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The Ocean- A Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Tropical Music - Caribbean Dream v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@player\n\nwhen backdrop switches to [game v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [game v]\ngo to [front v] layer\ngo to x: (-228) y: (-124)\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 (platformers v)?> then\n change y by (1)\n end\n if <touching (platformers v)?> then\n change y by (1)\n end\n if <touching (platformers v)?> then\n change y by (1)\n end\n if <touching (platformers v)?> then\n change y by (1)\n end\n if <touching (platformers 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 (platformers 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 (platformers 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) = [242]> then\n broadcast (next v)\n change [levels v] by (1)\n end\n if <[] = [1]> then\n go to x: (-228) y: (-124)\n end\n if <touching (spikes v)?> then\n broadcast (die v)\n end\n if <touching (water pits:o v)?> then\n broadcast (die v)\n end\n if <touching color (#fff600)?> then\n broadcast (die v)\n end\n if <touching color (#ffffff)?> then\n broadcast (die v)\n end\n if <touching color (#ff0000)?> then\n broadcast (snake red v)\n end\nend\n\nwhen I receive [next v]\ngo to x: (-228) y: (-124)\nchange [level now v] by (1)\n\nwhen flag clicked\nhide variable [levels v]\n\nwhen I receive [die v]\ngo to x: (-228) y: (-124)\n\nwhen backdrop switches to [game v]\nset [level now v] to [1]\nhide variable [level now v]\n\nwhen backdrop switches to [backdrop1 v]\nset [level now v] to [0]\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Platformers\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (2) y: (-88)\n\nwhen I receive [next v]\nnext costume\n\nwhen backdrop switches to [game v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [game v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@water pits:O\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen backdrop switches to [game v]\nshow\nforever\n wait (0.7) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Shark\n\nwhen backdrop switches to [game v]\nshow\ngo to x: (31) y: (-133)\nforever\n go [backward v] (1) layers\n if <<(level NOW) = [1]> or <<(level NOW) = [3]> or >> then\n show\n else\n go to x: (-133) y: (-204)\n hide\n end\nend\n\nwhen backdrop switches to [game v]\nforever\n if <(level NOW) = [1]> then\n show\n go to x: (-75) y: (-272)\n repeat (25)\n change y by (-3)\n end\n wait (2) seconds\n repeat (5)\n change y by (15)\n end\n end\n if <(level NOW) = [3]> then\n show\n go to x: (54) y: (-289)\n repeat (25)\n change y by (-3)\n end\n wait (2) seconds\n repeat (5)\n change y by (15)\n end\n end\n if <(level NOW) = [6]> then\n show\n go to x: (-188) y: (-286)\n repeat (25)\n change y by (-3)\n end\n wait (2) seconds\n repeat (5)\n change y by (15)\n end\n end\n if <(level NOW) = [8]> then\n show\n go to x: (-106) y: (-279)\n repeat (25)\n change y by (-3)\n end\n wait (2) seconds\n repeat (5)\n change y by (15)\n end\n end\n if <(level NOW) = [11]> then\n show\n go to x: (0) y: (-279)\n repeat (25)\n change y by (-3)\n end\n wait (2) seconds\n repeat (5)\n change y by (15)\n end\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\ngo [backward v] (1) layers\nswitch costume to (costume3 v)\nhide\n\n@Sprite1\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (game v)\nhide\n\n@thumb\n\nwhen flag clicked\nhide\n\n
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This is the second platformer I've shared! It's called The Ocean-A Platformer. It's Part 2 to The Rainforest-A Platformer, this link:\nhttps://scratch.mit.edu/projects/513726299/ \nYou have now journeyed to the ocean. You know you should continue your journey, but cubes can't swim (as far as I know) and even if they could float, they would get swallowed by a shark in no time. So you use the remains of a wrecked ship as platformers. The pieces of wood contain splinters (the brown spikes) so be careful! And who said there would be no sharks in the ocean? Avoid only their teeth, but you can touch the gray part. And, well, have fun trying to survive!\nNOT MOBILE FRIENDLY (sorry.)\nAnd even if a level seems impossible, IT IS POSSIBLE. Just TRY! Did I mention I went through all the levels at least five times while I was making the game? And that I played this game three times after I MADE it?\nBtw, in one level there's a glitch with the shark that I can't fix.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n:)
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Dawn - A Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Unity v] until done\nend\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: (0)\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) < [-178]> 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 end\nend\n\n@HITBOX\n\nwhen flag clicked\nforever\n switch costume to (Level)\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@ACID\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\n@Sun\n\nwhen flag clicked\nforever\n go to x: (0) y: (-140)\n set size to (100) %\n go to [back v] layer\nend\n\n@Tree\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\n
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-DAWN-\n -BY ENLIGHTENED-\n\n -STORY-\nYou are just taking a brisk walk at the dawn... :D\n\nLOVE AND FAV FOR PART 2\nPART 2 AT 100 LIKES...
