [-1935] [129] [3] [l] [40]\n Create Clone [-550] [1579] [4] [l] [200]\n Create Clone [-1020] [180] [1] [m] []\n Create Clone [-2000] [761] [2] [m] []\n Create Clone [-1950] [1500] [3] [m] []\n Create Clone [-805] [765] [4] [m] []\n Create Clone [-135] [1575] [5] [m] []\n Create Clone [0] [479] [6] [m] []\n Create Clone [-1148] [180] [1] [n] []\n Create Clone [-445] [-75] [2] [n] []\n Create Clone [-1570] [1488] [3] [n] []\n Create Clone [-618] [765] [4] [n] []\n Create Clone [-280] [1575] [5] [n] []\n Create Clone [-228] [263] [1] [o] []\n Create Clone [-1680] [-290] [2] [o] []\n Create Clone [-2250] [-289] [3] [o] []\n Create Clone [-240] [479] [4] [o] []\n else\n if <(Area) = [8]> then\n Create Clone [60] [-1332] [1] [g] []\n Create Clone [80] [31] [2] [g] []\n Create Clone [-644] [-2957] [1] [f] [360]\n Create Clone [-350] [-1332] [2] [f] [200]\n Create Clone [-1112] [-2684] [1] [i] []\n Create Clone [240] [-1720] [2] [i] []\n Create Clone [-10] [-1332] [2] [i] []\n Create Clone [-210] [-991] [3] [i] []\n Create Clone [-260] [-2449] [1] [h] []\n Create Clone [100] [-1720] [2] [h] []\n Create Clone [-80] [-1268] [3] [h] []\n Create Clone [0] [31] [4] [h] []\n Create Clone [-1424] [-3019] [1] [p] []\n else\n if <(Area) = [5]> then\n Create Clone [-110] [45] [1] [j] []\n Create Clone [-735] [-750] [2] [j] []\n Create Clone [-1000] [-900] [3] [j] []\n Create Clone [815] [-1930] [4] [j] []\n Create Clone [2920] [-2940] [5] [j] []\n Create Clone [88] [-50] [1] [k] []\n Create Clone [-1230] [-1250] [2] [k] []\n Create Clone [75] [-1600] [3] [k] []\n Create Clone [2900] [-2690] [5] [k] []\n Create Clone [-1160] [-537] [1] [l] [180]\n Create Clone [-745] [-1735] [2] [l] [400]\n Create Clone [1080] [-2725] [3] [l] [180]\n Create Clone [760] [-3159] [4] [l] [340]\n Create Clone [-1135] [-1739] [1] [m] []\n Create Clone [1660] [-2989] [2] [m] []\n Create Clone [2900] [-3064] [3] [m] []\n Create Clone [3000] [-2740] [4] [m] []\n Create Clone [-508] [166] [1] [n] []\n Create Clone [-840] [-1739] [2] [n] []\n Create Clone [820] [-1541] [3] [n] []\n Create Clone [660] [-3163] [4] [n] []\n Create Clone [2950] [-2740] [5] [n] []\n Create Clone [-900] [120] [1] [o] []\n Create Clone [-1170] [-1515] [2] [o] []\n Create Clone [-86] [-1403] [3] [o] []\n Create Clone [1405] [-2988] [4] [o] []\n Create Clone [2570] [-2932] [5] [o] []\n Create Clone [2850] [-2740] [6] [o] []\n Create Clone [1184] [-1407] [1] [q] []\n else\n if <(Area) = [6]> then\n Create Clone [-340] [-884] [1] [f] [480]\n Create Clone [-260] [-642] [2] [f] [120]\n Create Clone [880] [-2244] [3] [f] [180]\n Create Clone [1600] [-2258] [4] [f] [130]\n Create Clone [3940] [-1328] [6] [f] [180]\n Create Clone [-125] [-233] [1] [r] []\n Create Clone [300] [-1023] [2] [r] []\n Create Clone [1440] [-2129] [3] [r] []\n Create Clone [2640] [-2281] [4] [r] []\n Create Clone [3800] [-2036] [5] [r] []\n Create Clone [3940] [-501] [6] [r] []\n Create Clone [3350] [-462] [7] [r] []\n Create Clone [200] [-749] [1] [s] []\n Create Clone [100] [-1716] [2] [s] []\n Create Clone [450] [-2106] [3] [s] []\n Create Clone [2320] [-218-] [4] [s] []\n Create Clone [3960] [-1748] [5] [s] []\n Create Clone [3712] [-546] [6] [s] []\n Create Clone [3120] [-793] [7] [s] []\n Create Clone [3950] [-2401] [8] [s] []\n Create Clone [-35] [-70] [1] [t] []\n Create Clone [400] [-824] [2] [t] []\n Create Clone [1130] [-2165] [3] [t] []\n Create Clone [1840] [-2186] [4] [t] []\n Create Clone [4230] [-1328] [5] [t] []\n Create Clone [3920] [-880] [6] [t] []\n Create Clone [3225] [-563] [7] [t] []\n Create Clone [310] [77] [8] [t] []\n else\n if <(Area) = [9]> then\n Create Clone [-2050] [155] [1] [w] []\n Create Clone [-1950] [-849] [2] [w] []\n Create Clone [-1980] [-1339] [3] [w] []\n Create Clone [-2070] [-1912] [4] [w] []\n Create Clone [-2750] [-2335] [5] [w] []\n Create Clone [-1900] [155] [1] [g] []\n Create Clone [-2210] [-707] [2] [g] []\n Create Clone [-2600] [-2335] [3] [g] []\n Create Clone [-1435] [-174] [1] [v] []\n Create Clone [-1750] [-481] [2] [v] []\n Create Clone [-2220] [-1339] [3] [v] []\n Create Clone [-1750] [-1550] [4] [v] []\n Create Clone [-2020] [-2412] [5] [v] []\n Create Clone [-960] [-186] [1] [u] []\n Create Clone [-2150] [-246] [2] [u] []\n Create Clone [-1970] [-1618] [4] [u] []\n Create Clone [-2425] [-2287] [5] [u] []\n else\n if <(Area) = [10]> then\n Create Clone [40] [1754] [1] [q] []\n Create Clone [-10] [2098] [1] [p] []\n else\n if <(Area) = [7]> then\n Create Clone [220] [-274] [1] [x] []\n Create Clone [-540] [-962] [2] [x] []\n Create Clone [1420] [-918] [3] [x] []\n Create Clone [-1330] [-579] [4] [x] []\n Create Clone [-2130] [-1312] [5] [x] []\n Create Clone [320] [-767] [1] [y] []\n Create Clone [1975] [-812] [2] [y] []\n Create Clone [1908] [-572] [3] [y] []\n Create Clone [-800] [-737] [4] [y] []\n Create Clone [-1760] [-1322] [5] [y] []\n Create Clone [945] [-756] [1] [z] []\n Create Clone [180] [-1026] [2] [z] []\n Create Clone [-1116] [-780] [3] [z] []\n Create Clone [-1540] [-590] [4] [z] []\n Create Clone [-1600] [-1582] [5] [z] []\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [cover screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [movement information v]\nif <<(Number) = (letter (1) of (Give Command For Enemy But About Movement))> and <(Kind) = (letter (2) of (Give Command For Enemy But About Movement))>> then\n set [x v] to (join (join (join (join (letter (3) of (Give Command For Enemy But About Movement)) (letter (4) of (Give Command For Enemy But About Movement))) (letter (5) of (Give Command For Enemy But About Movement))) (letter (6) of (Give Command For Enemy But About Movement))) (letter (7) of (Give Command For Enemy But About Movement)))\nend\n\nwhen I receive [cover screen v]\nhide\n\nwhen I receive [repeat v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\n\nwhen I receive [repeat#2 v]\nif <<not <<<(costume [name v]) = [HP]> or <(costume [name v]) = [12]>> or <<(costume [name v]) = [6]> or <<(costume [name v]) = [2]> or <<(costume [name v]) = [7]> or <(costume [name v]) = [7-2]>>>>>> and <<<(Invincible) = [No]> and <not <(Dash) = [Do]>>> and <touching (character v)?>>> then\n set [hostile or not v] to (join (Number) (Kind))\n broadcast (Can I v)\nend\n\nwhen I receive [blocking v]\nif <<(Number) = (letter (1) of (Blocking or not))> and <(Kind) = (letter (2) of (Blocking or not))>> then\n set [block for enemy v] to (letter (3) of (Blocking or not))\n if <(Kind) = [g]> then\n if <(Block For Enemy) = [L]> then\n switch costume to (7 v)\n else\n if <(Block For Enemy) = [R]> then\n switch costume to (7-2 v)\n else\n switch costume to (7-1 v)\n end\n end\n end\nend\n\ndefine For Short (block) (hp) (costume) (heals)\nset [block for enemy v] to (block)\nset [enemy's simple hp v] to (hp)\nswitch costume to (costume)\nset [enemy hp heals v] to (heals)\n\nwhen I receive [big stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [boss call out v]\nbroadcast (Reset Enemy v)\nwait (1) seconds\nCreate Clone [-2640] [-3023] [6] [h] []\nCreate Clone [-3100] [-2961] [7] [h] []\nCreate Clone [-3100] [-2666] [8] [h] []\nCreate Clone [-2640] [-2740] [9] [h] []\n\nwhen I receive [clear all enemy v]\ndelete this clone\n\n@Enemy's Animation\n\nwhen flag clicked\nswitch costume to (no v)\nhide\nset rotation style [left-right v]\nset [x v] to [99999]\nset [y v] to [99999]\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\ncreate clone of (enemy's hitbox v)\nset [brightness v] effect to (0)\nset [x v] to (X spawn enemy)\nset [y v] to (Y spawn enemy)\nset [number v] to (Number give for enemy)\nset [kind v] to (Kind of enemy)\nset [enemy's move distance v] to (Kind of Enemy Move distance)\nset [harmful to player v] to [No]\nset [ghost v] effect to (0)\nwait (0.5) seconds\nif <(Kind) = [a]> then\n switch costume to (1 v)\n forever\n switch costume to (1 v)\n if <(distance to [character v]) < [200]> then\n point towards (character v)\n if <(distance to [character v]) < [120]> then\n switch costume to (1_ready v)\n if <(distance to [character v]) < [90]> then\n wait (0.5) seconds\n set [harmful to player v] to [Yes]\n start sound [Slash v]\n next costume\n wait (0.075) seconds\n next costume\n wait (0.075) seconds\n switch costume to (1_ready v)\n set [harmful to player v] to [No]\n wait (1) seconds\n end\n else\n switch costume to (1 v)\n set [harmful to player v] to [No]\n end\n end\n end\nend\nif <<(Kind) = [b]> or <(Kind) = [f]>> then\n if <(Kind) = [b]> then\n switch costume to (2 v)\n else\n switch costume to (6 v)\n end\n set [harmful to player v] to [Yes]\n forever\n if <(distance to [character v]) < [180]> then\n repeat ((Enemy's Move Distance) / (6))\n point in direction (90)\n start sound [rt v]\n Give command about movement [12]\n change [x v] by (6)\n end\n Give command about movement [0]\n wait (0.2) seconds\n repeat ((Enemy's Move Distance) / (6))\n point in direction (-90)\n start sound [rt v]\n Give command about movement [-12]\n change [x v] by (-6)\n end\n Give command about movement [0]\n wait (0.2) seconds\n end\n end\nend\nif <(Kind) = [c]> then\n switch costume to (3 v)\n forever\n switch costume to (3 v)\n set [harmful to player v] to [No]\n if <<not <(Gun) = [Not]>> or <(distance to [character v]) < [140]>> then\n switch costume to (3_block v)\n point towards (animation+effect v)\n if <(direction) > [0]> then\n Blocking [R]\n else\n Blocking [L]\n end\n end\n if <(distance to [character v]) < [86]> then\n wait (0.5) seconds\n if <<(distance to [character v]) < [70]> and <[10] > ((Scroll Y - Each Area) - (Y))>> then\n switch costume to (3_ready v)\n wait (0.5) seconds\n Blocking [N]\n start sound [Slash v]\n set [harmful to player v] to [Yes]\n switch costume to (3_attack1 v)\n wait (0.075) seconds\n switch costume to (3_attack2 v)\n wait (0.1) seconds\n switch costume to (3_attack3 v)\n set [harmful to player v] to [No]\n wait (0.2) seconds\n switch costume to (3 v)\n wait (0.35) seconds\n else\n switch costume to (3_ready2 v)\n wait (0.6) seconds\n Blocking [N]\n start sound [stab v]\n set [harmful to player v] to [Yes]\n switch costume to (3_attack4 v)\n wait (0.05) seconds\n switch costume to (3_attack5 v)\n wait (0.5) seconds\n switch costume to (3_attack4 v)\n wait (0.05) seconds\n set [harmful to player v] to [No]\n switch costume to (3_ready2 v)\n if <(direction) > [0]> then\n Blocking [R]\n else\n Blocking [L]\n end\n end\n wait (0.5) seconds\n end\n end\nend\nif <(Kind) = [d]> then\n switch costume to (4 v)\n forever\n set [harmful to player v] to [No]\n switch costume to (4 v)\n if <<(distance to [character v]) < [200]> and <((Scroll Y - Each Area) - (Y)) < [160]>> then\n point towards (character v)\n if <(distance to [character v]) < [80]> then\n switch costume to (4_melee v)\n wait (0.2) seconds\n switch costume to (4_readyhit v)\n wait (0.35) seconds\n start sound [Bing v]\n set [harmful to player v] to [Yes]\n switch costume to (4_parry_this v)\n wait (0.25) seconds\n switch costume to (4_melee v)\n set [harmful to player v] to [No]\n wait (0.4) seconds\n else\n if <<((Scroll Y - Each Area) - (Y)) < [130]> and <((Scroll Y - Each Area) - (Y)) > [-21]>> then\n switch costume to (4_hold v)\n wait (0.4) seconds\n Shoot [1]\n switch costume to (4_shoot v)\n wait (0.1) seconds\n switch costume to (4_reload1 v)\n wait (0.1) seconds\n switch costume to (4_reload2 v)\n start sound [Cock v]\n wait (0.1) seconds\n switch costume to (4_reload1 v)\n wait (0.1) seconds\n switch costume to (4_hold v)\n wait (0.25) seconds\n end\n end\n else\n switch costume to (4 v)\n end\n end\nend\nif <(Kind) = [e]> then\n switch costume to (5 v)\n forever\n set [harmful to player v] to [No]\n switch costume to (5 v)\n if <(distance to [character v]) < [180]> then\n point towards (character v)\n if <(distance to [character v]) < [100]> then\n wait (0.2) seconds\n if <(distance to [character v]) < [70]> then\n switch costume to (5_ready2-2 v)\n wait (0.4) seconds\n switch costume to (5_zeee2 v)\n start sound [Slash v]\n set [harmful to player v] to [Yes]\n wait (0.3) seconds\n if <(distance to [character v]) < [180]> then\n set [harmful to player v] to [No]\n switch costume to (5_ready v)\n wait (0.6) seconds\n set [harmful to player v] to [Yes]\n switch costume to (5_zeee v)\n start sound [stab v]\n wait (0.7) seconds\n switch costume to (5_ready v)\n wait (1) seconds\n end\n else\n set [harmful to player v] to [No]\n switch costume to (5_ready v)\n wait (0.6) seconds\n switch costume to (5_zeee v)\n start sound [stab v]\n set [harmful to player v] to [Yes]\n wait (0.3) seconds\n if <(distance to [character v]) < [180]> then\n point towards (character v)\n set [harmful to player v] to [No]\n switch costume to (5_ready v)\n wait (0.5) seconds\n switch costume to (5 v)\n wait (0.5) seconds\n switch costume to (5_ready2 v)\n wait (0.1) seconds\n switch costume to (5_ready2-2 v)\n wait (0.5) seconds\n switch costume to (5_zeee2 v)\n set [harmful to player v] to [Yes]\n start sound [Slash v]\n wait (0.5) seconds\n set [harmful to player v] to [No]\n switch costume to (5_ready v)\n wait (1) seconds\n end\n end\n end\n end\n end\nend\nif <(Kind) = [g]> then\n switch costume to (7 v)\n Blocking [L]\n forever\n point in direction (90)\n set [harmful to player v] to [Yes]\n if <<(costume [name v]) = [7]> or <(costume [name v]) = [7_Stand2]>> then\n if <(X) > (Scroll X - Each Area)> then\n switch costume to (7_stand2 v)\n if <(distance to [animation+effect v]) < [65]> then\n wait (0.25) seconds\n if <(distance to [animation+effect v]) < [50]> then\n if <(pick random (1) to (2)) = [2]> then\n switch costume to (7_stand2 v)\n wait (0.2) seconds\n switch costume to (7_charge62 v)\n wait (0.5) seconds\n switch costume to (7_slash2 v)\n start sound [stab v]\n wait (0.5) seconds\n switch costume to (7_stand2 v)\n else\n switch costume to (7 v)\n wait (0.2) seconds\n switch costume to (7_kick? v)\n wait (0.5) seconds\n switch costume to (7_kick! v)\n start sound [Bing v]\n wait (0.5) seconds\n For short 3\n start sound [Fall v]\n Blocking [R]\n switch costume to (7_stand_1 v)\n wait (0.5) seconds\n end\n else\n For short 3\n Blocking [R]\n switch costume to (7_stand_1 v)\n start sound [Fall v]\n end\n end\n else\n if <(distance to [animation+effect v]) < [158]> then\n For short 3\n start sound [Fall v]\n switch costume to (7_slash v)\n Blocking [R]\n start sound [stab v]\n wait (0.5) seconds\n switch costume to (7_stand_1 v)\n end\n end\n else\n if <<(X) > (Scroll X - Each Area)> or <<(Scroll X - Each Area) > (X)> and <(distance to [animation+effect v]) < [88]>>> then\n switch costume to (7_2 v)\n else\n switch costume to (7_stand_1 v)\n end\n if <<<(X) > (Scroll X - Each Area)> and <(distance to [animation+effect v]) < [40]>> or <<(Scroll X - Each Area) > (X)> and <(distance to [animation+effect v]) < [88]>>> then\n For Short 2\n Blocking [L]\n start sound [Fall v]\n switch costume to (7_slash2 v)\n start sound [stab v]\n wait (0.5) seconds\n switch costume to (7_stand2 v)\n else\n if <<(Scroll X - Each Area) > (X)> and <[88] < (distance to [animation+effect v])>> then\n wait (0.25) seconds\n if <(distance to [animation+effect v]) < [158]> then\n if <(pick random (1) to (2)) = [2]> then\n switch costume to (7_stand_1 v)\n wait (0.2) seconds\n switch costume to (7_charge6 v)\n wait (0.5) seconds\n start sound [stab v]\n switch costume to (7_slash v)\n wait (0.5) seconds\n switch costume to (7_stand_1 v)\n else\n For Short 2\n start sound [Fall v]\n Blocking [L]\n switch costume to (7_stand2 v)\n end\n else\n For Short 2\n start sound [Fall v]\n Blocking [L]\n switch costume to (7_stand2 v)\n end\n end\n end\n end\n end\nend\nif <(Kind) = [h]> then\n switch costume to (8 v)\n forever\n point towards (animation+effect v)\n if <<(distance to [character v]) < [220]> and <((Scroll Y - Each Area) - (Y)) < [60]>> then\n if <(distance to [character v]) < [50]> then\n if <(pick random (1) to (3)) = [2]> then\n For Short 1\n else\n wait (0.25) seconds\n switch costume to (8_ready v)\n wait (0.35) seconds\n set [harmful to player v] to [Yes]\n switch costume to (8_hit v)\n start sound [stab v]\n wait (0.35) seconds\n set [harmful to player v] to [No]\n switch costume to (8_ready v)\n wait (0.5) seconds\n switch costume to (8 v)\n end\n else\n if <<((Scroll Y - Each Area) - (Y)) < [60]> and <((Scroll Y - Each Area) - (Y)) > [-15]>> then\n if <(distance to [character v]) < [90]> then\n For Short 1\n else\n wait (0.25) seconds\n switch costume to (8_bow v)\n wait (0.25) seconds\n switch costume to (8_aim v)\n wait (0.1) seconds\n switch costume to (8_ready v)\n wait (0.1) seconds\n switch costume to (8_ready#2 v)\n wait (0.25) seconds\n switch costume to (8_shoot v)\n Shoot [3]\n wait (0.5) seconds\n switch costume to (8 v)\n end\n end\n end\n end\n end\nend\nif <(Kind) = [i]> then\n switch costume to (9 v)\n forever\n point towards (animation+effect v)\n wait (0.1) seconds\n repeat (3)\n next costume\n wait (0.01) seconds\n end\n wait (0.1) seconds\n switch costume to (9_2 v)\n wait (0.1) seconds\n switch costume to (9_1 v)\n wait (0.1) seconds\n switch costume to (9 v)\n point towards (animation+effect v)\n if <(distance to [character v]) < [148]> then\n wait (0.4) seconds\n if <(distance to [character v]) < [65]> then\n switch costume to (9_ready v)\n wait (0.25) seconds\n switch costume to (9_attack1 v)\n wait (0.04) seconds\n set [harmful to player v] to [Yes]\n switch costume to (9_attack2 v)\n wait (0.04) seconds\n switch costume to (9_attack3 v)\n wait (0.04) seconds\n switch costume to (9_attack4 v)\n start sound [Bite v]\n wait (0.5) seconds\n switch costume to (9_attack3 v)\n wait (0.1) seconds\n switch costume to (9_attack2 v)\n wait (0.1) seconds\n switch costume to (9_attack1 v)\n set [harmful to player v] to [No]\n wait (0.1) seconds\n switch costume to (9_ready v)\n wait (0.5) seconds\n switch costume to (9 v)\n else\n switch costume to (9_readylick v)\n wait (0.25) seconds\n switch costume to (9_lick v)\n wait (0.075) seconds\n switch costume to (9_lick1 v)\n wait (0.075) seconds\n switch costume to (9_lick2 v)\n wait (0.75) seconds\n set [harmful to player v] to [Yes]\n repeat (4)\n next costume\n end\n start sound [whou v]\n wait (0.25) seconds\n switch costume to (9_lick4 v)\n wait (0.05) seconds\n switch costume to (9_lick3 v)\n wait (0.05) seconds\n set [harmful to player v] to [No]\n switch costume to (9_lick2 v)\n wait (0.05) seconds\n switch costume to (9_lick1 v)\n wait (0.05) seconds\n switch costume to (9_lick v)\n wait (0.05) seconds\n switch costume to (9_readylick v)\n wait (0.5) seconds\n switch costume to (9 v)\n end\n end\n end\nend\nif <(Kind) = [j]> then\n set [harmful to player v] to [Yes]\n switch costume to (10 v)\n forever\n point towards (animation+effect v)\n if <(distance to [character v]) < [70]> then\n Blocking [N]\n switch costume to (10_2 v)\n wait (0.5) seconds\n set [brightness v] effect to (0)\n repeat (10)\n change [ghost v] effect by (2)\n change size by (5)\n wait (0.05) seconds\n end\n wait (0.25) seconds\n switch costume to (10_3 v)\n start sound [zzzeee v]\n set size to (100) %\n set [ghost v] effect to (0)\n Blocking [I]\n repeat (8)\n change [brightness v] effect by (4)\n change [ghost v] effect by (6)\n change size by (8)\n wait (0.05) seconds\n end\n hide\n wait (0.5) seconds\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n set size to (100) %\n switch costume to (10 v)\n Blocking [N]\n show\n wait (0.5) seconds\n end\n end\nend\nif <(Kind) = [k]> then\n set [harmful to player v] to [Yes]\n switch costume to (11_2 v)\n forever\n point towards (animation+effect v)\n if <(distance to [animation+effect v]) < [220]> then\n switch costume to (11_2 v)\n wait (0.25) seconds\n set [brightness v] effect to (0)\n repeat (8)\n change [ghost v] effect by (2)\n change size by (5)\n wait (0.05) seconds\n end\n wait (0.25) seconds\n Shoot [4]\n set [ghost v] effect to (0)\n set size to (100) %\n switch costume to (11 v)\n Blocking [N]\n wait (1) seconds\n end\n end\nend\nif <(Kind) = [l]> then\n set rotation style [all around v]\n switch costume to (12 v)\n point in direction (90)\n set [harmful to player v] to [Yes]\n forever\n repeat ((Enemy's Move Distance) / (8))\n if <(distance to [character v]) < [160]> then\n start sound [rac v]\n end\n if <(distance to [character v]) < [180]> then\n Give command about movement [8]\n end\n turn right (22.5) degrees\n change [x v] by (8)\n end\n if <(distance to [character v]) < [180]> then\n Give command about movement [0]\n end\n wait (0.05) seconds\n repeat ((Enemy's Move Distance) / (8))\n if <(distance to [character v]) < [160]> then\n start sound [rac v]\n end\n if <(distance to [character v]) < [180]> then\n Give command about movement [-8]\n end\n turn left (22.5) degrees\n change [x v] by (-8)\n end\n if <(distance to [character v]) < [180]> then\n Give command about movement [0]\n end\n wait (0.05) seconds\n end\nend\nif <(Kind) = [m]> then\n switch costume to (13 v)\n forever\n point towards (animation+effect v)\n if <<not <(Gun) = [Not]>> or <(distance to [animation+effect v]) < [140]>> then\n repeat (pick random (10) to (25))\n point towards (animation+effect v)\n switch costume to (13_2 v)\n if <(direction) > [0]> then\n Blocking [R]\n else\n Blocking [L]\n end\n end\n if <<(distance to [animation+effect v]) < [120]> and <((Scroll Y - Each Area) - (Y)) < [80]>> then\n if <(pick random (1) to (3)) = [2]> then\n set [harmful to player v] to [Yes]\n repeat (35)\n switch costume to (13_a_1 v)\n if <(direction) > [0]> then\n Blocking [R]\n else\n Blocking [L]\n end\n point towards (animation+effect v)\n if <<touching (weapon v)?> and <(Attack) = [Yes]>> then\n start sound [Blocking v]\n set [brightness v] effect to (8)\n switch costume to (13_a_2 v)\n wait (0.4) seconds\n Blocking [N]\n switch costume to (13-a_3 v)\n start sound [stab v]\n set [brightness v] effect to (0)\n wait (0.5) seconds\n end\n end\n switch costume to (13_a_2_b v)\n wait (0.65) seconds\n switch costume to (13-a_3 v)\n Blocking [N]\n start sound [stab v]\n set [brightness v] effect to (0)\n wait (0.5) seconds\n set [harmful to player v] to [No]\n else\n if <<(distance to [animation+effect v]) < [100]> and <((Scroll Y - Each Area) - (Y)) < [80]>> then\n if <(pick random (3) to (5)) < [3]> then\n For Short 4\n else\n switch costume to (13_3 v)\n wait (0.5) seconds\n set [harmful to player v] to [Yes]\n start sound [Slash v]\n repeat (3)\n next costume\n wait (0.06) seconds\n end\n Blocking [N]\n repeat (2)\n next costume\n wait (0.06) seconds\n end\n wait (0.15) seconds\n next costume\n wait (0.15) seconds\n start sound [Slash v]\n repeat (2)\n next costume\n wait (0.075) seconds\n end\n wait (0.1) seconds\n set [harmful to player v] to [No]\n wait (0.5) seconds\n end\n else\n For Short 4\n end\n end\n end\n else\n switch costume to (13 v)\n end\n end\nend\nif <(Kind) = [n]> then\n switch costume to (14 v)\n forever\n repeat (10)\n point towards (animation+effect v)\n switch costume to (14 v)\n if <(distance to [animation+effect v]) < [220]> then\n if <(direction) > [0]> then\n Blocking [R]\n else\n Blocking [L]\n end\n end\n end\n if <<<[220] > (x position)> and <[-220] < (x position)>> and <((Scroll Y - Each Area) - (Y)) < [80]>> then\n if <(distance to [animation+effect v]) < [124]> then\n Blocking [N]\n switch costume to (14_2 v)\n wait (0.25) seconds\n switch costume to (14_3 v)\n wait (0.15) seconds\n switch costume to (14_2 v)\n wait (0.15) seconds\n set [harmful to player v] to [Yes]\n switch costume to (14_3 v)\n wait (0.05) seconds\n start sound [whou v]\n repeat (3)\n wait (0.01) seconds\n next costume\n end\n wait (0.25) seconds\n switch costume to (14_5 v)\n wait (0.05) seconds\n switch costume to (14_4 v)\n wait (0.05) seconds\n switch costume to (14_3 v)\n wait (0.05) seconds\n switch costume to (14_2 v)\n set [harmful to player v] to [No]\n wait (0.75) seconds\n else\n Blocking [N]\n switch costume to (14_2 v)\n wait (0.25) seconds\n switch costume to (14_2_b v)\n Shoot [5]\n wait (0.4) seconds\n switch costume to (14_2 v)\n wait (0.75) seconds\n start sound [Cock v]\n end\n end\n end\nend\nif <(Kind) = [o]> then\n switch costume to (15_2 v)\n forever\n point towards (animation+effect v)\n switch costume to (15 v)\n if <(distance to [animation+effect v]) < [70]> then\n switch costume to (15_2 v)\n wait (0.4) seconds\n switch costume to (15_3 v)\n wait (0.4) seconds\n switch costume to (15_4 v)\n set [harmful to player v] to [Yes]\n start sound [Slash v]\n wait (0.4) seconds\n switch costume to (15_4_2 v)\n set [harmful to player v] to [No]\n wait (0.4) seconds\n point towards (animation+effect v)\n switch costume to (15_5 v)\n wait (0.5) seconds\n set [harmful to player v] to [Yes]\n switch costume to (15_6 v)\n start sound [stab v]\n wait (0.5) seconds\n switch costume to (15_5 v)\n set [harmful to player v] to [No]\n wait (0.5) seconds\n end\n end\nend\nif <(Kind) = [p]> then\n forever\n repeat (10)\n switch costume to (16_1 v)\n point towards (animation+effect v)\n if <(direction) > [0]> then\n Blocking [R]\n else\n Blocking [L]\n end\n set [harmful to player v] to [No]\n end\n if <<[40] > ((Y) - (Scroll Y - Each Area))> and <(distance to [animation+effect v]) < [240]>> then\n wait (0.25) seconds\n if <<<(direction) > [90]> and <(X) > (Scroll X - Each Area)>> or <<(Scroll X - Each Area) > (X)> and <[-90] > (direction)>>> then\n For short 6\n else\n if <(distance to [animation+effect v]) < [110]> then\n if <(pick random (1) to (5)) < [3]> then\n switch costume to (16_1 v)\n wait (0.2) seconds\n switch costume to (16_3 v)\n wait (0.4) seconds\n set [harmful to player v] to [Yes]\n switch costume to (16_2 v)\n start sound [stab v]\n wait (0.5) seconds\n set [harmful to player v] to [No]\n wait (0.5) seconds\n else\n if <(direction) > [0]> then\n point in direction (-90)\n Blocking [L]\n else\n point in direction (90)\n Blocking [R]\n end\n wait (0.4) seconds\n For short 6\n end\n else\n if <(distance to [animation+effect v]) < [140]> then\n switch costume to (16_b_1 v)\n wait (0.4) seconds\n switch costume to (16_b_2 v)\n wait (0.3) seconds\n switch costume to (16_b_3 v)\n start sound [Slash v]\n wait (0.05) seconds\n start sound [6 v]\n set [harmful to player v] to [Yes]\n wait (0.4) seconds\n set [harmful to player v] to [No]\n switch costume to (16_b_4 v)\n wait (0.4) seconds\n else\n switch costume to (16_c v)\n wait (0.75) seconds\n set [brightness v] effect to (8)\n Shoot [6]\n wait (0.45) seconds\n set [brightness v] effect to (0)\n end\n end\n end\n end\n end\nend\nif <(Kind) = [q]> then\n forever\n switch costume to (17 v)\n Blocking [N]\n point towards (animation+effect v)\n wait (0.25) seconds\n repeat until <<<(distance to [animation+effect v]) < [158]> and <((Y) - (Scroll Y - Each Area)) < [50]>> or <(Gun) = [Not]>>\n switch costume to (17_3 v)\n point towards (animation+effect v)\n if <(direction) > [0]> then\n Blocking [R]\n else\n Blocking [L]\n end\n end\n if <(distance to [animation+effect v]) < [100]> then\n if <(pick random (1) to (5)) < [3]> then\n Blocking [N]\n switch costume to (17_ah v)\n wait (0.5) seconds\n next costume\n start sound [stab v]\n wait (0.4) seconds\n repeat (4)\n next costume\n start sound [whou v]\n wait (0.04) seconds\n end\n wait (0.4) seconds\n set [harmful to player v] to [Yes]\n repeat (4)\n next costume\n start sound [whou v]\n wait (0.04) seconds\n end\n wait (0.5) seconds\n set [harmful to player v] to [No]\n switch costume to (17_ah1 v)\n wait (0.25) seconds\n switch costume to (17_ah v)\n wait (0.5) seconds\n else\n For Short special\n end\n else\n if <(distance to [animation+effect v]) < [138]> then\n For Short special\n else\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n For Short 7\n else\n For Short 9\n end\n else\n if <(distance to [animation+effect v]) < [158]> then\n Blocking [N]\n switch costume to (17_a1 v)\n wait (0.5) seconds\n set [harmful to player v] to [Yes]\n start sound [Alien Creak1 v]\n repeat (4)\n wait (0.01) seconds\n next costume\n end\n wait (0.4) seconds\n switch costume to (17_a3 v)\n wait (0.1) seconds\n switch costume to (17_a2 v)\n wait (0.1) seconds\n switch costume to (17_a1 v)\n wait (0.1) seconds\n set [harmful to player v] to [No]\n wait (0.5) seconds\n end\n end\n end\n end\n end\nend\nif <(Kind) = [r]> then\n forever\n switch costume to (18 v)\n point towards (character v)\n if <(direction) > [0]> then\n Blocking [R]\n else\n Blocking [L]\n end\n if <(distance to [character v]) < [80]> then\n if <(pick random (1) to (4)) = [2]> then\n For Short 10\n else\n switch costume to (18#2 v)\n repeat (7)\n next costume\n wait (0.025) seconds\n end\n wait (0.4) seconds\n repeat (4)\n next costume\n end\n start sound [Bing v]\n set [harmful to player v] to [Yes]\n wait (0.25) seconds\n set [harmful to player v] to [No]\n next costume\n wait (0.75) seconds\n end\n else\n if <(distance to [character v]) < [104]> then\n For Short 10\n end\n end\n end\nend\nif <(Kind) = [s]> then\n forever\n switch costume to (19 v)\n point towards (character v)\n if <(distance to [character v]) < [66]> then\n if <(pick random (1) to (4)) = [2]> then\n For Short 11\n else\n switch costume to (19_1 v)\n wait (0.35) seconds\n switch costume to (19_0 v)\n wait (0.35) seconds\n repeat (4)\n next costume\n end\n set [harmful to player v] to [Yes]\n start sound [Bing v]\n switch costume to (19_5 v)\n wait (0.25) seconds\n set [harmful to player v] to [No]\n repeat (3)\n wait (0) seconds\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.25) seconds\n switch costume to (19 v)\n wait (0.5) seconds\n end\n else\n if <(distance to [character v]) < [86]> then\n For Short 11\n end\n end\n end\nend\nif <(Kind) = [t]> then\n forever\n switch costume to (20 v)\n point towards (character v)\n if <(distance to [character v]) < [100]> then\n if <(pick random (1) to (4)) = [2]> then\n For Short 12\n else\n switch costume to (20_1 v)\n wait (1) seconds\n start sound [4 v]\n repeat (6)\n wait (0.04) seconds\n next costume\n end\n Shoot [b]\n switch costume to (20 v)\n wait (1) seconds\n end\n else\n if <(distance to [character v]) < [230]> then\n For Short 12\n end\n end\n end\nend\nif <(Kind) = [u]> then\n forever\n switch costume to (21 v)\n point towards (character v)\n if <(distance to [character v]) < [80]> then\n switch costume to (21_2 v)\n wait (0.5) seconds\n next costume\n wait (0.1) seconds\n set [harmful to player v] to [Yes]\n start sound [Bing v]\n repeat (2)\n next costume\n wait (0.025) seconds\n end\n wait (0.25) seconds\n set [harmful to player v] to [No]\n next costume\n wait (0.2) seconds\n switch costume to (21 v)\n wait (0.35) seconds\n else\n if <(distance to [character v]) < [125]> then\n switch costume to (21_6 v)\n repeat (2)\n wait (0.1) seconds\n next costume\n end\n wait (0.5) seconds\n set [harmful to player v] to [Yes]\n repeat (3)\n wait (0) seconds\n next costume\n end\n start sound [Fall v]\n wait (0.1) seconds\n next costume\n set [harmful to player v] to [No]\n wait (0.1) seconds\n switch costume to (21_12 v)\n wait (0.3) seconds\n switch costume to (21 v)\n end\n end\n end\nend\nif <(Kind) = [v]> then\n forever\n switch costume to (22 v)\n point towards (character v)\n if <(distance to [character v]) < [105]> then\n switch costume to (22_1 v)\n wait (0.4) seconds\n start sound [whou v]\n next costume\n set [harmful to player v] to [Yes]\n wait (0.25) seconds\n set [harmful to player v] to [No]\n repeat (2)\n next costume\n wait (0.25) seconds\n end\n switch costume to (22 v)\n wait (0.4) seconds\n else\n if <(distance to [character v]) < [235]> then\n switch costume to (22#2 v)\n wait (0.15) seconds\n next costume\n wait (0.1) seconds\n point towards (character v)\n Shoot [c]\n wait (0.2) seconds\n next costume\n wait (0.05) seconds\n switch costume to (22#2 v)\n wait (0.05) seconds\n switch costume to (22 v)\n wait (1) seconds\n end\n end\n end\nend\nif <(Kind) = [w]> then\n forever\n switch costume to (23 v)\n point towards (character v)\n if <(distance to [character v]) < [110]> then\n switch costume to (23_1 v)\n wait (0.5) seconds\n start sound [ya v]\n repeat (2)\n wait (0.015) seconds\n next costume\n end\n set [harmful to player v] to [Yes]\n wait (0.01) seconds\n repeat (4)\n wait (0.01) seconds\n next costume\n end\n wait (0.1) seconds\n set [harmful to player v] to [No]\n switch costume to (23 v)\n wait (0.4) seconds\n else\n if <(distance to [character v]) < [235]> then\n wait (0.25) seconds\n switch costume to (23_gun v)\n wait (0.35) seconds\n Shoot [d]\n switch costume to (23_gun2 v)\n wait (0.1) seconds\n switch costume to (23_gun v)\n wait (0.55) seconds\n end\n end\n end\nend\nif <(Kind) = [x]> then\n forever\n switch costume to (24 v)\n point towards (character v)\n if <(distance to [character v]) < [180]> then\n wait (0.1) seconds\n if <(distance to [character v]) < [120]> then\n if <(pick random (1) to (5)) < [4]> then\n For Short 13\n else\n if <(pick random (1) to (2)) = [1]> then\n For Short 14\n else\n For Short 15\n end\n end\n else\n if <(distance to [character v]) < [140]> then\n if <(pick random (1) to (10)) = [1]> then\n For Short 14\n else\n For Short 15\n end\n else\n if <(distance to [character v]) < [180]> then\n For Short 15\n end\n end\n end\n end\n end\nend\nif <(Kind) = [y]> then\n forever\n switch costume to (25 v)\n point towards (character v)\n if <(distance to [character v]) < [240]> then\n wait (0.25) seconds\n if <(distance to [character v]) < [120]> then\n if <(pick random (1) to (3)) = [2]> then\n For Short 16\n else\n if <(pick random (1) to (3)) = [2]> then\n For Short 18\n else\n For Short 17\n end\n end\n else\n if <(distance to [character v]) < [240]> then\n if <(pick random (1) to (11)) < [5]> then\n For Short 18\n else\n For Short 17\n end\n end\n end\n end\n end\nend\nif <(Kind) = [z]> then\n forever\n switch costume to (26 v)\n point towards (character v)\n if <(direction) < [0]> then\n Blocking [L]\n else\n Blocking [R]\n end\n if <(distance to [character v]) < [170]> then\n wait (0.4) seconds\n if <(pick random (1) to (3)) = [2]> then\n For Short Last\n end\n if <(distance to [character v]) < [85]> then\n if <(pick random (1) to (5)) < [4]> then\n For Short 19\n else\n if <(pick random (1) to (5)) < [4]> then\n For Short 20\n else\n For Short 21\n end\n end\n else\n if <(distance to [character v]) < [170]> then\n if <(pick random (1) to (2)) < [2]> then\n For Short 20\n else\n For Short 21\n end\n end\n end\n end\n end\nend\n\nwhen I receive [death or hit information v]\nif <<(Number) = (letter (1) of (Give Command For Simple Enemy))> and <(Kind) = (letter (2) of (Give Command For Simple Enemy))>> then\n if <(letter (3) of (Give Command For Simple Enemy)) = [D]> then\n set [x v] to [99999]\n set [y v] to [99999]\n hide\n start sound [Oof v]\n delete this clone\n else\n start sound [Pop v]\n change [brightness v] effect by (15)\n wait (0.25) seconds\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [cover screen v]\nhide\n\nwhen I receive [reset enemy v]\ndelete this clone\n\nwhen I receive [reset game v]\nset volume to (0) %\n\nwhen I receive [repeat v]\nif <<(Harmful to Player) = [Yes]> and <<<(Invincible) = [No]> and <not <(Dash) = [Do]>>> and <touching (character v)?>>> then\n set [speed y v] to [12]\n if <(X) > (Scroll X - Each Area)> then\n set [speed x v] to [-36]\n else\n set [speed x v] to [36]\n end\n broadcast (Invincible v)\nend\n\nwhen I receive [repeat#2 v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\n\ndefine For Short 1\nwait (0.1) seconds\nswitch costume to (8_ready v)\nwait (0.15) seconds\nrepeat (2)\n wait (0.1) seconds\n switch costume to (8_ready2 v)\n wait (0.1) seconds\n switch costume to (8_ready3 v)\n wait (0.1) seconds\n switch costume to (8_ready4 v)\nend\nwait (0.1) seconds\nswitch costume to (8_ready2 v)\nwait (0.1) seconds\nswitch costume to (8_ready3 v)\nwait (0.1) seconds\nset [harmful to player v] to [Yes]\nswitch costume to (8_hit2 v)\nrepeat (4)\n start sound [whou v]\n next costume\nend\nwait (0.1) seconds\nswitch costume to (8_hit6 v)\nwait (0.05) seconds\nswitch costume to (8_hit5 v)\nwait (0.05) seconds\nswitch costume to (8_hit4 v)\nwait (0.05) seconds\nswitch costume to (8_hit3 v)\nwait (0.05) seconds\nswitch costume to (8_hit2 v)\nwait (0.05) seconds\nset [harmful to player v] to [No]\nswitch costume to (8_ready v)\nwait (0.5) seconds\nswitch costume to (8 v)\nwait (0.5) seconds\n\ndefine For Short 2\nswitch costume to (7_2 v)\nwait (0.2) seconds\nswitch costume to (7_ready2 v)\nwait (0.5) seconds\nstart sound [Fall v]\nBlocking [N]\nswitch costume to (7_charge12 v)\nwait (0.1) seconds\nswitch costume to (7_charge22 v)\nwait (0.1) seconds\nswitch costume to (7_charge32 v)\nstart sound [Fall v]\nwait (0.1) seconds\nswitch costume to (7_charge42 v)\nwait (0.1) seconds\nswitch costume to (7_charge52 v)\nstart sound [Fall v]\nwait (0.1) seconds\nswitch costume to (7_charge62 v)\nwait (0.1) seconds\n\ndefine For short 3\nswitch costume to (7 v)\nwait (0.2) seconds\nswitch costume to (7_ready v)\nwait (0.25) seconds\nstart sound [Fall v]\nBlocking [N]\nswitch costume to (7_charge1 v)\nwait (0.1) seconds\nswitch costume to (7_charge2 v)\nwait (0.1) seconds\nswitch costume to (7_charge3 v)\nstart sound [Fall v]\nwait (0.1) seconds\nswitch costume to (7_charge4 v)\nwait (0.1) seconds\nswitch costume to (7_charge5 v)\nstart sound [Fall v]\nwait (0.1) seconds\nswitch costume to (7_charge6 v)\nwait (0.1) seconds\n\ndefine Shoot (kind)\nif <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [170]> and <(y position) > [-170]>>> then\n start sound (kind)\n if <(direction) > [0]> then\n set [choose bullet for enemy v] to (join (kind) (join [R] (join (length of (X)) (join (X) (Y)))))\n else\n set [choose bullet for enemy v] to (join (kind) (join [L] (join (length of (X)) (join (X) (Y)))))\n end\n create clone of (enemy bullet v)\nend\n\ndefine Blocking (?)\nif <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [170]> and <(y position) > [-170]>>> then\n set [blocking or not v] to (join (join (Number) (Kind)) (?))\n broadcast (Blocking v) and wait\nend\n\ndefine Give command about movement (x)\nset [give command for enemy but about movement v] to (join (join (Number) (Kind)) ((X) + (x)))\nbroadcast (Movement Information v)\n\ndefine For Short 4\nBlocking [N]\nswitch costume to (13_b_1 v)\nwait (0.5) seconds\npoint towards (character v)\nwait (0.75) seconds\nnext costume\nset [harmful to player v] to [Yes]\nstart sound [Slash v]\nwait (0.05) seconds\nstart sound [4 v]\nwait (0.35) seconds\nnext costume\nset [harmful to player v] to [No]\nswitch costume to (13_b_3 v)\nwait (0.5) seconds\n\ndefine For short 6\nswitch costume to (16_d_1 v)\nwait (0.2) seconds\nswitch costume to (16_d_2 v)\nwait (0.4) seconds\nswitch costume to (16_d_2 v)\nwait (0.1) seconds\nstart sound [stab v]\nset [harmful to player v] to [Yes]\nswitch costume to (16_d_3 v)\nwait (0.5) seconds\nset [harmful to player v] to [No]\nswitch costume to (16_d_4 v)\nwait (0.75) seconds\n\nwhen I receive [reactivate v]\nset volume to (0) %\nwait (3) seconds\nset volume to (100) %\n\ndefine For Short 7\nBlocking [N]\nswitch costume to (17_1 v)\nwait (0.5) seconds\nswitch costume to (17_2 v)\nset [harmful to player v] to [Yes]\nwait (0.5) seconds\nrepeat (3)\n Shoot [7]\n wait (0.75) seconds\nend\nset [harmful to player v] to [No]\nswitch costume to (17_1 v)\nwait (0.5) seconds\n\ndefine For Short 9\nrepeat (20)\n switch costume to (17_block v)\n point towards (animation+effect v)\n if <(direction) > [0]> then\n Blocking [R]\n else\n Blocking [L]\n end\n wait (0.05) seconds\n if <<touching (weapon v)?> and <(Attack) = [Yes]>> then\n switch costume to (17_block2 v)\n start sound [Blocking v]\n wait (0.15) seconds\n switch costume to (17_block v)\n wait (0.01) seconds\n Blocking [N]\n switch costume to (17_block3 v)\n wait (0.01) seconds\n next costume\n wait (0.1) seconds\n next costume\n start sound [stab v]\n set [harmful to player v] to [Yes]\n wait (0.4) seconds\n set [harmful to player v] to [No]\n switch costume to (17_block4 v)\n wait (0.1) seconds\n switch costume to (17_block3 v)\n wait (0.1) seconds\n switch costume to (17_block v)\n wait (0.1) seconds\n end\nend\nBlocking [N]\nswitch costume to (17_block3 v)\nwait (0.2) seconds\nnext costume\nwait (0.2) seconds\nnext costume\nstart sound [stab v]\nset [harmful to player v] to [Yes]\nwait (0.4) seconds\nset [harmful to player v] to [No]\nswitch costume to (17_block4 v)\nwait (0.2) seconds\nswitch costume to (17_block3 v)\nwait (0.2) seconds\nswitch costume to (17_block v)\nif <(direction) > [0]> then\n Blocking [R]\nelse\n Blocking [L]\nend\nwait (0.5) seconds\n\ndefine For Short special\nif <(pick random (1) to (5)) > [3]> then\n For Short 8\nelse\n if <(pick random (1) to (2)) = [1]> then\n For Short 7\n else\n For Short 9\n end\nend\n\nwhen I receive [set up v]\nset volume to (0) %\n\nwhen I start as a clone\nforever\n if <not <(volume) = [0]>> then\n if <<<(x position) < [220]> and <(x position) > [-220]>> and <<(y position) < [170]> and <(y position) > [-170]>>> then\n set volume to ((30) + ((distance to [character v]) / (3))) %\n else\n set volume to (1) %\n end\n end\nend\n\ndefine For Short 10\nrepeat (4)\n next costume\n wait (0.1) seconds\nend\nwait (0.35) seconds\nrepeat (2)\n next costume\n wait (0) seconds\nend\nstart sound [stab v]\nnext costume\nset [harmful to player v] to [Yes]\nwait (0.35) seconds\nset [harmful to player v] to [No]\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0) seconds\nend\nwait (0.25) seconds\nrepeat (4)\n switch costume to ((costume [number v]) - (1))\n wait (0) seconds\nend\nwait (0.45) seconds\n\ndefine For Short 11\nswitch costume to (19#1 v)\nwait (0.5) seconds\nrepeat (2)\n wait (0.05) seconds\n next costume\nend\nrepeat (2)\n wait (0) seconds\n next costume\nend\nrepeat (4)\n next costume\nend\nstart sound [stab v]\nset [harmful to player v] to [Yes]\nwait (0.25) seconds\nrepeat (8)\n wait (0.05) seconds\n switch costume to ((costume [number v]) - (1))\nend\nwait (0.25) seconds\nswitch costume to (19 v)\nwait (0.25) seconds\n\ndefine For Short 12\nwait (0.55) seconds\nswitch costume to (20.1 v)\nShoot [a]\nwait (0.25) seconds\nswitch costume to (20 v)\nwait (0.6) seconds\n\nwhen I receive [big stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine For Short 13\nswitch costume to (24_slash v)\nwait (0.5) seconds\nstart sound [Slash v]\nset [harmful to player v] to [Yes]\nrepeat (4)\n next costume\n wait (0.01) seconds\nend\nwait (0.1) seconds\nset [harmful to player v] to [No]\nnext costume\nwait (0.25) seconds\n\ndefine For Short 14\nswitch costume to (24_skill v)\nwait (0.7) seconds\nstart sound [Bing v]\nrepeat (3)\n next costume\n wait (0.01) seconds\nend\nwait (0.1) seconds\nset [harmful to player v] to [Yes]\nrepeat (4)\n start sound [stab v]\n next costume\n wait (0.01) seconds\nend\nwait (0.25) seconds\nset [harmful to player v] to [No]\nswitch costume to (24_skill3 v)\nwait (0.1) seconds\nswitch costume to (24_skill2 v)\nwait (0.1) seconds\nswitch costume to (24_skill v)\nwait (0.25) seconds\n\ndefine For Short 15\nswitch costume to (24_pierce v)\nwait (0.8) seconds\nstart sound [stab v]\nset [harmful to player v] to [Yes]\nrepeat (4)\n next costume\n wait (0.01) seconds\nend\nwait (0.1) seconds\nset [harmful to player v] to [No]\nrepeat (3)\n next costume\n wait (0.05) seconds\nend\nwait (0.15) seconds\nswitch costume to (24 v)\nwait (0.1) seconds\n\ndefine For Short 16\nswitch costume to (25_spear v)\nwait (0.4) seconds\nset [harmful to player v] to [Yes]\nstart sound [stab v]\nrepeat (3)\n next costume\n wait (0.01) seconds\nend\nwait (0.25) seconds\nset [harmful to player v] to [No]\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\nend\nwait (0.1) seconds\nswitch costume to (25 v)\nwait (0.1) seconds\n\ndefine For Short 17\nswitch costume to (25_shot v)\nwait (0.35) seconds\nShoot [e]\nrepeat (2)\n next costume\n wait (0.075) seconds\nend\nwait (0.1) seconds\nswitch costume to (25 v)\nwait (0.05) seconds\n\ndefine For Short 18\nswitch costume to (25_throwspear v)\nwait (0.55) seconds\nstart sound [ya v]\nset [harmful to player v] to [Yes]\nrepeat (8)\n next costume\n wait (0.01) seconds\nend\nwait (0.16) seconds\nset [harmful to player v] to [No]\nswitch costume to (25 v)\nwait (0.1) seconds\n\nwhen I receive [can i v]\nif <<(Harmful to Player) = [No]> and <<(Number) = (letter (1) of (Hostile or Not))> and <(Kind) = (letter (2) of (Hostile or Not))>>> then\n set [speed y v] to [12]\n if <(X) > (Scroll X - Each Area)> then\n set [speed x v] to [-36]\n else\n set [speed x v] to [36]\n end\n broadcast (Invincible v)\nend\n\ndefine For Short 8\nBlocking [N]\nswitch costume to (17_4 v)\nwait (0.5) seconds\nswitch costume to (17_5 v)\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\nstart sound [Slash v]\nrepeat (3)\n wait (0.001) seconds\n set [harmful to player v] to [Yes]\n next costume\nend\nwait (0.1) seconds\nset [harmful to player v] to [No]\nwait (0.5) seconds\n\ndefine For Short 19\nswitch costume to (26_turn v)\nwait (0.45) seconds\nswitch costume to (26_slash v)\nwait (0.1) seconds\nset [harmful to player v] to [Yes]\nstart sound [whou v]\nrepeat (5)\n next costume\n wait (0.025) seconds\nend\nwait (0.1) seconds\nstart sound [whou v]\nrepeat (4)\n next costume\n wait (0.05) seconds\nend\nwait (0.1) seconds\nnext costume\nwait (0.25) seconds\n\ndefine For Short 20\nBlocking [N]\nswitch costume to (26_chargeattack v)\nwait (0.5) seconds\nset [harmful to player v] to [Yes]\nstart sound [Bing v]\nrepeat (3)\n next costume\n wait (0.05) seconds\nend\nwait (0.1) seconds\nnext costume\nset [harmful to player v] to [No]\nShoot [f]\nwait (1) seconds\n\ndefine For Short 21\nswitch costume to (26_throw v)\nBlocking [N]\nwait (0.5) seconds\nif <(direction) > [0]> then\n Blocking [R]\nelse\n Blocking [L]\nend\nset [harmful to player v] to [Yes]\nrepeat (4)\n next costume\n wait (0.05) seconds\nend\nstart sound [Fall v]\nwait (0.5) seconds\nset [harmful to player v] to [No]\nrepeat (3)\n next costume\n wait (0.075) seconds\nend\nwait (0.1) seconds\n\ndefine For Short Last\nswitch costume to (26_turn v)\nwait (0.1) seconds\nstart sound [ya v]\nrepeat (7)\n next costume\n point towards (character v)\n wait (0.01) seconds\n if <(direction) > [0]> then\n Blocking [R]\n else\n Blocking [L]\n end\nend\nwait (0.2) seconds\nswitch costume to (26 v)\nwait (0.2) seconds\n\nwhen I receive [clear all enemy v]\ndelete this clone\n\n@Map + HP\n\nwhen flag clicked\nswitch costume to (map v)\ngo to x: (0) y: (0)\nhide\nwait (0.5) seconds\n\nwhen I receive [cover screen v]\nhide\n\nwhen I receive [reactivate v]\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n if <(costume [number v]) < [2]> then\n set size to (196) %\n if <<(letter (10) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (m v) pressed?>> then\n if <(Area) = [1]> then\n For Short [-146] [-90]\n end\n if <(Area) = [2]> then\n For Short [-90] [-90]\n end\n if <(Area) = [3]> then\n For Short [-48] [-61]\n end\n if <(Area) = [4]> then\n For Short [-102] [-61]\n end\n if <(Area) = [5]> then\n For Short [-36] [-34]\n end\n if <(Area) = [6]> then\n For Short [-90] [-22]\n end\n if <(Area) = [7]> then\n For Short [-61] [37]\n end\n if <(Area) = [8]> then\n For Short [-6] [-22]\n end\n if <(Area) = [9]> then\n For Short [36] [-34]\n end\n if <(Area) = [10]> then\n For Short [106] [8]\n end\n if <(Area) = [11]> then\n For Short [22] [-61]\n end\n if <(Area) = [12]> then\n For Short [-34] [-61]\n end\n switch costume to (map v)\n show\n if <touching (animation+effect v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n set size to (100) %\n go to x: (0) y: (0)\n if <<(letter (10) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (m v) pressed?>> then\n if <(letter (2) of (Key)) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n set [ghost v] effect to (0)\n else\n switch costume to ((Base HP) + (2))\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine For Short (x) (y)\ngo to x: (((x) - ((Scroll X - Each Area) / (70))) * ((size) / (100))) y: (((y) - ((Scroll Y - Each Area) / (51))) * ((size) / (100)))\n\n@SOAST-Mini Boss\n\nwhen flag clicked\nhide\nset [mini boss harmful to player v] to [No]\nset [mini boss hp v] to [0]\nset rotation style [left-right v]\n\nwhen I receive [reset enemy v]\nhide\nstop [other scripts in sprite v]\nbroadcast (Revive v)\n\nwhen I receive [revive v]\nwait (0.1) seconds\nif <(Area) = [6]> then\n wait until <(Mini boss HP) = [600]>\n broadcast (Till Death v)\n forever\n wait until <<((2800) - (Scroll X - Each Area)) = (x position)> and <((-1015) - (Scroll Y - Each Area)) = (y position)>>\n if <(distance to [character v]) < [80]> then\n if <not <(pick random (1) to (3)) = [2]>> then\n Slash\n else\n if <(pick random (1) to (2)) = [1]> then\n Perform\n else\n if <(pick random (1) to (3)) = [1]> then\n Shoot\n else\n Grenade\n end\n end\n end\n else\n if <(distance to [character v]) < [150]> then\n if <(pick random (1) to (2)) = [2]> then\n Grenade\n else\n if <(pick random (1) to (3)) = [1]> then\n Perform\n else\n Shoot\n end\n end\n else\n if <(pick random (1) to (3)) = [1]> then\n Perform\n else\n Shoot\n end\n end\n end\n end\nend\n\nwhen I receive [repeat v]\nif <(Mini boss HP) > [0]> then\n go to x: ((2800) - (Scroll X - Each Area)) y: ((-1015) - (Scroll Y - Each Area))\n Position ((2800) - (Scroll X - Each Area)) ((-1015) - (Scroll Y - Each Area))\nelse\n hide\nend\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <<(y) = (y position)> and <(Area) = [6]>>> then\n show\n if <<(Mini boss harmful to Player) = [Yes]> and <<touching (character v)?> and <<(Invincible) = [No]> and <not <(Dash) = [Do]>>>>> then\n set [speed y v] to [12]\n if <(x position) > ([x position v] of [character v])> then\n set [speed x v] to [-36]\n else\n set [speed x v] to [36]\n end\n broadcast (Invincible v)\n end\nelse\n hide\nend\n\nwhen I receive [till death v]\nwait until <not <(Mini boss HP) > [0]>>\nstart sound [Collect v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss get hit v]\nset [brightness v] effect to (25)\nstart sound [Pop v]\nwait (0.25) seconds\nset [brightness v] effect to (0)\n\ndefine Slash\npoint towards (character v)\nswitch costume to (sword v)\nwait (0.25) seconds\nnext costume\nwait (0.4) seconds\nstart sound [Slash v]\nset [mini boss harmful to player v] to [Yes]\nrepeat (3)\n next costume\nend\nwait (0.25) seconds\nset [mini boss harmful to player v] to [No]\nnext costume\nwait (0.4) seconds\nswitch costume to (1 v)\nwait (0.25) seconds\n\ndefine Shoot\npoint towards (character v)\nswitch costume to (ready v)\nwait (0.45) seconds\nswitch costume to (shot v)\nrepeat (pick random (2) to (3))\n start sound [Gun+Shot v]\n if <(direction) > [0]> then\n set [choose bullet for enemy v] to (join (join [8R] (join [4] [2800])) [-1017])\n else\n set [choose bullet for enemy v] to (join (join [8L] (join [4] [2800])) [-1017])\n end\n create clone of (enemy bullet v)\n wait (pick random (0) to (0.01)) seconds\nend\nwait (0.1) seconds\nswitch costume to (ready v)\nwait (0.25) seconds\nswitch costume to (1 v)\nwait (0.25) seconds\n\ndefine Grenade\npoint towards (character v)\nswitch costume to (throw v)\nwait () seconds\nrepeat (6)\n wait (0) seconds\n next costume\nend\nwait (0.1) seconds\nstart sound [zzzeee v]\nif <(direction) > [0]> then\n set [choose bullet for enemy v] to (join (join [9R] (join [4] [2892])) [-1005])\nelse\n set [choose bullet for enemy v] to (join (join [9L] (join [4] [2708])) [-1005])\nend\ncreate clone of (enemy bullet v)\nwait (0.5) seconds\nswitch costume to (1 v)\nwait (0.4) seconds\n\ndefine Perform\npoint towards (character v)\nswitch costume to (sword#ready v)\nwait (0.5) seconds\nrepeat (5)\n next costume\n wait (0.01) seconds\nend\nset [mini boss harmful to player v] to [Yes]\nstart sound [Slash v]\nrepeat (2)\n next costume\n wait (0.01) seconds\nend\nset [mini boss harmful to player v] to [No]\nnext costume\nwait (0.05) seconds\nnext costume\nstart sound [Gun+Shot v]\nif <(direction) > [0]> then\n set [choose bullet for enemy v] to (join (join [8R] (join [4] [2800])) [-1017])\nelse\n set [choose bullet for enemy v] to (join (join [8L] (join [4] [2800])) [-1017])\nend\ncreate clone of (enemy bullet v)\nwait (0.1) seconds\nrepeat (3)\n next costume\n wait (0.1) seconds\nend\nwait (0.25) seconds\nswitch costume to (1 v)\nwait (0.5) seconds\n\nwhen I receive [big stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Boss's Skill\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [x v] to [9999]\nset [y v] to [9999]\n\nwhen I receive [repeat v]\nif <(letter (5) of (Boss Stat)) = [A]> then\n go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n Position ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\nelse\n switch costume to (costume1 v)\n stop [other scripts in sprite v]\n delete this clone\nend\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [repeat#2 v]\nif <<<(Boss Hitpoint) > [0]> and <<<(Invincible) = [No]> and <not <(Dash) = [Do]>>> and <touching (character v)?