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Amazing Platformer (part 1)
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@Stage\n\n@PLAYER\n\nwhen I receive [play game v]\ngo to [front v] layer\nhide\n\ndefine Game on\nswitch costume to (costume1 v)\npoint in direction (90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [player: x v] to [0]\nset [player: y v] to [78]\nset [speedy v] to [0]\nset [player: sx v] to [0]\nset [game v] to []\nset [in air v] to [0]\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine run player\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [player: sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [player: sx v] by (-2)\nend\nset [player: sx v] to ((PLAYER: sx) * (0.8))\nif <([abs v] of (PLAYER: sx) ) > [0.9]> then\n Change player x by (round (PLAYER: sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <(Speedy) > [-20]> then\n change [speedy v] by (-1.5)\nend\nChange player y by (Speedy)\nchange [scroll x v] by (round (((PLAYER: x) - (SCROLL X)) / (15)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((PLAYER: y) - (SCROLL Y)) / (10)))\nPosition\nif <<<(y position) < [-150]> and <touching (_edge_ v)?>> or <(SCROLL Y) < [-30]>> then\n set [game v] to [Die]\nend\n\ndefine Change player y by (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platformes 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 [speedy v] to [0]\nend\n\ndefine Position\ngo to x: ((PLAYER: x) - (SCROLL X)) y: ((PLAYER: y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platformes v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platformes v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n repeat until <not <touching (platformes 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\nwhen I receive [begin v]\nshow\nbroadcast (Play game v) and wait\n\nwhen flag clicked\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(game) > []>\n run player\n broadcast (tik\(tok\) v)\n end\nend\n\ndefine Die? I think so\nif <touching (\(e\)pic v)?> then\n set [game v] to [Die \(other way\)]\nend\n\nwhen flag clicked\nforever\n play sound [MUSIC ACTION! v] until done\nend\n\n@PLATFORMES\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [tik\(tok\) v]\nPosition ((PLATFORMES: x) - (SCROLL X)) ((PLATFORMES: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [platformes: y v] to [0]\nset [platformes: x v] to [0]\nswitch costume to (costume1 v)\nPosition x: [890] y: [100]\nPosition x: [450] y: [300]\nPosition x: [600] y: [20]\nPosition x: [450] y: [30]\nPosition x: [700] y: [170]\nPosition x: [500] y: [130]\n\nPosition x: [500] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platformes: x v] by (x)\nchange [platformes: y v] by (y)\nnext costume\n\nwhen flag clicked\nwait until <[] = [5]>\nbroadcast (Costume v)\n\nwhen flag clicked\nhide\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@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@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n
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||||||||||||||||||||||||||||| Amazing Platformer |||||||||||||||||||||||||||||\n========== A Game by @321PLAY123 ==========\n~~ Instructions: \n~~ Use arrow keys.\n~~ Make sure to like and fav this game \nand follow @321PLAY123 for more fun games!
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☁Warmland - 100%pen MMO platformer☁ v0.999
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@Stage\n\nwhen [space v] key pressed\nset [quantity of every time elements v] to [2]\nset [quantity of only one time elements v] to [2]\nset [☁ 1 v] to []\nset [☁ 2 v] to []\nset [☁ 3 v] to []\nset [☁ 4 v] to []\nset [☁ 5 v] to []\nset [☁ 6 v] to []\nset [☁ 7 v] to []\nset [☁ 8 v] to []\nset [☁ 9 v] to []\nset [☁ 10 v] to []\n\nwhen flag clicked\nreset timer\nif <(clicked?) = [0]> then\n broadcast (\[#1.intro for me by xX_Freezer_Xx\] v) and wait\n set [clicked? v] to [1]\nend\nreset timer\nbroadcast (load v)\n\nwhen flag clicked\n\nwhen I receive [goal v]\nrepeat (500)\n change volume by (-0.2)\nend\n\nwhen I receive [load v]\nforever\n play sound [New start! \(1\) \(1\) v] until done\nend\n\nwhen I receive [load v]\nset volume to (0) %\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [setup2 v]\nset [clicked? v] to [0]\n\nbroadcast (setup2 v)\n\n@blank\n\n@cloud\n\ndefine encoded (character)\nset [encode i v] to [0]\nrepeat until <(encode i) = (length of (character))>\n change [encode i v] by (1)\n set [encoded v] to (join (encoded) (item # of (letter (encode i) of (character)) in [character v]))\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine decode (num)\nset [decoded v] to []\n\n change [decode i v] by (2)\n set [idx v] to (join (letter ((decode i) - (1)) of (num)) (letter (decode i) of (num)))\n if <(idx) = [00]> then\n stop [this script v]\n end\n set [decoded v] to (join (decoded) (item (idx) of [character v]))\nend\n\ndefine ☁cloud datas\ndownload from cloud\nrecord my datas\ndecode\nif <(timer) > (time to send datas)> then\n encode\n send to cloud (pick random (1) to (10)) (encoded)\n change [time to send datas v] by (pick random (0.2) to (0.3))\n delete all of [datas which will be sended v]\nend\nif <(timer) > (time to check active users)> then\n active check\n record user's timer\n change [time to check active users v] by (3)\nend\n\ndefine setup\nset [clone count v] to [0]\nset [myid v] to (pick random (100000) to (1000000))\nset [quantity of every time elements v] to [4]\nset [quantity of only one time elements v] to [3]\ndelete all of [users v]\ndelete all of [datas which will be sended v]\ndelete all of [user's timer v]\ndelete all of [clones v]\nset [log v] to (((days since 2000) * (86400)) * (1000))\nset [timer v] to [0]\nset [time to send datas v] to (pick random (0.1) to (0.15))\nset [time to check active users v] to [0]\nadd characters to the list [abcdefghijklmnopqrstuvwxyz0123456789-_.+ ]\ndelete all of [cloud datas v]\ndelete all of [decode result v]\ndelete all of [cloud pid v]\nrepeat (10)\n add [] to [cloud pid v]\n add [#] to [cloud datas v]\nend\nrepeat (10)\n add [] to [cloud datas v]\nend\nreplace item (11) of [cloud datas v] with (join [#] (☁ 1))\nreplace item (12) of [cloud datas v] with (join [#] (☁ 2))\nreplace item (13) of [cloud datas v] with (join [#] (☁ 3))\nreplace item (14) of [cloud datas v] with (join [#] (☁ 4))\nreplace item (15) of [cloud datas v] with (join [#] (☁ 5))\nreplace item (16) of [cloud datas v] with (join [#] (☁ 6))\nreplace item (17) of [cloud datas v] with (join [#] (☁ 7))\nreplace item (18) of [cloud datas v] with (join [#] (☁ 8))\nreplace item (19) of [cloud datas v] with (join [#] (☁ 9))\nreplace item (20) of [cloud datas v] with (join [#] (☁ 10))\n\ndefine download from cloud\nif <not <(join [#] (☁ 1)) = (item (11) of [cloud datas v])>> then\n replace item (1) of [cloud datas v] with (join [#] (☁ 1))\nend\nif <not <(join [#] (☁ 2)) = (item (12) of [cloud datas v])>> then\n replace item (2) of [cloud datas v] with (join [#] (☁ 2))\nend\nif <not <(join [#] (☁ 3)) = (item (13) of [cloud datas v])>> then\n