>>> and <(letter (5) of (Boss Stat)) = [A]>> then\n set [speed y v] to [12]\n if <(X) > (Scroll X - Each Area)> then\n set [speed x v] to [-36]\n else\n set [speed x v] to [36]\n end\n broadcast (Invincible v)\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [cover screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [boss#2_attack#1 v]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (costume1 v)\nrepeat (30)\n start sound [Crunch v]\n wait (0.065) seconds\nend\n\nwhen I receive [boss#2_attack#2 v]\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nstart sound [4 v]\nwait (0.1) seconds\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nset [color v] effect to (0)\npoint in direction (90)\nif <(costume [number v]) = [2]> then\n Smol to Big\n switch costume to (costume2 v)\n set [x v] to [-2880]\n set [y v] to [-2880]\n show\n repeat (100)\n change [x v] by (-10)\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n Smol to Big\n switch costume to (costume3 v)\n set [x v] to [-2880]\n set [y v] to [-2880]\n show\n repeat (100)\n change [x v] by (10)\n end\n delete this clone\nend\nshow\nif <(costume [number v]) = [4]> then\n Smol to Big\n switch costume to (costume4 v)\n set [x v] to [-2880]\n set [y v] to [-2880]\n repeat (45)\n change [y v] by (10)\n end\n wait (0.25) seconds\n repeat (45)\n change [y v] by (-12)\n end\n wait (0.1) seconds\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n Smol to Big\n switch costume to (costume5 v)\n set [x v] to [-2880]\n set [y v] to [-2880]\n repeat (45)\n change [y v] by (-10)\n end\n wait (0.25) seconds\n repeat (45)\n change [y v] by (12)\n end\n wait (0.1) seconds\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n set [x v] to [-4100]\n set [y v] to [-2360]\n wait (0.75) seconds\n repeat (2)\n start sound [Crunch v]\n repeat (3)\n next costume\n wait (0) seconds\n end\n start sound [Crunch v]\n repeat (4)\n next costume\n wait (0) seconds\n end\n end\n wait (0.1) seconds\n switch costume to (costume21 v)\n set [x v] to [-3872]\n set [y v] to [-2386]\n start sound [Crunch v]\n repeat (10)\n turn right (15) degrees\n change [x v] by (40)\n end\n wait (0.1) seconds\n hide\n delete this clone\nend\nif <(costume [number v]) = [22]> then\n point towards (character v)\n set [x v] to [-4180]\n set [y v] to [-2306]\n repeat (100)\n point towards (character v)\n change [x v] by ((6) * ([sin v] of (direction) ))\n change [y v] by ((6) * ([cos v] of (direction) ))\n if <<touching (character v)?> or <<(Attack) = [Yes]> and <touching (weapon v)?>>> then\n wait (0.25) seconds\n hide\n delete this clone\n end\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [23]> then\n set [ghost v] effect to (20)\n set [x v] to ((-4100) + (pick random (-20) to (40)))\n set [y v] to ((-2360) + (pick random (-20) to (20)))\n set size to (100) %\n point in direction (pick random (82) to (98))\n repeat (26)\n change size by (2)\n change [x v] by ((8) * ([sin v] of (direction) ))\n change [y v] by ((8) * ([cos v] of (direction) ))\n end\n repeat (75)\n change size by (2)\n change [color v] effect by (0.1)\n change [ghost v] effect by (1)\n change [brightness v] effect by (0.8)\n change [x v] by ((7.5) * ([sin v] of (direction) ))\n change [y v] by ((7.5) * ([cos v] of (direction) ))\n end\n delete this clone\nend\nif <(costume [number v]) = [24]> then\n set [x v] to [-4180]\n set [y v] to [-2306]\n point in direction (pick random (88) to (108))\n repeat (80)\n change [x v] by ((9) * ([sin v] of (direction) ))\n change [y v] by ((9) * ([cos v] of (direction) ))\n if <<touching (character v)?> or <<(Attack) = [Yes]> and <touching (weapon v)?>>> then\n hide\n delete this clone\n end\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [29]> then\n set size to (pick random (95) to (120)) %\n point in direction (90)\n set [x v] to (pick random (-1550) to (-2320))\n set [y v] to [-2700]\n repeat (2)\n change [y v] by (-12)\n end\n repeat (40)\n turn right (pick random (-10) to (10)) degrees\n change [y v] by (-12)\n if <<touching (platform v)?> or <touching (boss v)?>> then\n start sound [Crunch v]\n delete this clone\n end\n end\n start sound [Crunch v]\n delete this clone\nend\nif <(costume [number v]) = [26]> then\n Hmm\n if <([direction v] of [boss v]) > [0]> then\n point in direction (-100)\n set [x v] to ((Boss X) + (80))\n else\n point in direction (100)\n set [x v] to ((Boss X) - (80))\n end\n set [y v] to ((Boss Y) + (14))\n start sound [2 v]\n repeat (10)\n start sound [ya v]\n if <([direction v] of [boss v]) > [0]> then\n turn right (64) degrees\n change [x v] by (30)\n else\n turn left (64) degrees\n change [x v] by (-30)\n end\n end\n if <not <(letter (1) of (Boss 'stance')) = [M]>> then\n repeat (10)\n start sound [ya v]\n if <([direction v] of [boss v]) > [0]> then\n turn right (64) degrees\n change [x v] by (30)\n else\n turn left (64) degrees\n change [x v] by (-30)\n end\n end\n end\n start sound [Crunch v]\n repeat (10)\n if <([direction v] of [boss v]) > [0]> then\n turn right (50) degrees\n else\n turn left (50) degrees\n end\n end\n repeat (10)\n start sound [ya v]\n if <([direction v] of [boss v]) > [0]> then\n turn right (-64) degrees\n change [x v] by (-30)\n else\n turn left (64) degrees\n change [x v] by (30)\n end\n end\n if <not <(letter (1) of (Boss 'stance')) = [M]>> then\n repeat (10)\n start sound [ya v]\n if <([direction v] of [boss v]) > [0]> then\n turn right (-64) degrees\n change [x v] by (-30)\n else\n turn left (64) degrees\n change [x v] by (30)\n end\n end\n end\n if <([direction v] of [boss v]) > [0]> then\n point in direction (-100)\n else\n point in direction (100)\n end\n if <([direction v] of [boss v]) > [0]> then\n point in direction (-100)\n set [x v] to ((Boss X) + (80))\n else\n point in direction (100)\n set [x v] to ((Boss X) - (80))\n end\n set [y v] to ((Boss Y) + (14))\n wait until <not <([costume # v] of [boss v]) = [81]>>\n delete this clone\nend\nif <(costume [number v]) = [28]> then\n start sound [zzzeee v]\n if <([direction v] of [boss v]) > [0]> then\n set [x v] to ((Boss X) + (16))\n else\n set [x v] to ((Boss X) - (16))\n end\n set [y v] to ((Boss Y) - (20))\n repeat (20)\n change [ghost v] effect by (3.5)\n change size by (25)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [27]> then\n repeat (26)\n point towards (character v)\n end\n start sound [2 v]\n point towards (character v)\n repeat (2)\n repeat (25)\n change [x v] by ((20) * ([sin v] of (direction) ))\n change [y v] by ((20) * ([cos v] of (direction) ))\n if <<touching (weapon v)?> and <(Attack) = [Yes]>> then\n wait (0.1) seconds\n delete this clone\n end\n end\n point towards (character v)\n end\n delete this clone\nend\nif <(costume [number v]) = [30]> then\n set [x v] to (Boss X)\n set [y v] to ((Boss Y) + (180))\n start sound [2 v]\n repeat (5)\n point towards (character v)\n More Short\n end\n turn right (pick random (-16) to (16)) degrees\n repeat (60)\n More Short\n end\n delete this clone\nend\nif <(costume [number v]) = [25]> then\n start sound [Slash v]\n set [x v] to (Boss X)\n set [y v] to (Boss Y)\n point in direction ([direction v] of [boss v])\n set rotation style [left-right v]\n repeat (30)\n if <(direction) > [0]> then\n change [x v] by (25)\n else\n change [x v] by (-25)\n end\n change [ghost v] effect by (1.5)\n change [brightness v] effect by (0.25)\n end\n delete this clone\nend\n\nwhen I receive [boss#2_attack#3 v]\nswitch costume to (costume5 v)\ncreate clone of (_myself_ v)\nstart sound [4 v]\nwait (0.1) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [boss#3_attack#1 v]\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [boss#3_attack#2 v]\nswitch costume to (costume22 v)\nrepeat (6)\n create clone of (_myself_ v)\n start sound [2 v]\n wait (0.2) seconds\nend\n\nwhen I receive [boss#3_attack#3 v]\nswitch costume to (costume23 v)\nrepeat (100)\n start sound [Pop v]\n create clone of (_myself_ v)\nend\n\nwhen I receive [boss#3attack#4 v]\nswitch costume to (costume24 v)\nrepeat (10)\n start sound [2 v]\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\n\ndefine Hmm\nrepeat (16)\n if <([direction v] of [boss v]) > [0]> then\n turn right (22.5) degrees\n else\n turn left (22.5) degrees\n end\nend\n\ndefine Make it short lol\ncreate clone of (_myself_ v)\nwait (0.2) seconds\n\ndefine More Short\nchange size by (2.8)\nchange [ghost v] effect by (1.2)\nchange [brightness v] effect by (0.25)\nchange [x v] by ((7.8) * ([sin v] of (direction) ))\nchange [y v] by ((7.8) * ([cos v] of (direction) ))\nif <not <(letter (1) of (Boss 'stance')) = [M]>> then\n change size by (2)\n change [x v] by ((6) * ([sin v] of (direction) ))\n change [y v] by ((6) * ([cos v] of (direction) ))\nend\nif <<touching (weapon v)?> and <(Attack) = [Yes]>> then\n wait (0.1) seconds\n delete this clone\nend\n\nwhen I receive [boss#4attack#1 v]\nswitch costume to (costume25 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [boss#4attack#2 v]\nswitch costume to (costume26 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [boss#4attack#3 v]\nswitch costume to (costume27 v)\nset [y v] to ((Boss Y) + (80))\nset [x v] to ((Boss X) - (60))\nMake it short lol\nset [y v] to ((Boss Y) + (100))\nset [x v] to ((Boss X) - (30))\nMake it short lol\nset [y v] to ((Boss Y) + (110))\nset [x v] to (Boss X)\nMake it short lol\nset [y v] to ((Boss Y) + (100))\nset [x v] to ((Boss X) + (30))\nMake it short lol\nset [y v] to ((Boss Y) + (80))\nset [x v] to ((Boss X) + (60))\nMake it short lol\nset [y v] to [9999]\nset [x v] to [9999]\nwait (1.5) seconds\n\nwhen I receive [boss#4attack#5 v]\nswitch costume to (costume29 v)\nif <not <(letter (1) of (Boss 'stance')) = [M]>> then\n wait (1.25) seconds\nend\nrepeat (36)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I receive [boss#4attack#4 v]\nswitch costume to (costume28 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [boss#4attack#6 v]\nswitch costume to (costume30 v)\nrepeat (50)\n create clone of (_myself_ v)\nend\n\ndefine Smol to Big\nswitch costume to (costume1 v)\nset size to (200) %\n\n@SOAST-Mini Boss hitbox\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [reset enemy v]\nhide\nstop [other scripts in sprite v]\nbroadcast (Revive v)\n\nwhen I receive [till death v]\nrepeat until <not <(Mini boss HP) > [0]>>\n if <(costume [number v]) = [1]> then\n if <<<<(Invincible) = [No]> and <not <(Dash) = [Do]>>> and <touching (character v)?>> and <(Mini boss harmful to Player) = [No]>> then\n set [speed y v] to [12]\n if <(x position) > ([x position v] of [character v])> then\n set [speed x v] to [-36]\n else\n set [speed x v] to [36]\n end\n broadcast (Invincible v)\n end\n if <<<touching (weapon v)?> and <(Attack) = [Yes]>> or <touching (bullet v)?>> then\n if <touching (bullet v)?> then\n change [mini boss hp v] by ((0) - ((Damage) * (1.6)))\n else\n change [mini boss hp v] by ((0) - (Damage))\n end\n broadcast (Boss get hit v)\n wait (0.35) seconds\n end\n end\nend\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [repeat v]\nif <(costume [number v]) = [1]> then\n if <(Mini boss HP) > [0]> then\n go to x: ((2800) - (Scroll X - Each Area)) y: ((-1015) - (Scroll Y - Each Area))\n Position ((2800) - (Scroll X - Each Area)) ((-1015) - (Scroll Y - Each Area))\n else\n hide\n end\nend\n\nwhen I receive [reactivate v]\nwait until <(letter (5) of (Boss Stat)) = [A]>\nbroadcast (Clear all enemy v)\n\nwhen I receive [big stop v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (75)\nset size to (120) %\ngo to x: (0) y: (-300)\nif <(costume [number v]) = [2]> then\n repeat until <(y position) > [244]>\n change y by (1.1)\n end\nend\nif <(costume [number v]) = [3]> then\n repeat until <(y position) > [225]>\n change y by (1.1)\n end\nend\nif <(costume [number v]) = [4]> then\n repeat until <(y position) > [226]>\n change y by (1.1)\n end\nend\nif <(costume [number v]) = [5]> then\n repeat until <(y position) > [410]>\n change y by (1.2)\n end\nend\ndelete this clone\n\nwhen I receive [ooh v]\nbroadcast (Clear all enemy v)\nwait (18) seconds\nhide\ngo to [front v] layer\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nwait (16) seconds\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nwait (16) seconds\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nwait (18) seconds\nswitch costume to (costume5 v)\ncreate clone of (_myself_ v)\n\n@Menu\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\nset [attack v] to [Ready]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) > [8]> and <(costume [number v]) < [13]>> then\n set size to (105) %\n go to x: (0) y: (0)\n set [ghost v] effect to (4)\n set [brightness v] effect to (4)\n forever\n switch costume to (join [Menu ] (Attack))\n go to x: ((mouse x) / (-16)) y: ((mouse y) / (-12))\n go to [back v] layer\n end\nelse\n if <<(costume [number v]) > [12]> and <(costume [number v]) < [17]>> then\n set size to (100) %\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n forever\n switch costume to (join [costume] (Attack))\n go to x: ((mouse x) / (-480)) y: ((mouse y) / (-360))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n switch costume to (letter (1) of (Device))\nend\nif <(costume [number v]) < [9]> then\n forever\n if <touching (mouse-pointer v)?> then\n if <<(costume [number v]) < [7]> and <(letter (2) of (Device)) = [0]>> then\n set size to (124) %\n set [brightness v] effect to (30)\n start sound [Pop v]\n end\n repeat until <not <touching (mouse-pointer v)?>>\n if <mouse down?> then\n if <(costume [number v]) = [3]> then\n set [device v] to [m0]\n switch costume to (m v)\n wait until <not <mouse down?>>\n else\n if <(costume [number v]) = [6]> then\n set [device v] to [p0]\n switch costume to (p v)\n wait until <not <mouse down?>>\n else\n if <<(costume [number v]) = [1]> and <(letter (2) of (Device)) = [0]>> then\n set [device v] to (join (letter (1) of (Device)) [1])\n else\n if <<(costume [number v]) = [2]> and <(letter (2) of (Device)) = [0]>> then\n ask [Type your Save Code here] and wait\n if <(length of (answer)) = [22]> then\n start sound [Collect v]\n set [1# load - save v] to (answer)\n end\n else\n if <<(costume [number v]) = [4]> and <(letter (2) of (Device)) = [0]>> then\n switch costume to (control v)\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n set size to (100) %\n set [brightness v] effect to (0)\n go to [front v] layer\n set [device v] to (join (letter (1) of (Device)) [2])\n wait until <not <mouse down?>>\n else\n if <(costume [number v]) = [7]> then\n go to x: (0) y: (-104)\n switch costume to (control v)\n go to [front v] layer\n set [device v] to (join (letter (1) of (Device)) [0])\n wait until <not <mouse down?>>\n else\n if <<(costume [number v]) = [5]> and <(letter (2) of (Device)) = [0]>> then\n switch costume to (credit v)\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n set size to (94) %\n set [brightness v] effect to (0)\n go to [front v] layer\n set [device v] to (join (letter (1) of (Device)) [2])\n wait until <not <mouse down?>>\n else\n if <(costume [number v]) = [8]> then\n go to x: (0) y: (-144)\n switch costume to (credit v)\n go to [front v] layer\n set [device v] to (join (letter (1) of (Device)) [0])\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(costume [number v]) < [7]> then\n set size to (118) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (15)\n else\n set size to (94) %\n set [ghost v] effect to (0)\n end\n end\n end\nend\n\nwhen I receive [menu v]\nset [attack v] to (pick random (1) to (4))\ngo to x: (0) y: (0)\nwait (0.1) seconds\nswitch costume to (join [costume] (Attack))\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (join [Menu ] (Attack))\ncreate clone of (_myself_ v)\nwait (0.1) seconds\ngo to x: (0) y: (40)\nswitch costume to (start v)\ncreate clone of (_myself_ v)\nrepeat (4)\n next costume\n change y by (-48)\n create clone of (_myself_ v)\n start sound [pop v]\nend\nbroadcast (Done v)\nswitch costume to (easy mode2 v)\nforever\n wait until <<<<mouse down?> and <not <touching (mouse-pointer v)?>>> and <<<(mouse x) < [-60]> or <[60] < (mouse x)>> or <[60] < (mouse y)>>> or <(timer) > (pick random (6) to (7))>>\n wait until <not <mouse down?>>\n set [attack v] to (pick random (1) to (4))\n reset timer\nend\n\nwhen I receive [done v]\nwait until <(costume [number v]) = [18]>\nset [easy mode v] to [0]\nswitch costume to (easy mode v)\ngo to [back v] layer\ngo to x: (0) y: (80)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <(mouse y) > [62]>> then\n if <(costume [number v]) = [17]> then\n say [Click this if you want to turn on "Easy Mode"]\n else\n if <(costume [number v]) = [18]> then\n say [Click this if you want to return to "Normal Mode"]\n end\n end\n if <mouse down?> then\n if <(costume [number v]) = [17]> then\n set [easy mode v] to [1]\n switch costume to (easy mode2 v)\n wait until <not <mouse down?>>\n else\n if <(costume [number v]) = [18]> then\n set [easy mode v] to [0]\n switch costume to (easy mode v)\n wait until <not <mouse down?>>\n end\n end\n end\n else\n say []\n end\nend\n\n
ATTENTION !!!\n___________________________________________\n!!! Click the Red Circle for Easy Mode !!!\nUse Arrow keys and Z or WASD to move\nPress O or X to Attack\nPress I or C or Space to Dash\nPress S or P to shoot\n___________________________________________\nNot so important :\nPress M to view map\nHold N to go back to menu\nPress B to view bullets\nPress V to show your save\nPress R to Reset at the last Check Point\n___________________________________________\nPress F11 \nOpen full screen on scratch \nWear headphones if you have \nEnjoy !
Platformer - A platformer
@Stage\n\nwhen flag clicked\nswitch costume to (title1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Player\n\nwhen flag clicked\nset size to (20) %\nswitch costume to (player v)\ngo to x: (-220) y: (-50)\nset [xsped v] to [0]\nset [ysped v] to [0]\ngo to [front v] layer\nforever\n set [xsped v] to ((XSped) * (0.6))\n change y by (YSped)\n change x by (XSped)\n if <<(HitOrbAready?) = [Yh]> or <(GimmickTrailActivation?) = [Yh]>> then\n ContinueTrail?\n end\n if <<touching (gimmicky green v)?> and <not <touching (thelevel v)?>>> then\n change [ysped v] by (0.5)\n end\n NavigateLvl\n if <<touching color (#ff4d4d)?> or <touching color (#ff3434)?>> then\n repeat (5)\n SpawnParticlesForDeath\n set [xsped v] to ((XSped) * (0.6))\n change y by (YSped)\n change x by (XSped)\n change [ghost v] effect by (20)\n if <<touching (gimmicky green v)?> and <not <touching (thelevel v)?>>> then\n change [ysped v] by (0.5)\n set [gimmicktrailactivation? v] to [Yh]\n end\n NavigateLvl\n end\n wait (0.3) seconds\n set [xsped v] to [0]\n set [ysped v] to [0]\n clear graphic effects\n go to x: (-240) y: (-50)\n set [xsped v] to [20]\n end\n if <touching (gimmickyyellow v)?> then\n if <key (up arrow v) pressed?> then\n set [ysped v] to [10]\n set [hitorbaready? v] to [Yh]\n broadcast (FlashTheOrb v)\n end\n end\n if <(x position) > [239]> then\n broadcast (NextLevel v)\n go to x: (-220) y: (-50)\n set [xsped v] to [0]\n set [ysped v] to [0]\n end\nend\n\ndefine NavigateLvl\nif <key (right arrow v) pressed?> then\n change [xsped v] by (3)\nend\nif <key (left arrow v) pressed?> then\n change [xsped v] by (-3)\nend\nif <touching (gimmicky blue v)?> then\n set [gimmicktrailactivation? v] to [Yh]\n broadcast (FlashTheBlue v)\n change y by ((YSped) * (-1))\n if <touching (gimmicky blue v)?> then\n change y by (YSped)\n set [xsped v] to ((XSped) * (-1.8))\n change x by (XSped)\n else\n set [ysped v] to [7]\n change y by (YSped)\n end\nend\nif <not <touching (thelevel v)?>> then\n change [ysped v] by (-1)\nelse\n change y by ((YSped) * (-1))\n set [otherysped v] to (YSped)\n set [ysped v] to (round (YSped))\n repeat until <<touching (thelevel v)?> or <(YSped) = [0]>>\n if <(YSped) < [1]> then\n change y by (-1)\n change [ysped v] by (1)\n else\n change y by (1)\n change [ysped v] by (-1)\n end\n end\n set [ysped v] to (OtherYSped)\n change y by (1)\n if <touching (thelevel v)?> then\n set [otherxsped v] to (XSped)\n set [xsped v] to ((XSped) * (-1))\n if <(XSped) < [0]> then\n repeat (30)\n if <touching (thelevel v)?> then\n change x by (-0.25)\n end\n end\n set [xsped v] to [0]\n else\n repeat (30)\n if <touching (thelevel v)?> then\n change x by (0.25)\n end\n end\n set [xsped v] to [0]\n end\n if <not <touching (thelevel v)?>> then\n change [ysped v] by (-1)\n change y by (YSped)\n else\n set [ysped v] to [0]\n end\n else\n set [ysped v] to [0]\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [ysped v] to [10]\n end\n end\n if <<touching (thelevel v)?> or <key (space v) pressed?>> then\n change y by (1)\n change [ysped v] by (1)\n if <key (up arrow v) pressed?> then\n set [ysped v] to [10]\n end\n end\nend\nif <touching (thelevel v)?> then\n set [xsped v] to (OtherXSped)\n set [ysped v] to [-1]\n change x by (OtherXSped)\n change y by (-2)\n if <(round (XSped)) = [0]> then\n if <(XSped) < [0]> then\n change x by (-7.5)\n else\n change x by (7.5)\n end\n end\nend\nswitch costume to (particles v)\nif <touching (thelevel v)?> then\n switch costume to (player v)\n change x by ((XSped) * (-2))\n if <touching (thelevel v)?> then\n repeat until <not <touching (thelevel v)?>>\n change y by (1)\n end\n end\n change x by ((XSped) / (2))\nend\nswitch costume to (player v)\n\ndefine SpawnParticlesForDeath\nset [cloneorders? v] to [Death]\nrepeat (10)\n create clone of (trail v)\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\n\ngo to x: (-220) y: (-50)\n\ndefine ContinueTrail?\nif <touching (thelevel v)?> then\n set [hitorbaready? v] to [Nope]\n set [gimmicktrailactivation? v] to [Nope]\nelse\n set [cloneorders? v] to [OrbsEtc]\n create clone of (trail v)\nend\n\nwhen [b v] key pressed\ngo to x: (-220) y: (-50)\n\n@Trail\n\nwhen I start as a clone\ngo to (player v)\nset rotation style [don't rotate v]\nclear graphic effects\nshow\nif <(CloneOrders?) = [Death]> then\n go to [front v] layer\n switch costume to (particles v)\n point in direction (pick random (180) to (-180))\n set size to (pick random (10) to (40)) %\n set [aclonething v] to (pick random (10) to (20))\n set [clonemovementthing v] to (pick random (0.7) to (5.0))\n repeat (ACloneThing)\n move (CloneMovementThing) steps\n change [ghost v] effect by ((100) / (ACloneThing))\n end\n delete this clone\nend\nif <(CloneOrders?) = [OrbsEtc]> then\n switch costume to (particles v)\n set size to (100) %\n repeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@TheLevel\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Shadows&Hazards\n\nwhen flag clicked\nerase all\ngo to x: (0) y: (0)\nswitch costume to (shadow1 v)\ngo to [back v] layer\nclear graphic effects\nshow\n\nwhen I receive [nextlevel v]\nnext costume\nif <(costume [number v]) = [22]> then\n set [brightness v] effect to (-100)\n go to [front v] layer\n repeat (3)\n create clone of (_myself_ v)\n wait (1) seconds\n end\n wait (1.5) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\nwhen I start as a clone\ngo to x: (240) y: (0)\nshow\nclear graphic effects\ngo to [front v] layer\nswitch costume to (ripples v)\nset [ghost v] effect to (100)\nset size to (2) %\nrepeat (50)\n change size by (2.22)\n change [ghost v] effect by (-2)\nend\nrepeat (50)\n change size by (2.22)\n change [ghost v] effect by (2)\nend\n\nset [brightness v] effect to (-100)\ngo to [front v] layer\nrepeat (3)\n create clone of (_myself_ v)\n wait (1) seconds\nend\nwait (1.5) seconds\nrepeat (100)\n change [brightness v] effect by (1)\nend\n\nif <(costume [number v]) = [20]> then\n broadcast (NextLevel v)\nend\n\n@GimmickyYellow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (gimmick1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [flashtheorb v]\nset [brightness v] effect to (50)\nrepeat (5)\n change [brightness v] effect by (-10)\nend\n\n@Gimmicky Blue\n\nwhen flag clicked\nswitch costume to (gimmick1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [flashtheblue v]\nset [brightness v] effect to (50)\nrepeat (5)\n change [brightness v] effect by (-10)\nend\n\n@Gimmicky Green\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (gimmick1 v)\nforever\n if <touching (player v)?> then\n set [brightness v] effect to (20)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\nforever\n if <<(GimmickTrailActivation?) = [Nope]> and <touching (player v)?>> then\n set [gimmicktrailactivation? v] to [Yh]\n end\nend\n\n@T H I N G\n\nrepeat (19)\nend\n\nbroadcast (NextLevel v)\n\n
"You know the rules,\nAnd so do I."
Christmas Chaos - a Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@Player\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\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 Reset and Begin Level\nset [long jump v] to [0]\nset [jumping v] to [0]\nset [wall slide v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\npoint in direction (90)\nBegin Scene # (SCENE #) Go to x,y: [-182] [175]\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or floor\n end\nend\n\nwhen 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 Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\ndefine 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) + ((frame) mod (15)))\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?>> 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) * (0.8))\n end\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) Go to x,y: [-235] (y position)\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) Go to x,y: [235] (y position)\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Slip\nchange x by (1)\nchange y 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 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 (1)\nchange x by (1)\n\ndefine Conrols - 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 point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\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 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) * (0.9))\nend\nset [speed x v] to ((speed x) * (0.95))\n\nwhen I receive [tick - player v]\nMoved by - Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - up and down\nConrols - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet costume\n\ndefine Begin Scene # (scene) Go to x,y: (x) (y)\nset y to (y)\nset [scene # v] to (scene)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nFix Collision in Direction [0]\nSet costume\nbroadcast (Game Loop v)\n\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 flag clicked\nset [scene # v] to [1]\nset [resistance v] to [0.8]\nset [gravity v] to [-1.5]\nset [acceleration v] to [2]\nset [jump force v] to [14]\nset [jump duration v] to [6]\nbroadcast (Setup v) and wait\nReset and Begin Level\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nbroadcast (death v)\nswitch costume to (die v)\nstart sound [Crunch v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.1) 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\nFind Closest Space to (x position) (y position) max [100]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [change scene v]\ngo to [back v] layer\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [4]> then\n forever\n set y to ((4) * ([sin v] of ((timer) * (270)) ))\n end\nend\nif <(SCENE #) = [7]> then\n forever\n set y to ((4) * ([sin v] of ((timer) * (270)) ))\n end\nend\nif <(SCENE #) = [13]> then\n forever\n set y to ((4) * ([sin v] of ((timer) * (270)) ))\n end\nend\n\n@Platform\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [7]> then\n switch costume to (platform1 v)\n show\n Animate Platform\nend\nif <(SCENE #) = [8]> then\n switch costume to (platform2 v)\n show\n Animate 2\nend\nif <(SCENE #) = [11]> then\n switch costume to (platform3 v)\n show\n Animate 3\nend\nif <(SCENE #) = [15]> then\n switch costume to (platform4 v)\n show\n Animate 2\nend\nif <(SCENE #) = [16]> then\n switch costume to (platform5 v)\n show\n Animate 4\nend\nif <(SCENE #) = [20]> then\n switch costume to (platform6 v)\n show\n Animate 5\nend\n\ndefine Animate Platform\ngo to x: (-94) y: (-164)\nforever\n glide (2) secs to x: (118) y: (60)\n wait (0.5) seconds\n glide (2) secs to x: (-94) y: (-164)\n wait (0.5) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\ngo to x: (-16) y: (65)\nforever\n glide (0.2) secs to x: (-16) y: (-100)\n wait (0.5) seconds\n glide (0.7) secs to x: (-16) y: (0)\n wait (0.3) seconds\nend\n\nwhen flag clicked\ngo to [back v] layer\n\ndefine Animate 3\ngo to x: (-108) y: (-45)\nforever\n glide (2.5) secs to x: (209) y: (0)\n wait (0.5) seconds\n glide (2) secs to x: (-113) y: (57)\n glide (0.5) secs to x: (-188) y: (91)\n wait (0.5) seconds\n glide (2) secs to x: (-108) y: (-45)\n wait (0.5) seconds\nend\n\ndefine Animate 4\ngo to x: (-16) y: (0)\nforever\n set y to ((4) * ([sin v] of ((timer) * (270)) ))\nend\n\ndefine Animate 5\ngo to x: (0) y: (0)\nforever\n glide (0.3) secs to x: (0) y: (-84)\n wait (0.5) seconds\n glide (0.5) secs to x: (0) y: (0)\n wait (0.7) seconds\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 []\nstart sound [ding v]\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\nset [frame v] to [0]\nhide\nPlace [Gift] Scene [1] XY [200] [-50]\nPlace [Gift2] Scene [2] XY [-12] [3]\nPlace [Gift3] Scene [3] XY [143] [57]\nPlace [Gift] Scene [4] XY [-99] [68]\nPlace [Gift2] Scene [4] XY [99] [68]\nPlace [Gift3] Scene [5] XY [-93] [-56]\nPlace [Gift] Scene [5] XY [12] [-56]\nPlace [Gift2] Scene [5] XY [130] [-56]\nPlace [Gift3] Scene [6] XY [-161] [184]\nPlace [Gift] Scene [6] XY [170] [120]\nPlace [Gift2] Scene [7] XY [-18] [98]\nPlace [Gift3] Scene [7] XY [210] [167]\nPlace [Gift] Scene [8] XY [74] [14]\nPlace [Gift2] Scene [9] XY [-83] [-6]\nPlace [Gift3] Scene [9] XY [123] [76]\nPlace [Gift] Scene [10] XY [-151] [30]\nPlace [Gift2] Scene [10] XY [163] [0]\nPlace [Gift3] Scene [11] XY [202] [127]\nPlace [Gift] Scene [11] XY [-12] [149]\nPlace [Gift2] Scene [11] XY [-109] [100]\nPlace [Gift3] Scene [12] XY [-215] [-60]\nPlace [Gift] Scene [12] XY [-164] [-60]\nPlace [Gift2] Scene [12] XY [-124] [-17]\nPlace [Gift3] Scene [12] XY [-60] [-17]\nPlace [Gift] Scene [12] XY [-10] [27]\nPlace [Gift2] Scene [12] XY [45] [27]\nPlace [Gift3] Scene [12] XY [97] [68]\nPlace [Gift] Scene [12] XY [160] [69]\nPlace [Gift2] Scene [12] XY [210] [125]\nPlace [Gift3] Scene [13] XY [-108] [18]\nPlace [Gift] Scene [13] XY [111] [-42]\nPlace [Gift2] Scene [14] XY [-55] [-50]\nPlace [Gift3] Scene [14] XY [55] [90]\nPlace [Gift] Scene [15] XY [-70] [30]\nPlace [Gift2] Scene [15] XY [35] [30]\nPlace [Gift3] Scene [15] XY [150] [30]\nPlace [Gift] Scene [16] XY [-103] [-26]\nPlace [Gift2] Scene [17] XY [-197] [35]\nPlace [Gift3] Scene [17] XY [7] [-19]\nPlace [Gift] Scene [18] XY [-40] [-10]\nPlace [Gift2] Scene [18] XY [115] [45]\nPlace [Gift3] Scene [18] XY [115] [135]\nPlace [Gift] Scene [19] XY [-155] [-20]\nPlace [Gift2] Scene [19] XY [-6] [48]\nPlace [Gift3] Scene [19] XY [147] [-4]\nPlace [Gift] Scene [20] XY [-183] [-9]\nPlace [Gift2] Scene [20] XY [-5] [18]\nPlace [Gift3] Scene [20] XY [205] [-55]\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\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [change scene v]\nif <(SCENE #) = [17]> then\n forever\n go to [front v] layer\n end\nelse\n forever\n go to [back v] layer\n end\nend\n\n@Snow\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (pick random (-250) to (250)) y: (200)\nset size to (pick random (50) to (140)) %\nset [ghost v] effect to (pick random (5) to (30))\nglide (pick random (1) to (3)) secs to x: (x position) y: (-200)\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume4 v)\nset [ghost v] effect to (100)\n\nwhen [timer v] > (0)\ngo to [front v] layer\n\n
MERRY CHRISTMAS EVERYBODY! \n AND A HAPPY NEW YEAR!\n\n - Also, this project was shared on Christmas eve!\n- I'm proud of this\n \n ~Controls~\n- WASD or Arrow keys to move\n- Sorry; it's not mobile\n- Every level is 100% possible\n