replace item (3) of [cloud datas v] with (join [#] (☁ 3))\nend\nif <not <(join [#] (☁ 4)) = (item (14) of [cloud datas v])>> then\n replace item (4) of [cloud datas v] with (join [#] (☁ 4))\nend\nif <not <(join [#] (☁ 5)) = (item (15) of [cloud datas v])>> then\n replace item (5) of [cloud datas v] with (join [#] (☁ 5))\nend\nif <not <(join [#] (☁ 6)) = (item (16) of [cloud datas v])>> then\n replace item (6) of [cloud datas v] with (join [#] (☁ 6))\nend\nif <not <(join [#] (☁ 7)) = (item (17) of [cloud datas v])>> then\n replace item (7) of [cloud datas v] with (join [#] (☁ 7))\nend\nif <not <(join [#] (☁ 8)) = (item (18) of [cloud datas v])>> then\n replace item (8) of [cloud datas v] with (join [#] (☁ 8))\nend\nif <not <(join [#] (☁ 9)) = (item (19) of [cloud datas v])>> then\n replace item (9) of [cloud datas v] with (join [#] (☁ 9))\nend\nif <not <(join [#] (☁ 10)) = (item (20) of [cloud datas v])>> then\n replace item (10) of [cloud datas v] with (join [#] (☁ 10))\nend\n\ndefine record my datas\nif <(length of [datas which will be sended v]) = [0]> then\n add (myid) to [datas which will be sended v]\n add (timer) to [datas which will be sended v]\n add (username) to [datas which will be sended v]\nend\nadd (round (x)) to [datas which will be sended v]\nadd (round (y)) to [datas which will be sended v]\nadd (dire) to [datas which will be sended v]\nadd (chat) to [datas which will be sended v]\n\ndefine encode\nset [encoded v] to []\nset [encode i2 v] to [0]\nrepeat (length of [datas which will be sended v])\n change [encode i2 v] by (1)\n encoded (item (encode i2) of [datas which will be sended v])\nend\n\ndefine send to cloud (cloud name) (num)\nif <(cloud name) = [1]> then\n set [☁ 1 v] to (num)\nelse\n if <(cloud name) = [2]> then\n set [☁ 2 v] to (num)\n else\n if <(cloud name) = [3]> then\n set [☁ 3 v] to (num)\n else\n if <(cloud name) = [4]> then\n set [☁ 4 v] to (num)\n else\n if <(cloud name) = [5]> then\n set [☁ 5 v] to (num)\n else\n if <(cloud name) = [6]> then\n set [☁ 6 v] to (num)\n else\n if <(cloud name) = [7]> then\n set [☁ 7 v] to (num)\n else\n if <(cloud name) = [8]> then\n set [☁ 8 v] to (num)\n else\n if <(cloud name) = [9]> then\n set [☁ 9 v] to (num)\n else\n if <(cloud name) = [10]> then\n set [☁ 10 v] to (num)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine add characters to the list (characters)\ndelete all of [character v]\nset [encode i v] to [0]\nrepeat (9)\n add [] to [character v]\nend\n\n change [encode i v] by (1)\n if <(encode i) = (length of (characters))> then\n stop [this script v]\n end\n add (letter (encode i) of (characters)) to [character v]\nend\n\nwhen I receive [load v]\nset [loaded? v] to [0]\nsetup\nset [loaded? v] to [1]\nbroadcast (game v)\n\nwhen I receive [game v]\nforever\n ☁cloud datas\n broadcast (tick v)\nend\n\nwhen I receive [load v]\nforever\n set [timer v] to (((((days since 2000) * (86400)) * (1000)) - (log)) / (1000))\nend\n\ndefine decode\nset [decode i2 v] to [0]\nrepeat (10)\n change [decode i2 v] by (1)\n if <(item (decode i2) of [cloud datas v]) = [#]> then\n replace item (decode i2) of [cloud pid v] with []\n else\n delete all of [returns v]\n set [decode i v] to [1]\n repeat (quantity of only one time elements)\n decode (item (decode i2) of [cloud datas v])\n add (decoded) to [returns v]\n end\n searchindex of pid (item (1) of [returns v])\n replace item (decode i2) of [cloud pid v] with (item (1) of [returns v])\n if <(index of pid) = [0]> then\n if <not <(join [#] (item (1) of [returns v])) = (join [#] (myid))>> then\n add (decode i2) to [decode result v]\n add (decode i) to [decode result v]\n add (item (decode i2) of [cloud datas v]) to [decode result v]\n set [decode i3 v] to [0]\n repeat (length of [returns v])\n change [decode i3 v] by (1)\n add (item (decode i3) of [returns v]) to [decode result v]\n end\n end\n else\n set [posision of data v] to ((index of pid) - (4))\n if <(item (2) of [returns v]) > (item ((posision of data) + (5)) of [decode result v])> then\n replace item ((posision of data) + (1)) of [decode result v] with (decode i2)\n replace item ((posision of data) + (2)) of [decode result v] with (decode i)\n replace item ((posision of data) + (3)) of [decode result v] with (item (decode i2) of [cloud datas v])\n set [decode i3 v] to [0]\n repeat (length of [returns v])\n change [decode i3 v] by (1)\n replace item (((posision of data) + (3)) + (decode i3)) of [decode result v] with (item (decode i3) of [returns v])\n end\n end\n end\n end\nend\nset [decode i2 v] to [0]\nrepeat ((length of [decode result v]) / ((quantity of only one time elements) + (3)))\n if <not <[clones v] contains (item ((decode i2) + (4)) of [decode result v])?>> then\n set [urid v] to (item ((decode i2) + (4)) of [decode result v])\n create clone of (opponents v)\n change [clone count v] by (1)\n add (item ((decode i2) + (4)) of [decode result v]) to [users v]\n repeat (quantity of every time elements)\n add [] to [users v]\n end\n add (item ((decode i2) + (6)) of [decode result v]) to [users v]\n end\n change [decode i2 v] by ((quantity of only one time elements) + (3))\nend\n\ndefine active check\nset [active check i v] to [0]\nrepeat ((length of [user's timer v]) / (3))\n searchindex of pid (item ((active check i) + (2)) of [user's timer v])\n set [active check posision v] to ((index of pid) - (4))\n if <(join (item ((active check i) + (3)) of [user's timer v]) [a]) = (join (item ((active check posision) + (5)) of [decode result v]) [a])> then\n set [active check i2 v] to [0]\n repeat (10)\n change [active check i2 v] by (1)\n if <(item ((active check i) + (2)) of [user's timer v]) = (item (active check i2) of [cloud pid v])> then\n send to cloud (active check i2) []\n end\n end\n repeat ((quantity of only one time elements) + (3))\n delete ((active check posision) + (1)) of [decode result v]\n end\n end\n change [active check i v] by (3)\nend\n\ndefine searchindex of pid (pid)\nset [index of pid v] to [4]\nrepeat ((length of [decode result v]) / ((quantity of only one time elements) + (3)))\n if <(join (item (index of pid) of [decode result v]) [a]) = (join (pid) [a])> then\n stop [this script v]\n end\n change [index of pid v] by ((quantity of only one time elements) + (3))\nend\nset [index of pid v] to [0]\n\ndefine record user's timer\ndelete all of [user's timer v]\nset [record i v] to [0]\nrepeat ((length of [decode result v]) / ((quantity of only one time elements) + (3)))\n add (item ((record i) + (1)) of [decode result v]) to [user's timer v]\n add (item ((record i) + (4)) of [decode result v]) to [user's timer v]\n add (item ((record i) + (5)) of [decode result v]) to [user's timer v]\n change [record i v] by ((quantity of only one time elements) + (3))\nend\n\nadd characters to the list [abcdefghijklmnopqrstuvwxyz0123456789_- ]\n\nwhen I receive [game v]\n\n@opponents\n\nwhen I start as a clone\nset\nwait until <not <(length of [mydecoded v]) = [0]>>\n\n searchindex of pid (my id)\n if <(index of pid) = [0]> then\n if <(delete forecast) = [1]> then\n if <(timer) > (time to check)> then\n delete\n end\n else\n set [delete forecast v] to [1]\n set [time to check v] to ((timer) + (1))\n end\n else\n set [delete forecast v] to [0]\n clone\n end\nend\n\ndefine decode (num)\nset [decoded v] to []\n\n change [decode i v] by (2)\n set [idx v] to (join (letter ((decode i) - (1)) of (num)) (letter (decode i) of (num)))\n if <(idx) = [00]> then\n stop [this script v]\n end\n set [decoded v] to (join (decoded) (item (idx) of [character v]))\nend\n\ndefine set\nset [delete forecast v] to [0]\nset [mytimer v] to [0]\nset [started? v] to [0]\nset [is clone? v] to [1]\nset [my id v] to (urid)\nif <[clones v] contains (my id)?