Real suffering - A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Infinity v] until done\nend\n\n@Stuff\n\n@You\n\nwhen flag clicked\nhide\nset [xv v] to [0]\nset [yv v] to [0]\nforever\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 color (#b0d13b)?> then\n change y by (1)\n if <touching color (#b5d53b)?> then\n change y by (1)\n if <touching color (#b5d53b)?> then\n change y by (1)\n if <touching color (#b5d53b)?> then\n change y by (1)\n if <touching color (#b5d53b)?> then\n change y by (1)\n if <touching color (#b5d53b)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-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 (#b5d53b)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#b5d53b)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [color v] to [1]\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (90)\n if <(Color) = [1]> then\n switch costume to (green2 v)\n wait (0.1) seconds\n switch costume to (green1 v)\n end\n if <(Color) = [2]> then\n switch costume to (blue2 v)\n wait (0.1) seconds\n switch costume to (blue1 v)\n end\n if <(Color) = [3]> then\n switch costume to (pink2 v)\n wait (0.1) seconds\n switch costume to (pink1 v)\n end\n if <(Color) = [4]> then\n switch costume to (yellow2 v)\n wait (0.1) seconds\n switch costume to (yellow1 v)\n end\n if <(Color) = [5]> then\n switch costume to (tan2 v)\n wait (0.1) seconds\n switch costume to (tan1 v)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (-90)\n if <(Color) = [1]> then\n switch costume to (green2 v)\n wait (0.1) seconds\n switch costume to (green1 v)\n end\n if <(Color) = [2]> then\n switch costume to (blue2 v)\n wait (0.1) seconds\n switch costume to (blue1 v)\n end\n if <(Color) = [3]> then\n switch costume to (pink2 v)\n wait (0.1) seconds\n switch costume to (pink1 v)\n end\n if <(Color) = [4]> then\n switch costume to (yellow2 v)\n wait (0.1) seconds\n switch costume to (yellow1 v)\n end\n if <(Color) = [5]> then\n switch costume to (tan2 v)\n wait (0.1) seconds\n switch costume to (tan1 v)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-209) y: (-54)\n\nwhen I receive [play v]\n\n\n\n\n\n\nswitch costume to (green2 v)\nwait (0.1) seconds\nswitch costume to (green1 v)\n\nif <(Color) = []> then\n\nwhen I receive [play v]\nwait (0.1) seconds\nshow\ngo to x: (-209) y: (-19)\nif <(Color) = [1]> then\n switch costume to (green1 v)\nend\nif <(Color) = [2]> then\n switch costume to (blue1 v)\nend\nif <(Color) = [3]> then\n switch costume to (pink1 v)\nend\nif <(Color) = [4]> then\n switch costume to (yellow1 v)\nend\nif <(Color) = [5]> then\n switch costume to (tan1 v)\nend\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n go to x: (-209) y: (-72)\n broadcast (New Level v)\n end\n if <<touching (coin v)?> or <touching (drag v)?>> then\n go to x: (-209) y: (-72)\n broadcast (Coins are bad v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (159) y: (-72)\n end\nend\n\nglide (1) secs to x: (x position) y: ((y position) + (1000))\n\nwhen flag clicked\n\nforever\n if <touching (edge v)?> then\n end\nend\n\ngo to x: (159) y: (-72)\n\n@Levels\n\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@skin select\n\nwhen flag clicked\nhide\nswitch costume to (green v)\nforever\n set [color v] to (costume [number v])\nend\n\nwhen I receive [left v]\nswitch costume to (join [] [previous costume])\n\nwhen I receive [right v]\nnext costume\n\nwhen I receive [skin v]\nshow\n\nwhen I receive [play v]\nhide\n\n@sign\n\n@Sign\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <<touching (you v)?> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n broadcast (Show sign v)\n else\n broadcast (HIde sign v)\n end\nend\n\nwhen I receive [play v]\nshow\n\nwhen I receive [new level v]\nnext costume\n\n@Sign Message\n\nwhen I receive [hide sign v]\nhide\n\nwhen I receive [show sign v]\nshow\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@>\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (RIght v)\n\nwhen I receive [skin v]\nshow\n\nwhen I receive [play v]\nhide\n\nshow\n\n@<\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Left v)\n\nwhen I receive [skin v]\nshow\n\nwhen I receive [play v]\nhide\n\n@Play2\n\nwhen this sprite clicked\nhide\nbroadcast (Play v)\n\nwhen flag clicked\nhide\n\nwhen I receive [skin v]\nshow\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n next costume\nend\n\n@Coin\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nforever\n glide (1) secs to x: (36) y: (36)\n go to x: (36) y: (36)\n glide (1) secs to x: (36) y: (28)\n go to x: (36) y: (28)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\ngo to x: (36) y: (28)\nif <(costume [number v]) = [5]> then\n broadcast (Show coin v)\nelse\n broadcast (hide coin v)\nend\n\nwhen I receive [play v]\nshow\n\nforever\n if <(costume [number v]) = [5]> then\n set size to (1000) %\n set drag mode [draggable v]\n else\n set size to (250) %\n set drag mode [not draggable v]\n end\nend\n\n@Coins are bad\n\nwhen flag clicked\nhide\n\nwhen I receive [coins are bad v]\nshow\nwait (2) seconds\nhide\n\n@Spikes\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play v]\nshow\n\n@drag\n\nwhen flag clicked\nhide\nset drag mode [draggable v]\ngo to x: (0) y: (0)\n\nwhen I receive [show coin v]\nshow\n\nwhen I receive [hide coin v]\nhide\n\n@SKin\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Skin v)\n\n@Edge\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Thumb\n\nwhen flag clicked\nhide\n\n
Sequel: https://scratch.mit.edu/projects/622278681\nYou already know how to use the movement keys, hold down or s to read signs. If you're wondering what the select option is at the start, it's a choice on what skin you want to wear.\n\nRead this:\nSince I've been getting a lot of comments, I'm going to stop replying to "How do you do ___?" comments now.\nDrag the coin.\n\n#games #art #all
☁ Bumps - A Scrolling Platformer (Speed Run) v1.6
@Stage\n\nbroadcast (Thumbnail v)\n\nwhen I receive [thumbnail v]\nset [# blank v] to [I have this variable because sometimes I accidently set the ☁ variable to 0 when I want to grab a variable block. So since this variable will be on the top now, when I grab a variable block I may accidently set this to 0 which will not be any problem \(other than having to rewrite this whole thing again\).]\n\n@Player\n\nwhen I receive [start v]\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\nset [scroll x v] to [100]\nset [scroll y v] to [-100]\nforever\n set [color v] effect to (Color)\nend\n\nwhen I receive [walkthrough v]\nshow\nwait until <not <mouse down?>>\nforever\n point in direction ((0) - ((SCROLL X) / (1.11)))\n if <(Turbo Mode) = [True]> then\n wait (0.01) seconds\n end\n if <<<mouse down?> and <<<(mouse x) > [-30]> and <(mouse x) < [30]>> and <<(mouse y) > [-30]> and <(mouse y) < [30]>>>> or <key (space v) pressed?>> then\n wait until <not <mouse down?>>\n wait until <not <key (space v) pressed?>>\n wait until <<<mouse down?> and <<<(mouse x) > [-30]> and <(mouse x) < [30]>> and <<(mouse y) > [-30]> and <(mouse y) < [30]>>>> or <key (space v) pressed?>>\n wait until <not <mouse down?>>\n wait until <not <key (space v) pressed?>>\n end\n if <<mouse down?> and <(mouse x) > [30]>> then\n repeat until <not <mouse down?>>\n point in direction ((0) - ((SCROLL X) / (1.11)))\n end\n end\n if <<mouse down?> and <(mouse x) < [-30]>> then\n repeat until <not <mouse down?>>\n point in direction ((0) - ((SCROLL X) / (1.11)))\n end\n end\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [reset v]\nshow\ngo to [front v] layer\nset [color v] effect to (Color)\ngo to x: (0) y: (0)\npoint in direction (90)\nset [scroll x v] to [100]\nset [scroll y v] to [-100]\nset [dir vel v] to [34]\nrepeat (30)\n if <(round (SCROLL X)) = [100]> then\n point in direction ((SCROLL Y) + ((41) + ((0) - ((SCROLL X) / (1.11)))))\n else\n point in direction ([direction v] of [hit box v])\n end\nend\nforever\n point in direction ([direction v] of [hit box v])\nend\n\n@Hit Box\n\ndefine Scroll // Up (up) Right (right) Left (left) Down (down) With Friction (friction)\nchange y by (Y Velocity)\nif <touching (ground v)?> then\n repeat ([abs v] of (Y Velocity) )\n if <touching (ground v)?> then\n change y by ((0) - (([abs v] of (Y Velocity) ) / (Y Velocity)))\n end\n end\n if <<not <(Y Velocity) > [0]>> and <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<<mouse down?> and <(mouse y) > (y position)>> and <not <<(mouse x) > [185]> and <(mouse y) > [130]>>>>>> then\n set [y velocity v] to (up)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (down)\nend\nchange x by (X Velocity)\nif <touching (ground v)?> then\n repeat ([abs v] of (X Velocity) )\n if <not <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<<mouse down?> and <(mouse y) > (y position)>> and <not <<(mouse x) > [185]> and <(mouse y) > [130]>>>>>> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n end\n if <touching (ground v)?> then\n change y by (-6)\n end\n end\n end\n if <touching (ground v)?> then\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n if <not <touching (ground v)?>> then\n change y by (-1)\n end\n if <not <touching (ground v)?>> then\n if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<<mouse down?> and <(mouse y) > (y position)>> and <not <<(mouse x) > [185]> and <(mouse y) > [130]>>>>> then\n set [y velocity v] to [10]\n set [x velocity v] to ((15) * ((0) - (([abs v] of (X Velocity) ) / (X Velocity))))\n else\n set [x velocity v] to [0]\n end\n end\n end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <(mouse x) > ((x position) + (20))>> and <not <<(mouse x) > [185]> and <(mouse y) > [130]>>>>> then\n change [x velocity v] by (right)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < ((x position) - (20))>> and <not <<(mouse x) > [185]> and <(mouse y) > [130]>>>>> then\n change [x velocity v] by (left)\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange [scroll x v] by ((0) - (x position))\nchange [scroll y v] by ((0) - (y position))\ngo to x: (0) y: (0)\nif <touching (jump pad v)?> then\n set [y velocity v] to [20]\nend\nif <(SCROLL X) < [-5192]> then\n change [scroll x v] by ((0) - ((SCROLL X) - (-5192)))\nend\nif <(SCROLL X) > [300]> then\n change [scroll x v] by ((0) - ((SCROLL X) - (300)))\nend\n\nwhen I receive [start v]\nSet Up\ngo to x: (0) y: (0)\nwait until <not <mouse down?>>\nforever\n Scroll // Up [14] Right [2.5] Left [-2.5] Down [-1] With Friction [0.8]\n point in direction ((0) - ((SCROLL X) / (1.11)))\n if <touching (lava v)?> then\n Spawn To Checkpoint (Spawn X) (Spawn Y)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\n\ndefine Spawn To Checkpoint (x) (y)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\npoint in direction ((0) - ((Spawn X) / (1.11)))\nset [dir v] to (direction)\npoint in direction ((0) - ((SCROLL X) / (1.11)))\nset [x v] to ((x) - (SCROLL X))\nset [y v] to ((y) - (SCROLL Y))\nset [vel v] to [0]\nrepeat (10)\n change [vel v] by (0.01)\n change [scroll x v] by ((x) * (Vel))\n change [scroll y v] by ((y) * (Vel))\n turn right ((dir) * (Vel)) degrees\nend\nrepeat (20)\n change [scroll x v] by (((x) - (SCROLL X)) * (0.2))\n change [scroll y v] by (((y) - (SCROLL Y)) * (0.2))\n turn right (((dir) - (direction)) * (0.2)) degrees\nend\n\nwhen I receive [walkthrough v]\nwait (1) seconds\nset [letter # v] to [0]\nforever\n change [letter # v] by (1)\n set [x velocity v] to (item (Letter #) of [x vel v])\n set [y velocity v] to (item (Letter #) of [y vel v])\n if <<mouse down?> and <<<(mouse x) > [-30]> and <(mouse x) < [30]>> and <<(mouse y) > [-30]> and <(mouse y) < [30]>>>> then\n wait until <not <mouse down?>>\n wait until <<mouse down?> and <<<(mouse x) > [-30]> and <(mouse x) < [30]>> and <<(mouse y) > [-30]> and <(mouse y) < [30]>>>>\n repeat until <not <mouse down?>>\n change [letter # v] by (1)\n set [x velocity v] to (item (Letter #) of [x vel v])\n set [y velocity v] to (item (Letter #) of [y vel v])\n if <(Letter #) > (((length of [x v]) + (length of [y v])) / (2))> then\n set [letter # v] to (((length of [x v]) + (length of [y v])) / (2))\n end\n if <(Letter #) < [0]> then\n set [letter # v] to [0]\n end\n end\n end\n if <<mouse down?> and <(mouse x) > [30]>> then\n change [letter # v] by (150)\n repeat until <not <mouse down?>>\n change [letter # v] by (1)\n set [x velocity v] to (item (Letter #) of [x vel v])\n set [y velocity v] to (item (Letter #) of [y vel v])\n if <(Letter #) > (((length of [x v]) + (length of [y v])) / (2))> then\n set [letter # v] to (((length of [x v]) + (length of [y v])) / (2))\n end\n if <(Letter #) < [0]> then\n set [letter # v] to [0]\n end\n end\n end\n if <<mouse down?> and <(mouse x) < [-30]>> then\n change [letter # v] by (-150)\n repeat until <not <mouse down?>>\n change [letter # v] by (1)\n set [x velocity v] to (item (Letter #) of [x vel v])\n set [y velocity v] to (item (Letter #) of [y vel v])\n if <(Letter #) > (((length of [x v]) + (length of [y v])) / (2))> then\n set [letter # v] to (((length of [x v]) + (length of [y v])) / (2))\n end\n if <(Letter #) < [0]> then\n set [letter # v] to [0]\n end\n end\n end\n if <(Letter #) > (((length of [x v]) + (length of [y v])) / (2))> then\n set [letter # v] to (((length of [x v]) + (length of [y v])) / (2))\n end\n if <(Letter #) < [0]> then\n set [letter # v] to [0]\n end\nend\n\ndefine Set Up\nset [scroll x v] to [100]\nset [scroll y v] to [-100]\nset [spawn x v] to [100]\nset [spawn y v] to [-100]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [reset v]\nset rotation style [don't rotate v]\nset [ghost v] effect to (100)\nshow\nforever\n if <key (r v) pressed?> then\n Set Up\n reset timer\n repeat until <not <key (r v) pressed?>>\n Set Up\n end\n set [spawn x v] to [100]\n set [spawn y v] to [-100]\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\nClone (((length of [object x v]) + (length of [object y v])) / (2)) Clones\n\ndefine Clone (#) Clones\nset [clone # v] to [0]\nrepeat (#)\n change [clone # v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (2 v)\nset size to (148) %\nforever\n switch costume to (size hack v)\n go to x: ((SCROLL X) + (item (Clone #) of [object x v])) y: ((SCROLL Y) + (item (Clone #) of [object y v]))\n switch costume to (Clone #)\nend\n\n@Lava\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n switch costume to (size hack v)\n go to x: ((SCROLL X) + (item (Clone #) of [object x v])) y: ((SCROLL Y) + (item (Clone #) of [object y v]))\n switch costume to (Clone #)\nend\n\ndefine Clone (#) Clones\nset [clone # v] to [0]\nrepeat (#)\n change [clone # v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nClone (((length of [object x v]) + (length of [object y v])) / (2)) Clones\n\n@Text\n\nwhen flag clicked\nhide\nClone (((length of [object x v]) + (length of [object y v])) / (2)) Clones\n\nwhen I start as a clone\nshow\nforever\n switch costume to (size hack v)\n go to x: ((SCROLL X) + (item (Clone #) of [object x v])) y: ((SCROLL Y) + (item (Clone #) of [object y v]))\n switch costume to (Clone #)\nend\n\ndefine Clone (#) Clones\nset [clone # v] to [0]\nrepeat (#)\n change [clone # v] by (1)\n create clone of (_myself_ v)\nend\n\n@Jump Pad\n\nwhen flag clicked\nhide\nClone (((length of [object x v]) + (length of [object y v])) / (2)) Clones\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n switch costume to (size hack v)\n go to x: ((SCROLL X) + (item (Clone #) of [object x v])) y: ((SCROLL Y) + (item (Clone #) of [object y v]))\n switch costume to (Clone #)\nend\n\ndefine Clone (#) Clones\nset [clone # v] to [0]\nrepeat (#)\n change [clone # v] by (1)\n create clone of (_myself_ v)\nend\n\n@Check Point\n\nforever\n switch costume to (size hack v)\n go to x: ((SCROLL X) + (item (Clone #) of [object x v])) y: ((SCROLL Y) + (item (Clone #) of [object y v]))\n switch costume to (Clone #)\nend\n\ndefine Clone (#) Clones\nset [clone # v] to [0]\ndelete all of [check points v]\nrepeat (#)\n change [clone # v] by (1)\n add (Clone #) to [check points v]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n switch costume to (size hack v)\n go to x: ((SCROLL X) + (item (Clone #) of [object x v])) y: ((SCROLL Y) + (item (Clone #) of [object y v]))\n switch costume to (Clone #)\n if <(Timer) = [0]> then\n clear graphic effects\n set [used v] to [False]\n end\n if <(Used) = [False]> then\n if <touching (hit box v)?> then\n Explode Particles\n set [used v] to [True]\n repeat (3)\n switch costume to (size hack v)\n go to x: ((SCROLL X) + (item (Clone #) of [object x v])) y: ((SCROLL Y) + (item (Clone #) of [object y v]))\n set [spawn x v] to (SCROLL X)\n set [spawn y v] to (SCROLL Y)\n switch costume to (Clone #)\n if <(Turbo Mode) = [True]> then\n wait (0.01) seconds\n end\n end\n repeat (5)\n switch costume to (size hack v)\n go to x: ((SCROLL X) + (item (Clone #) of [object x v])) y: ((SCROLL Y) + (item (Clone #) of [object y v]))\n switch costume to (Clone #)\n change [ghost v] effect by (13)\n if <(Turbo Mode) = [True]> then\n wait (0.01) seconds\n end\n end\n end\n end\nend\n\ndefine Explode Particles\nrepeat (50)\n create clone of (particles v)\nend\n\nwhen flag clicked\nClone (((length of [object x v]) + (length of [object y v])) / (2)) Clones\n\n@Particles\n\nwhen I start as a clone\nhide\nif <<(Particles) = [2]> and <(Timer) > [0]>> then\n show\nend\ngo to [front v] layer\nset [y vel v] to [10]\nset [burst v] to (pick random (10) to (15))\ngo to x: ((20) * (([abs v] of ([x velocity v] of [hit box v]) ) / ([x velocity v] of [hit box v]))) y: (-50)\npoint in direction (pick random (0) to (360))\nrepeat (120)\n switch costume to (size hack v)\n move (Burst) steps\n change y by (Y vel)\n change x by ((0) - ([x velocity v] of [hit box v]))\n change y by ((0) - ([y velocity v] of [hit box v]))\n switch costume to (particles v)\n set [burst v] to ((Burst) * (0.9))\n change [y vel v] by (-1)\n if <(Turbo Mode) = [True]> then\n wait (0.01) seconds\n end\nend\ndelete this clone\n\n@Timer\n\ndefine Create Score With (#) Clones\nset [clone # v] to [0]\nrepeat (#)\n change [clone # v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset size to (200) %\nchange x by ((Clone #) * ((size) / (8)))\nforever\n switch costume to (letter (Clone #) of (Timer))\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nset [timer v] to [0]\ndelete this clone\n\nwhen I receive [start v]\nwait (1) seconds\ndelete this clone\n\nwhen I receive [start v]\nwait (1) seconds\nwait (0) seconds\nCreate Score With [15] Clones\n\nwhen I receive [reset v]\nwait (0) seconds\ngo to x: (-240) y: (150)\nset [timer v] to [0]\nCreate Score With [15] Clones\nreset timer\nrepeat until <not <(round (SCROLL X)) = [100]>>\n reset timer\nend\nrepeat until <<(SCROLL X) < [-3735]> and <(SCROLL Y) < [-1230]>>\n go to x: (-240) y: (150)\n set [timer v] to ((round ((timer) * (100))) / (100))\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [start v]\nset [timer v] to [0.00]\nforever\n if <key (r v) pressed?> then\n stop [other scripts in sprite v]\n broadcast (Reset v)\n wait until <not <key (r v) pressed?>>\n end\nend\n\n@Main Menu\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [delete v] to [False]\nset [fade v] to [False]\nClone [Background]\nClone [Play]\nClone [High Score]\nClone [Walkthrough]\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nclear graphic effects\npoint in direction (90)\nset size to (100) %\nswitch costume to (Clone ID)\nset [brightness v] effect to (0)\nif <(Clone ID) = [Reset]> then\n stop [this script v]\nend\nif < (Clone ID) contains [\(]?> then\n set size to (100) %\n if <(costume [number v]) > [13]> then\n set x to ((((costume [number v]) - (14)) * (300)) - (150))\n end\n repeat (25)\n change size by (2)\n change [ghost v] effect by (4)\n go to [front v] layer\n end\n delete this clone\nend\nif <(Clone ID) = [Background]> then\n go to x: (0) y: (0)\nend\nif <(Clone ID) = [Play]> then\n go to x: (0) y: (-40)\nend\nif <(Clone ID) = [High Score]> then\n go to x: (0) y: (-100)\nend\nif <(Clone ID) = [Walkthrough]> then\n go to x: (0) y: (-150)\nend\nif <(Clone ID) = [X]> then\n go to x: (-200) y: (145)\nend\nif <(Clone ID) = [X2]> then\n go to x: (200) y: (145)\nend\nif <(Clone ID) = [Color]> then\n go to x: (200) y: (35)\nend\nif <(Fade) = [S]> then\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n change size by ((0) - (((size) - (100)) * (0.2)))\n end\nend\nif <(Clone ID) = [Loading]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n set size to (200) %\n switch costume to (x2 v)\n repeat (4)\n next costume\n if <not <(size) = [200]>> then\n delete this clone\n end\n repeat (3)\n change [ghost v] effect by (-5)\n if <(Turbo Mode) = [True]> then\n wait (0.01) seconds\n end\n wait (0) seconds\n go to [front v] layer\n end\n end\n switch costume to (x2 v)\n repeat (4)\n next costume\n repeat (3)\n change [ghost v] effect by (5)\n if <(Turbo Mode) = [True]> then\n wait (0.01) seconds\n end\n wait (0) seconds\n end\n end\n delete this clone\nend\nif <(Clone ID) = [Background]> then\n wait until <(Fade) = [True]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nforever\n if <<touching (mouse-pointer v)?> or <<<(Clone ID) = [X]> and <<(mouse x) < [-185]> and <(mouse y) > [130]>>> or <<(Clone ID) = [X2]> and <<(mouse x) > [185]> and <(mouse y) > [130]>>>>> then\n change size by (((120) - (size)) * (0.2))\n if <mouse down?> then\n repeat until <not <mouse down?>>\n change size by (((120) - (size)) * (0.2))\n end\n if <<touching (mouse-pointer v)?> or <<<(Clone ID) = [X]> and <<(mouse x) < [-185]> and <(mouse y) > [130]>>> or <<(Clone ID) = [X2]> and <<(mouse x) > [185]> and <(mouse y) > [130]>>>>> then\n if <(Clone ID) = [Play]> then\n broadcast (Start v)\n end\n if <(Clone ID) = [High Score]> then\n broadcast (High Score v)\n end\n if <(Clone ID) = [Walkthrough]> then\n broadcast (Walkthrough v)\n end\n if < (Clone ID) contains [X]?> then\n broadcast (Hide v)\n end\n end\n end\n else\n change size by ((0) - (((size) - (100)) * (0.2)))\n end\n turn right ((((90) - (direction)) * (0.2)) / (2)) degrees\n if <<(Fade) = [True]> or <(Fade) = [HTrue]>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I receive [high score v]\nset [fade v] to [HTrue]\nwait (0) seconds\nset [fade v] to [False]\nClone [X]\n\nwhen I receive [hide v]\nset [fade v] to [True]\nset [stop v] to [True]\nif <(Speed Run) = [True]> then\n set [fade v] to [False]\n Clone [Background]\nend\nwait (0) seconds\nset [stop v] to [False]\nset [letter # v] to [0]\nset [fade v] to [S]\nif <(Speed Run) = [False]> then\n Clone [Background]\nend\nClone [Play]\nClone [High Score]\nClone [Walkthrough]\n\nwhen I receive [walkthrough v]\nset [timer v] to [1]\nset [fade v] to [True]\nset [stop v] to [False]\nset [scroll x v] to [100]\nset [scroll y v] to [49]\nwait (0) seconds\nset [fade v] to [False]\nClone [X]\nClone [Loading]\nwait (1) seconds\nset [letter # v] to [0]\nforever\n change [letter # v] by (1)\n set [scroll x v] to (item (Letter #) of [x v])\n set [scroll y v] to (item (Letter #) of [y v])\n if <(Turbo Mode) = [True]> then\n wait (0.01) seconds\n end\n if <(Stop) = [True]> then\n stop [this script v]\n end\n if <<<mouse down?> and <<<(mouse x) > [-30]> and <(mouse x) < [30]>> and <<(mouse y) > [-30]> and <(mouse y) < [30]>>>> or <key (space v) pressed?>> then\n Clone [\(Pause\)]\n wait until <not <mouse down?>>\n wait until <not <key (space v) pressed?>>\n wait until <<<mouse down?> and <<<(mouse x) > [-30]> and <(mouse x) < [30]>> and <<(mouse y) > [-30]> and <(mouse y) < [30]>>>> or <key (space v) pressed?>>\n Clone [\(Play\)]\n Wait\n end\n if <<<mouse down?> and <<(mouse x) > [30]> and <(mouse y) < [130]>>> or <key (right arrow v) pressed?>> then\n change [letter # v] by (150)\n Clone [\(Skip\)]\n Wait\n end\n if <<<mouse down?> and <<(mouse x) < [-30]> and <(mouse y) < [130]>>> or <key (left arrow v) pressed?>> then\n change [letter # v] by (-150)\n Clone [\(Back\)]\n Wait\n end\n if <(Letter #) > ((((length of [x v]) + (length of [y v])) / (2)) - (1))> then\n set [letter # v] to ((((length of [x v]) + (length of [y v])) / (2)) - (1))\n end\n if <(Letter #) < [0]> then\n set [letter # v] to [0]\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Loading]> then\n repeat (100)\n change y by ([sin v] of ((timer) * (100)) )\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\n if <(Turbo Mode) = [True]> then\n wait (0.01) seconds\n end\n end\nend\n\nwhen I receive [hide v]\ndelete this clone\n\nwhen I receive [start v]\nset [fade v] to [True]\nwait (0) seconds\nset [stop v] to [True]\nset [fade v] to [False]\nwait (0.66) seconds\nClone [X2]\n\nwhen I receive [walkthrough v]\nset [speed run v] to [False]\n\nwhen I receive [high score v]\nset [speed run v] to [True]\n\nwhen I start as a clone\nif <(Clone ID) = [X]> then\n forever\n set y to ((SCROLL) + (145))\n end\nend\n\ndefine Wait\nrepeat until <not <mouse down?>>\n change [letter # v] by (1)\n set [scroll x v] to (item (Letter #) of [x v])\n set [scroll y v] to (item (Letter #) of [y v])\n if <(Letter #) > ((((length of [x v]) + (length of [y v])) / (2)) - (1))> then\n set [letter # v] to ((((length of [x v]) + (length of [y v])) / (2)) - (1))\n end\n if <(Letter #) < [0]> then\n set [letter # v] to [0]\n end\nend\nrepeat until <not <key (any v) pressed?>>\n change [letter # v] by (1)\n set [scroll x v] to (item (Letter #) of [x v])\n set [scroll y v] to (item (Letter #) of [y v])\n if <(Letter #) > ((((length of [x v]) + (length of [y v])) / (2)) - (1))> then\n set [letter # v] to ((((length of [x v]) + (length of [y v])) / (2)) - (1))\n end\n if <(Letter #) < [0]> then\n set [letter # v] to [0]\n end\nend\n\nwhen I receive [start v]\nset [moving v] to [False]\nset [check v] to [0]\nset [lag v] to [0]\nwait until <<key (any v) pressed?> or <mouse down?>>\nwait (0.5) seconds\nset [time v] to [0]\nforever\n set [fps v] to ((1) / ((timer) - (time)))\n if <(fps) > [40]> then\n change [check v] by (1)\n else\n if <not <(check) = [0]>> then\n change [check v] by (-1)\n end\n end\n if <(check) > [10]> then\n reset timer\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [spawn x v] to [100]\n set [spawn y v] to [-100]\n change [lag v] by (10000)\n Clone [Reset]\n end\n Add Lag (lag)\n set [time v] to (timer)\nend\n\ndefine Add Lag (amount)\nrepeat (amount)\n\nwhen I start as a clone\nif <(Clone ID) = [Reset]> then\n if <(Moving) = [True]> then\n delete this clone\n end\n set [moving v] to [True]\n go to x: (0) y: (-50)\n repeat (150)\n change y by (1)\n change [ghost v] effect by (0.8)\n go to [front v] layer\n end\n set [moving v] to [False]\n delete this clone\nend\n\nbroadcast (High Score v)\n\nwhen I receive [high score v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Delete) = [True]> then\n if <<(costume [number v]) < [5]> and <(costume [number v]) > [1]>> then\n delete this clone\n end\n end\nend\n\nrepeat (2)\nend\n\nwait (0.1) seconds\n\nwhen I receive [hide v]\nset [delete v] to [False]\n\nwhen I receive [high score v]\nbroadcast (Hide v)\nwait (0) seconds\nset [delete v] to [True]\n\n@Settings\n\nwhen flag clicked\nset [stop v] to [False]\nSettings\nchange [plays v] by (1)\nif <(Plays) = [1]> then\n set [music v] to (pick random (1) to (3))\nend\nforever\n if <not <(item (Music) of [music v]) = (Title)>> then\n set [title v] to (item (Music) of [music v])\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n play sound (Music) until done\nend\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [start v]\nset [stop v] to [True]\nHide\nclear graphic effects\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\nwhen I receive [hide v]\nset [stop v] to [False]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nSettings\ncreate clone of (_myself_ v)\n\ndefine Settings\nshow\ngo to [front v] layer\nswitch costume to (settings v)\ngo to x: (200) y: (140)\nset [settings v] to [Hide]\nforever\n go to [front v] layer\n if <<(mouse x) > [178]> and <(mouse y) > [117]>> then\n change size by (((120) - (size)) * (0.2))\n change [brightness v] effect by (((120) - (size)) * (0.2))\n turn right (((180) - (direction)) * (0.1)) degrees\n if <mouse down?> then\n repeat until <not <mouse down?>>\n change size by (((120) - (size)) * (0.2))\n change [brightness v] effect by (((120) - (size)) * (0.2))\n turn right (((180) - (direction)) * (0.1)) degrees\n end\n if <<(mouse x) > [178]> and <(mouse y) > [117]>> then\n if <(Settings) = [Show]> then\n set [settings v] to [Hide]\n Hide\n else\n set [settings v] to [Show]\n create clone of (_myself_ v)\n Show\n end\n repeat until <not <mouse down?>>\n turn right (((180) - (direction)) * (0.1)) degrees\n end\n end\n end\n else\n change size by ((0) - (((size) - (100)) * (0.2)))\n change [brightness v] effect by ((0) - (((size) - (100)) * (0.2)))\n end\n turn right (((90) - (direction)) * (0.1)) degrees\n if <(Stop) = [True]> then\n stop [this script v]\n end\nend\n\nwhen I receive [high score v]\nset [stop v] to [True]\nHide\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [walkthrough v]\nset [stop v] to [True]\nHide\nclear graphic effects\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I start as a clone\nswitch costume to (color v)\ngo to x: (190) y: (36)\nforever\n go to x: (190) y: (36)\n set [color v] effect to (Color)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) * (0.2))\n else\n change size by ((0) - (((size) - (100)) * (0.2)))\n end\n if <(Settings) = [Hide]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nchange [plays v] by (1)\nif <(Plays) = [1]> then\n set [music v] to (pick random (1) to (4))\nend\nforever\n if <not <(item (Music) of [music v]) = (Title)>> then\n set [title v] to (item (Music) of [music v])\n stop all sounds\n end\n if <<(Color) > [0]> and <(Color) < [30]>> then\n set [color v] to [Blue]\n end\n if <<(Color) > [29]> and <(Color) < [46]>> then\n set [color v] to [Purple]\n end\n if <<(Color) > [45]> and <(Color) < [80]>> then\n set [color v] to [Pink]\n end\n if <<(Color) > [79]> and <(Color) < [94]>> then\n set [color v] to [Red]\n end\n if <<(Color) > [93]> and <(Color) < [108]>> then\n set [color v] to [Orange]\n end\n if <<(Color) > [107]> and <(Color) < [121]>> then\n set [color v] to [Yellow]\n end\n if <<(Color) > [120]> and <(Color) < [175]>> then\n set [color v] to [Green]\n end\n if <(Color) > [174]> then\n set [color v] to [Blue]\n end\n if <(Particles) = [1]> then\n set [particles v] to [Hide]\n else\n set [particles v] to [Show]\n end\n if <(Online) = [1]> then\n set [online v] to [Off]\n else\n set [online v] to [On]\n end\nend\n\nwhen I receive [thumbnail v]\nset [plays v] to [0]\nhide variable [music v]\nhide variable [title v]\nhide variable [volume v]\nhide variable [color v]\nhide variable [color v]\nhide variable [particles v]\nhide variable [particles v]\nhide variable [online v]\nhide variable [online v]\n\nwhen I receive [start v]\nset [settings v] to [Hide]\n\nwhen I receive [walkthrough v]\nset [settings v] to [Hide]\n\nwhen I receive [high score v]\nset [settings v] to [Hide]\n\nwhen flag clicked\nhide variable [online v]\nhide variable [online v]\n\ndefine Hide\nhide variable [music v]\nhide variable [title v]\nhide variable [volume v]\nhide variable [color v]\nhide variable [color v]\nhide variable [particles v]\nhide variable [particles v]\nhide variable [online v]\nhide variable [online v]\n\ndefine Show\nshow variable [music v]\nshow variable [title v]\nshow variable [volume v]\nshow variable [color v]\nshow variable [color v]\nshow variable [particles v]\nshow variable [particles v]\nshow variable [online v]\nshow variable [online v]\n\nhide variable [mode v]\n\nshow variable [mode v]\n\n@Speed Runs\n\ndefine Encode (username)\nset [letter # v] to [-1]\nset [username encoded v] to [0]\nrepeat ((length of (username)) + (1))\n change [letter # v] by (1)\n set [username encoded v] to (join (Username Encoded) (item # of (letter (Letter #) of (username)) in [letters v]))\nend\n\ndefine Encode Score\ndelete all of [place v]\nset [item # v] to [0]\nset [letter # v] to [0]\nDecode Cloud (☁ Leaderboard 1)\nDecode Cloud (☁ Leaderboard 2)\nDecode\nFind Place #\nif <not <(Place #) = []>> then\n if <<(Timer) < [37]> or <(username) = []>> then\n stop [this script v]\n end\n if <[usernames v] contains (username)?> then\n if <(Timer) < (item (item # of (username) in [usernames v]) of [times v])> then\n delete (item # of (username) in [usernames v]) of [place v]\n else\n stop [this script v]\n end\n end\n insert (join (Username Encoded) (join (round ((Timer) * (100))) (length of (round ((Timer) * (100)))))) at (Place #) of [place v] \n delete (11) of [place v]\n set [☁ leaderboard 1 v] to (join (join (item (1) of [place v]) (join (join (item (2) of [place v]) (join (join (item (3) of [place v]) (join (item (4) of [place v]) (join (join (item (5) of [place v]) (length of (item (5) of [place v]))) (length of (item (4) of [place v]))))) (length of (item (3) of [place v])))) (length of (item (2) of [place v])))) (length of (item (1) of [place v])))\n wait (1) seconds\n set [☁ leaderboard 2 v] to (join (join (item (6) of [place v]) (join (join (item (7) of [place v]) (join (join (item (8) of [place v]) (join (item (9) of [place v]) (join (join (item (10) of [place v]) (length of (item (10) of [place v]))) (length of (item (9) of [place v]))))) (length of (item (8) of [place v])))) (length of (item (7) of [place v])))) (length of (item (6) of [place v])))\n broadcast (Time Added! v)\nend\n\ndefine Decode\nSet Up\ndelete all of [place v]\nset [item # v] to [0]\nset [letter # v] to [0]\nDecode Cloud (☁ Leaderboard 1)\nDecode Cloud (☁ Leaderboard 2)\nset [item # v] to [0]\nrepeat (length of [speed runs v])\n change [item # v] by (1)\n replace item (Item #) of [usernames v] with []\n replace item (Item #) of [times v] with []\n Decode Username (Item #) (item (Item #) of [place v])\nend\nset [letter # v] to [0]\nrepeat (length of [speed runs v])\n change [letter # v] by (1)\n replace item (Letter #) of [speed runs v] with (join (join [#] (join (Letter #) [:])) (join (join (item (Letter #) of [times v]) [:]) (item (Letter #) of [usernames v])))\n if <(item (Letter #) of [times v]) = [.]