> then\n delete this clone\nend\nadd (my id) to [clones v]\ndelete all of [mydecoded v]\ndelete all of [myclouddatas v]\nrepeat (quantity of every time elements)\n add [] to [mydecoded v]\nend\n\ndefine clone\nadd datas\ndecode\nif <(timer) > [6.1]> then\n set [add lister v] to [0]\n repeat (quantity of every time elements)\n change [add lister v] by (1)\n replace item ((item # of (my id) in [users v]) + (add lister)) of [users v] with (item (add lister) of [mydecoded v])\n end\nend\n\nwhen I receive [load v]\nset [is clone? v] to [0]\nhide\n\ndefine decode\nif <not <(length of [myclouddatas v]) = [0]>> then\n set [decode i v] to (item (1) of [myclouddatas v])\n set [i v] to [0]\n repeat (quantity of every time elements)\n change [i v] by (1)\n decode (item (2) of [myclouddatas v])\n replace item (i) of [mydecoded v] with (decoded)\n end\n replace item (1) of [myclouddatas v] with (decode i)\n if <<(item (1) of [myclouddatas v]) = (length of (item (2) of [myclouddatas v]))> or <(item (1) of [myclouddatas v]) > (length of (item (2) of [myclouddatas v]))>> then\n repeat (2)\n delete (1) of [myclouddatas v]\n end\n end\nend\n\ndefine add datas\nsearchindex of pid (my id)\nset [pos v] to ((index of pid) - (4))\nif <not <[myclouddatas v] contains (join (item ((pos) + (3)) of [decode result v]) [])?>> then\n if <(item ((pos) + (5)) of [decode result v]) > (mytimer)> then\n add (item ((pos) + (2)) of [decode result v]) to [myclouddatas v]\n add (item ((pos) + (3)) of [decode result v]) to [myclouddatas v]\n set [mytimer v] to (item ((pos) + (5)) of [decode result v])\n end\nend\n\ndefine searchindex of pid (pid)\nset [index of pid v] to [4]\nrepeat ((length of [decode result v]) / ((quantity of only one time elements) + (3)))\n if <(join (item (index of pid) of [decode result v]) [a]) = (join (pid) [a])> then\n stop [this script v]\n end\n change [index of pid v] by ((quantity of only one time elements) + (3))\nend\nset [index of pid v] to [0]\n\ndefine delete\ndelete (item # of (my id) in [clones v]) of [clones v]\nset [add lister v] to (item # of (my id) in [users v])\nrepeat ((quantity of every time elements) + (2))\n delete (add lister) of [users v]\nend\nchange [clone count v] by (-1)\ndelete this clone\n\n@pen\n\ndefine triangle fill (x1) (y1) (x2) (y2) (x3) (y3) (res)\npen up\nset [1 to 2 v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\nset [1 to 3 v] to ([sqrt v] of ((((x1) - (x3)) * ((x1) - (x3))) + (((y1) - (y3)) * ((y1) - (y3)))) )\nset [2 to 3 v] to ([sqrt v] of ((((x2) - (x3)) * ((x2) - (x3))) + (((y2) - (y3)) * ((y2) - (y3)))) )\nset [1~3 v] to ((1 to 2) + ((1 to 3) + (2 to 3)))\nset [center of x v] to ((((1 to 2) * (x3)) + (((1 to 3) * (x2)) + ((2 to 3) * (x1)))) / (1~3))\nset [center of y v] to ((((1 to 2) * (y3)) + (((1 to 3) * (y2)) + ((2 to 3) * (y1)))) / (1~3))\nset [size of pen v] to (((4) * ([sqrt v] of (((1~3) / (2)) * ((((1~3) / (2)) - (1 to 2)) * ((((1~3) / (2)) - (1 to 3)) * (((1~3) / (2)) - (2 to 3))))) )) / (1~3))\nset [make pen smaller v] to [0.5]\n\n set pen size to ((size of pen) * (make pen smaller))\n go to ((x1) - ((make pen smaller) * ((x1) - (center of x)))) ((y1) - ((make pen smaller) * ((y1) - (center of y))))\n pen down\n go to ((x2) - ((make pen smaller) * ((x2) - (center of x)))) ((y2) - ((make pen smaller) * ((y2) - (center of y))))\n go to ((x3) - ((make pen smaller) * ((x3) - (center of x)))) ((y3) - ((make pen smaller) * ((y3) - (center of y))))\n go to ((x1) - ((make pen smaller) * ((x1) - (center of x)))) ((y1) - ((make pen smaller) * ((y1) - (center of y))))\n pen up\n if <((size of pen) * (make pen smaller)) < (res)> then\n stop [this script v]\n end\n set [make pen smaller v] to ((make pen smaller) / (2))\nend\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\n\ndefine square fill (x1) (y1) (x2) (y2) (x3) (y3) (x4) (y4) (res)\ntriangle fill (x1) (y1) (x2) (y2) (x3) (y3) (res)\ntriangle fill (x3) (y3) (x4) (y4) (x1) (y1) (res)\n\ndefine add ground (xcenter) (ycenter) (xlength) (ylength) (color) (grass?) (with grass?) move? (y/n) (x2) (y2) (speed)\nadd (xcenter) to [stage data\[square\] v]\nadd (ycenter) to [stage data\[square\] v]\nadd (xlength) to [stage data\[square\] v]\nadd (ylength) to [stage data\[square\] v]\nadd (color) to [stage data\[square\] v]\nadd (with grass?) to [stage data\[square\] v]\nif <(y/n) = []> then\n repeat (3)\n add [n] to [stage data\[square\] v]\n end\n repeat (4)\n add [0] to [stage data\[square\] v]\n end\nelse\n add (x2) to [stage data\[square\] v]\n add (y2) to [stage data\[square\] v]\n add [1] to [stage data\[square\] v]\n repeat (2)\n add [0] to [stage data\[square\] v]\n end\n add ((360) / (speed)) to [stage data\[square\] v]\n add [270] to [stage data\[square\] v]\nend\nif <(y/n) = []> then\n if <not <(grass?) = []>> then\n set [i v] to [1]\n repeat (((xlength) * (2)) / (15))\n add (((xcenter) - (xlength)) + (i)) to [stage data\[grass\] v]\n add (((ycenter) + (ylength)) - (0)) to [stage data\[grass\] v]\n add (pick random (5) to (25)) to [stage data\[grass\] v]\n add [0] to [stage data\[grass\] v]\n add [0] to [stage data\[grass\] v]\n add [0] to [stage data\[grass\] v]\n change [i v] by (15)\n end\n end\nend\n\ndefine draw square (x) (y) (xlength) (ylength) (color) <with grass?>\nset pen color to (color)\nsquare fill ((x) + (xlength)) ((y) + (ylength)) ((x) + (xlength)) ((y) - (ylength)) ((x) - (xlength)) ((y) - (ylength)) ((x) - (xlength)) ((y) + (ylength)) [1]\npen up\nif <with grass?> then\n set pen [#2d8000] [10]\n go to ((x) + (xlength)) (((y) + (ylength)) - (10))\n pen down\n go to ((x) - (xlength)) (((y) + (ylength)) - (10))\n pen up\n set pen [#59ff00] [10]\n go to ((x) + (xlength)) (((y) + (ylength)) - (0))\n pen down\n go to ((x) - (xlength)) (((y) + (ylength)) - (0))\n pen up\nend\n\ndefine draw character (x) (y) (color) (dire)\nset pen (color) [20]\npen up\ngo to ((x) + (15)) ((y) + (15))\npen down\ngo to ((x) + (15)) ((y) - (15))\ngo to ((x) - (15)) ((y) - (15))\ngo to ((x) - (15)) ((y) + (15))\ngo to ((x) + (15)) ((y) + (15))\npen up\nset pen [#ffffff] [35]\ngo to ((x) + (xeye)) ((y) + (yeye))\npen down\npen up\nset pen (color) [15]\ngo to ((x) + ((5) * (dire))) ((y) + (5))\npen down\npen up\nset pen [#ffffff] [5]\ngo to ((x) + ((7) * (dire))) ((y) + (7))\npen down\npen up\n\ndefine pen (draw?)\ndelete all of [moving v]\ndelete all of [hit v]\nif <(draw?) = []> then\n cloud data\n erase all\n draw background\n draw cloud\n set [i v] to [0]\n repeat ((length of [stage data\[tree\] v]) / (3))\n draw tree (item ((i) + (1)) of [stage data\[tree\] v]) (item ((i) + (2)) of [stage data\[tree\] v]) (item ((i) + (3)) of [stage data\[tree\] v])\n change [i v] by (3)\n end\n change [i3 v] by (3)\n go to [240] [180]\n change [sun v] by (([sin v] of (i3) ) * (2))\n set [i v] to [2]\n repeat (10)\n set pen [#ffad50] ((sun) * (i))\n set pen (transparency v) to (70)\n pen down\n pen up\n set [i v] to ((i) / (2))\n end\n flag\n change [i2 v] by (1)\n draw grass\n draw character ((x) - (camx)) ((y) - (camy)) [#005eff] (dire)\n repeat ((length of [in range users v]) / (5))\n draw character (item ((i4) + (1)) of [in range users v]) (item ((i4) + (2)) of [in range users v]) [#005eff] (item ((i4) + (3)) of [in range users v])\n end\nend\nset [i v] to [0]\nrepeat ((length of [stage data\[water\] v]) / (5))\n draw water (item ((i) + (1)) of [stage data\[water\] v]) (item ((i) + (2)) of [stage data\[water\] v]) (item ((i) + (3)) of [stage data\[water\] v]) (item ((i) + (4)) of [stage data\[water\] v]) (item ((i) + (5)) of [stage data\[water\] v]) pen? (draw?)