> then\n replace item (Letter #) of [times v] with [0]\n end\n if <(item (Letter #) of [times v]) = [0]> then\n replace item (Letter #) of [speed runs v] with [-]\n end\nend\n\nwhen flag clicked\nhide\nset [show v] to [False]\ndelete this clone\n\nwhen I receive [high score v]\nset [scroll v] to [0]\nset [show v] to [True]\nDecode\nCreate Leaderboard\n\ndefine Decode Username (item #) (place #)\nset [letter # v] to [-1]\nrepeat ([floor v] of (((length of (place #)) - (letter (length of (place #)) of (place #))) / (2)) )\n change [letter # v] by (2)\n replace item (item #) of [usernames v] with (join (item (item #) of [usernames v]) (item (join (letter (Letter #) of (place #)) (letter ((Letter #) + (1)) of (place #))) of [letters v]))\nend\nDecode Time (item #) (place #)\n\ndefine Decode Time (item #) (place #)\nset [letter # v] to [-1]\nrepeat ((letter (length of (place #)) of (place #)) - (2))\n change [letter # v] by (1)\n replace item (item #) of [times v] with (join (item (item #) of [times v]) (letter (((length of (place #)) - (letter (length of (place #)) of (place #))) + (Letter #)) of (place #)))\nend\nreplace item (item #) of [times v] with (join (item (item #) of [times v]) (join [.] (join (letter ((length of (place #)) - (2)) of (place #)) (letter ((length of (place #)) - (1)) of (place #)))))\n\nwhen I receive [start v]\nhide\nwait until <<(SCROLL X) < [-3735]> and <(SCROLL Y) < [-1230]>>\nSet Up\nDecode\nEncode (username)\nEncode Score\nforever\n Decode\nend\n\nwhen I receive [hide v]\nhide\nset [show v] to [False]\nwait (0) seconds\nstop [other scripts in sprite v]\nbroadcast (Scroll v)\ndelete this clone\n\ndefine Set Up\ndelete all of [place v]\ndelete all of [speed runs v]\ndelete all of [times v]\ndelete all of [usernames v]\nrepeat (10)\n add [] to [place v]\n add [-] to [speed runs v]\n add [] to [times v]\n add [] to [usernames v]\nend\n\nwhen I receive [thumbnail v]\nset [username encoded v] to []\nSet Up\n\nwhen I receive [time added! v]\nshow\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nswitch costume to (time added! v)\ngo to x: (0) y: (0)\nrepeat (40)\n change y by (1)\n change [ghost v] effect by (3)\nend\nFind Place #\nclear graphic effects\ngo to [front v] layer\nswitch costume to (join (Place #) [P])\ngo to x: (0) y: (0)\nrepeat (40)\n change y by (1)\n change [ghost v] effect by (3)\nend\n\ndefine Find Place #\nset [letter # v] to [0]\nrepeat (length of [speed runs v])\n change [letter # v] by (1)\n if <<not <(Timer) > (item (Letter #) of [times v])>> or <(item (Letter #) of [times v]) = [0]>> then\n set [place # v] to (Letter #)\n stop [this script v]\n end\nend\nset [place # v] to []\n\ndefine Create Leaderboard\nDecode\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nset [item # v] to [0]\nset y to (120)\nswitch costume to ( v)\nrepeat (length of [speed runs v])\n set [letter # v] to [0]\n change [item # v] by (1)\n repeat (length of (item (Item #) of [speed runs v]))\n change [letter # v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [color v] effect to (20)\nset [ghost v] effect to (100)\nif <(costume [name v]) = [Background]> then\n set size to (100) %\n go [backward v] (1) layers\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (-2.5)\n end\nelse\n forever\n switch costume to ( v)\n set x to ((((Letter #) - (0.5)) - ((length of (item (Item #) of [speed runs v])) / (2))) * ((size) / (8)))\n set y to (((0) - ((Item #) * (42))) + ((135) + (SCROLL)))\n switch costume to (letter (Letter #) of (item (Item #) of [speed runs v]))\n set size to ((120) + (((32) - (length of (item (Item #) of [speed runs v]))) * (((37) - (length of (item (Item #) of [speed runs v]))) / (5)))) %\n change [ghost v] effect by (-5)\n end\nend\n\ndefine Decode Cloud (cloud)\ndelete all of [cloud v]\nset [letter # v] to [0]\nrepeat (length of (cloud))\n change [letter # v] by (1)\n add (letter (Letter #) of (cloud)) to [cloud v]\nend\nrepeat ((length of [speed runs v]) / (2))\n set [letter # v] to [0]\n change [item # v] by (1)\n add [] to [place v]\n repeat (join (item ((length of [cloud v]) - (1)) of [cloud v]) (item (length of [cloud v]) of [cloud v]))\n change [letter # v] by (1)\n replace item (Item #) of [place v] with (join (item (Item #) of [place v]) (item (Letter #) of [cloud v]))\n end\n repeat (join (item ((length of [cloud v]) - (1)) of [cloud v]) (item (length of [cloud v]) of [cloud v]))\n delete (1) of [cloud v]\n end\n repeat (2)\n delete (length of [cloud v]) of [cloud v]\n end\nend\n\ndefine Scroll (mouse) (scroll)\nif <mouse down?> then\n repeat until <not <mouse down?>>\n set [scroll v] to ((scroll) + ((mouse y) - (mouse)))\n if <(SCROLL) > [150]> then\n change [scroll v] by ((150) - (SCROLL))\n end\n if <(SCROLL) < [0]> then\n change [scroll v] by ((0) - (SCROLL))\n end\n end\nend\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n if <(Show) = [True]> then\n change [scroll v] by (-0.1)\n if <(SCROLL) < [0]> then\n change [scroll v] by ((0) - (SCROLL))\n end\n end\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n if <(Show) = [True]> then\n change [scroll v] by (0.1)\n if <(SCROLL) > [150]> then\n change [scroll v] by ((150) - (SCROLL))\n end\n end\nend\n\nwhen I receive [high score v]\nhide\nwait (1) seconds\nshow\nclear graphic effects\nset size to (100) %\ngo to x: (20) y: (143)\nset [ghost v] effect to (100)\nswitch costume to (scroll v)\nrepeat (50)\n change [ghost v] effect by (-2)\n go to [front v] layer\n go to x: (0) y: ((SCROLL) + (143))\nend\nrepeat (30)\n go to x: (0) y: ((SCROLL) + (143))\n Detect\nend\nrepeat (50)\n change [ghost v] effect by (2)\n go to [front v] layer\n go to x: (0) y: ((SCROLL) + (143))\n Detect\nend\nhide\n\nwhen I receive [clear v]\ndelete this clone\n\ndefine Detect\n\ngo to x: (0) y: (-100)\nswitch costume to (detector v)\nif <not <touching color (#ff9900)?>> then\n broadcast (Clear v)\n wait (0) seconds\n broadcast (High Score v)\nend\nswitch costume to (scroll v)\ngo to x: (0) y: (143)\n\nset [scroll y v] to [-2000]\nset [scroll x v] to [-3000]\n\nwhen I receive [high score v]\n\nwhen flag clicked\n\nwhen I receive [scroll v]\nforever\n Scroll (mouse y) (SCROLL)\nend\n\n@Online\n\ndefine Find Player #\nif <(☁ P1) = [0]> then\n set [player # v] to [1]\nelse\n if <(☁ P2) = [0]> then\n set [player # v] to [2]\n else\n if <(☁ P3) = [0]> then\n set [player # v] to [3]\n else\n if <(☁ P4) = [0]> then\n set [player # v] to [4]\n else\n if <(☁ P5) = [0]> then\n set [player # v] to [5]\n else\n if <(☁ P6) = [0]> then\n set [player # v] to [6]\n else\n if <(☁ P7) = [0]> then\n set [player # v] to [7]\n else\n if <(☁ P8) = [0]> then\n set [player # v] to [8]\n else\n set [player # v] to [Full]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Set Player (#) to (item)\nif <(#) = [1]> then\n set [☁ p1 v] to (item)\nend\nif <(#) = [2]> then\n set [☁ p2 v] to (item)\nend\nif <(#) = [3]> then\n set [☁ p3 v] to (item)\nend\nif <(#) = [4]> then\n set [☁ p4 v] to (item)\nend\nif <(#) = [5]> then\n set [☁ p5 v] to (item)\nend\nif <(#) = [6]> then\n set [☁ p6 v] to (item)\nend\nif <(#) = [7]> then\n set [☁ p7 v] to (item)\nend\nif <(#) = [8]> then\n set [☁ p8 v] to (item)\nend\n\nwhen I receive [connected v]\nset [p# v] to [0]\nset [counter v] to [0]\nforever\n change [counter v] by (1)\n if <(Counter) = [10]> then\n set [counter v] to [0]\n end\n To Cloud\n Clone [False]\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <<(Username) = (username)> or <(Clone #) = (Player #)>> then\n delete this clone\nend\nshow\nswitch costume to (others v)\nset [ghost v] effect to (50)\nforever\n go to x: ((x) + (SCROLL X)) y: ((y) + (SCROLL Y))\n point in direction ((x) / (1.11))\n say (Username)\nend\n\ndefine Decode (player)\nset [x v] to []\nset [number v] to []\nset [letter # v] to [0]\nrepeat (letter ((length of (player)) - (1)) of (player))\n change [letter # v] by (1)\n set [x v] to (join (x) (letter (Letter #) of (player)))\nend\nchange [x v] by (-300)\nset [y v] to []\nrepeat (letter (length of (player)) of (player))\n change [letter # v] by (1)\n set [y v] to (join (y) (letter (Letter #) of (player)))\nend\nchange [y v] by (-49)\nchange [letter # v] by (1)\nset [number v] to (letter (Letter #) of (player))\nif <(Number) = (previous number)> then\n Set Player (Clone #) to [0]\nend\nset [previous number v] to (Number)\nset [username v] to []\nchange [letter # v] by (-1)\nrepeat (((join (letter ((length of (player)) - (3)) of (player)) (letter ((length of (player)) - (2)) of (player))) - (4)) / (2))\n change [letter # v] by (2)\n set [username v] to (join (Username) (item (join (letter (Letter #) of (player)) (letter ((Letter #) + (1)) of (player))) of [letters v]))\nend\n\nwhen flag clicked\nif <(Player #) = [0]> then\n Find Player #\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nset [completed v] to [False]\ngo to x: (0) y: (0)\nswitch costume to (connecting... v)\nset [counter v] to [0]\nrepeat until <(Completed) = [True]>\n if <(costume [number v]) = [5]> then\n switch costume to (others v)\n end\n next costume\n repeat (3)\n change [counter v] by (0.05)\n point in direction ((([sin v] of ((Counter) * (100)) ) * (5)) + (90))\n change y by ([sin v] of ((Counter) * (100)) )\n go to [front v] layer\n set [ghost v] effect to ((p#) / (2))\n end\nend\nset [counter v] to [0]\npoint in direction (90)\nclear graphic effects\nFind Player #\nif <(Player #) = [Full]> then\n show\n switch costume to (full v)\n go to [front v] layer\n go to x: (0) y: (0)\n repeat (40)\n change y by (1)\n change [ghost v] effect by (3)\n end\n clear graphic effects\n hide\n repeat until <not <(Player #) = [Full]>>\n Find Player #\n end\nend\n\nwhen flag clicked\nhide\nEncode (username)\nFind Player #\nSet Player (Player #) to [0]\n\nwhen I receive [delete v]\ndelete this clone\n\ndefine Clone (detect)\nbroadcast (Delete v)\nif <not <(☁ P1) = [0]>> then\n set [clone # v] to [1]\n if <(detect) = [True]> then\n stop [this script v]\n end\n Decode (☁ P1)\n create clone of (_myself_ v)\nend\nif <not <(☁ P2) = [0]>> then\n set [clone # v] to [2]\n if <not <(detect) = [True]>> then\n Decode (☁ P2)\n create clone of (_myself_ v)\n end\nend\nif <not <(☁ P3) = [0]>> then\n set [clone # v] to [3]\n if <(detect) = [True]> then\n stop [this script v]\n end\n Decode (☁ P3)\n create clone of (_myself_ v)\nend\nif <not <(☁ P4) = [0]>> then\n set [clone # v] to [4]\n if <not <(Clone #) = (Player #)>> then\n Decode (☁ P4)\n create clone of (_myself_ v)\n end\nend\nif <not <(☁ P5) = [0]>> then\n set [clone # v] to [5]\n if <(detect) = [True]> then\n stop [this script v]\n end\n Decode (☁ P5)\n create clone of (_myself_ v)\nend\nif <not <(☁ P6) = [0]>> then\n set [clone # v] to [6]\n if <(detect) = [True]> then\n stop [this script v]\n end\n Decode (☁ P6)\n create clone of (_myself_ v)\nend\nif <not <(☁ P7) = [0]>> then\n set [clone # v] to [7]\n if <(detect) = [True]> then\n stop [this script v]\n end\n Decode (☁ P7)\n create clone of (_myself_ v)\nend\nif <not <(☁ P8) = [0]>> then\n set [clone # v] to [8]\n if <(detect) = [True]> then\n stop [this script v]\n end\n Decode (☁ P8)\n create clone of (_myself_ v)\nend\n\nwhen I receive [thumbnail v]\nset [player # v] to [0]\n\ndefine To Cloud\nSet Player (Player #) to (join (join (join (join ((0) - ((round (SCROLL X)) - (300))) ((0) - ((round (SCROLL Y)) - (49)))) (join (Counter) (join (Username Encoded) ((length of (Username Encoded)) + (4))))) (length of ((0) - ((round (SCROLL X)) - (300))))) (length of ((0) - ((round (SCROLL Y)) - (49)))))\n\ndefine Encode (username)\nset [letter # v] to [-1]\nset [username encoded v] to [0]\nrepeat ((length of (username)) + (1))\n change [letter # v] by (1)\n set [username encoded v] to (join (Username Encoded) (item # of (letter (Letter #) of (username)) in [letters v]))\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [sent message v]\nDecode Chat\nshow\nset [ghost v] effect to (100)\nswitch costume to (others v)\ngo to x: (0) y: (0)\nsay (Text) for (2) seconds\nhide\nbroadcast (Empty v)\n\ndefine Decode Chat\nset [text v] to []\nset [text # v] to [-1]\nrepeat ((length of (Username Encoded)) / (2))\n change [text # v] by (2)\n set [text v] to (join (Text) (item (join (letter (Text #) of (Username Encoded)) (letter ((Text #) + (1)) of (Username Encoded))) of [letters v]))\nend\n\nwhen I receive [start v]\nif <(Online) = [1]> then\n repeat (10)\n stop [other scripts in sprite v]\n broadcast (Delete v)\n hide\n end\nend\n\nwhen flag clicked\nrepeat (2)\n Decode (☁ P1)\n wait (0.1) seconds\n Decode (☁ P2)\n wait (0.1) seconds\n Decode (☁ P3)\n wait (0.1) seconds\n Decode (☁ P4)\n wait (0.1) seconds\n Decode (☁ P5)\n wait (0.1) seconds\n Decode (☁ P6)\n wait (0.1) seconds\n Decode (☁ P7)\n wait (0.1) seconds\n Decode (☁ P8)\n wait (0.1) seconds\n broadcast (Delete v)\nend\n\ndefine Match\nset [value v] to (letter (((letter (length of (p)) of (p)) + (letter ((length of (p)) - (1)) of (p))) + (1)) of (p))\nrepeat until <not <(letter (((letter (length of (p)) of (p)) + (letter ((length of (p)) - (1)) of (p))) + (1)) of (p)) = (Value)>>\n change [p# v] by (10)\n Convert ((p#) mod (10))\n if <(p#) > [200]> then\n stop [this script v]\n end\nend\n\ndefine Convert (#)\nif <(#) = [1]> then\n set [p v] to (☁ P1)\nend\nif <(#) = [2]> then\n set [p v] to (☁ P2)\nend\nif <(#) = [3]> then\n set [p v] to (☁ P3)\nend\nif <(#) = [4]> then\n set [p v] to (☁ P4)\nend\nif <(#) = [5]> then\n set [p v] to (☁ P5)\nend\nif <(#) = [6]> then\n set [p v] to (☁ P6)\nend\nif <(#) = [7]> then\n set [p v] to (☁ P7)\nend\nif <(#) = [8]> then\n set [p v] to (☁ P8)\nend\n\nwhen I receive [start v]\nwait (0.2) seconds\nClone [True]\nset [p# v] to (Clone #)\nConvert (Clone #)\nMatch\nshow\nswitch costume to (connected v)\ngo to x: (0) y: (0)\nbroadcast (Connected v)\nset [completed v] to [True]\nrepeat (40)\n change y by (1)\n change [ghost v] effect by (3)\n go to [front v] layer\n if <(Moving) = [True]> then\n hide\n end\nend\nclear graphic effects\nhide\n\n@Chat\n\ndefine Clone\nbroadcast (Empty v)\nswitch costume to (separation v)\ncreate clone of (_myself_ v)\nswitch costume to (hi v)\ngo to x: (-200) y: (-120)\ncreate clone of (_myself_ v)\nchange x by (70)\nnext costume\ncreate clone of (_myself_ v)\nchange x by (85)\nnext costume\ncreate clone of (_myself_ v)\nchange x by (85)\nnext costume\ncreate clone of (_myself_ v)\nchange x by (80)\nnext costume\ncreate clone of (_myself_ v)\nchange x by (80)\nnext costume\ncreate clone of (_myself_ v)\nchange y by (-35)\nchange x by (-350)\nnext costume\ncreate clone of (_myself_ v)\nchange x by (125)\nnext costume\ncreate clone of (_myself_ v)\nchange x by (145)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I receive [empty v]\ndelete this clone\n\nwhen I start as a clone\nshow\nset [clone # v] to (costume [number v])\nif <(costume [name v]) = [Separation]> then\n stop [this script v]\nend\nset size to (17) %\nforever\n switch costume to (join [Hitbox] (Clone #))\n if <touching (mouse-pointer v)?> then\n change size by (((170) - (size)) * (0.2))\n switch costume to (Clone #)\n if <mouse down?> then\n repeat until <not <mouse down?>>\n change size by (((130) - (size)) * (0.2))\n end\n switch costume to (join [Hitbox] (Clone #))\n if <touching (mouse-pointer v)?> then\n switch costume to (Clone #)\n Encode (costume [name v])\n broadcast (Sent Message v)\n end\n end\n else\n change size by (((150) - (size)) * (0.2))\n end\n change [ghost v] effect by (-5)\n if <(Close) = [True]> then\n switch costume to (Clone #)\n repeat (15)\n change size by (((17) - (size)) * (0.2))\n change [ghost v] effect by (5)\n end\n set [close v] to [False]\n delete this clone\n end\n switch costume to (Clone #)\nend\n\ndefine Encode (phrase)\nset [letter # v] to [-1]\nset [username encoded v] to [0]\nrepeat ((length of (phrase)) + (1))\n change [letter # v] by (1)\n set [username encoded v] to (join (Username Encoded) (item # of (letter (Letter #) of (phrase)) in [letters v]))\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [sent message v]\nwait (2) seconds\nEncode (username)\n\nwhen I receive [start v]\nshow\nswitch costume to (separation v)\ncreate clone of (_myself_ v)\nforever\n go to x: (130) y: (145)\n switch costume to (hitbox v)\n if <touching (mouse-pointer v)?> then\n change size by (((170) - (size)) * (0.2))\n if <mouse down?> then\n switch costume to (chat v)\n repeat until <not <mouse down?>>\n change size by (((130) - (size)) * (0.2))\n end\n switch costume to (hitbox v)\n if <touching (mouse-pointer v)?> then\n Clone\n end\n end\n else\n change size by (((150) - (size)) * (0.2))\n end\n switch costume to (chat v)\n go to [front v] layer\nend\n\nwhen I receive [sent message v]\nset [close v] to [True]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nif <(Online) = [1]> then\n repeat (10)\n stop [other scripts in sprite v]\n broadcast (Empty v)\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [thumbnail v]\nshow\ngo to [front v] layer\n\n
You are in a world of bumps, and you need to escape the obstacle courses as fast as you can!\n\n=============== CONTROLS ================\n\nJump - Space, Up Arrow, W, Place mouse/finger above player\n\nMove Right - Right Arrow, D, Place finger/mouse to the right of player\n\nMove Left - Left Arrow, A, Place finger/mouse to the left of player