\n change [i v] by (5)\nend\ndraw spike <(draw?) = []>\ndraw square <(draw?) = []>\ndraw circle <(draw?) = []>\nif <(timer) > ((chat timer) + (3))> then\n set [chat v] to [0]\nend\nif <(chat?) = [1]> then\n set pen color to (#c1c1c1)\n square fill [-235] [90] [-235] [-90] [-165] [-90] [-165] [90] [2]\n if <([abs v] of ((mouse x) + (200)) ) < [35]> then\n set [i v] to [70]\n repeat (8)\n if <([abs v] of ((mouse y) + (i)) ) < [5]> then\n go to [-225] ((i) * (-1))\n set pen [#313131] [15]\n set pen (transparency v) to (100)\n pen down\n set pen (transparency v) to (50)\n go to [-175] ((i) * (-1))\n pen up\n if <mouse down?> then\n if <(timer) > ((chat timer) + (3))> then\n set [chat v] to (((((i) * (0.1)) + (7)) / (2)) + (1))\n set [chat timer v] to (timer)\n end\n end\n end\n change [i v] by (-20)\n end\n end\nend\nbroadcast (text v)\n\ndefine game\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [xx v] by (1)\n set [dire v] to [1]\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [xx v] by (-1)\n set [dire v] to [-1]\nend\nset [xx v] to ((xx) * (0.9))\nchange [x v] by (xx)\nif <[hit v] contains [#673200]?> then\n change [y v] by (5)\n pen [e]\n if <[hit v] contains [#673200]?> then\n change [y v] by (-5)\n change [x v] by ((xx) * (-1))\n if <[0] < (xx)> then\n set [xx v] to [-10]\n else\n set [xx v] to [10]\n end\n set [yy v] to [10]\n end\nend\nchange [y v] by (5)\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [30]>>> and <(land) = [0]>> then\n if <not <[hit v] contains [#00ffff]?>> then\n set [yy v] to [15]\n end\nend\nif <[hit v] contains [#00ffff]?> then\n change [yy v] by (((0) - (yy)) / (5))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [30]>>> then\n change [yy v] by (2)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-30]>>> then\n change [yy v] by (-2)\n end\nend\nchange [y v] by (-5)\nchange [y v] by (yy)\nchange [yy v] by (-1)\npen [e]\nif <[hit v] contains [#673200]?> then\n change [y v] by (((yy) * (-1)) - (1))\n set [yy v] to [0]\n set [land v] to [0]\nelse\n set [land v] to [1]\nend\nchange [camx v] by (((x) - (camx)) / (5))\nchange [camy v] by (((y) - (camy)) / (5))\nif <<(y) < [-2000]> or <[hit v] contains [#ff0000]?>> then\n reset\nend\nif <[hit v] contains [#ffea00]?> then\n set [yy v] to [30]\nend\nif <[hit v] contains [#cc00ff]?> then\n set [goal? v] to [1]\nend\nset [movingi v] to [0]\nrepeat ((length of [moving v]) / (2))\n change [x v] by ((item ((movingi) + (1)) of [moving v]) * (2))\n change [y v] by ((item ((movingi) + (2)) of [moving v]) * (2))\n change [movingi v] by (2)\nend\nif <key (c v) pressed?> then\n if <(pressed c) = [0]> then\n set [chat? v] to ((chat?) * (-1))\n end\nend\nif <key (c v) pressed?> then\n set [pressed c v] to [1]\nelse\n set [pressed c v] to [0]\nend\nif <key (r v) pressed?> then\n reset\nend\nif <key (n v) pressed?> then\n if <(pressed n) = [0]> then\n set [show name v] to ((show name) * (-1))\n end\nend\nif <key (n v) pressed?> then\n set [pressed n v] to [1]\nelse\n set [pressed n v] to [0]\nend\n\ndefine reset\nset [dire v] to [1]\nset [yy v] to [0]\nset [xx v] to [0]\nset [y v] to ((item ((flag) - (1)) of [stage datas\[flag\] v]) + (100))\nset [x v] to (item ((flag) - (2)) of [stage datas\[flag\] v])\n\nset [camx v] to [1000]\nset [camy v] to [1000]\n\ndefine set pen (color) (size)\nset pen color to (color)\nset pen size to (size)\n\ndefine draw tree (x) (y) (pattern)\nif <<<((300) - (weight)) > ((x) - (camx))> and <((-300) + (weight)) < ((x) - (camx))>> and <<((-250) + (weight)) < ((y) - (camy))> and <((250) - (weight)) > ((y) - (camy))>>> then\n if <(pattern) = [1]> then\n set pen [#673200] [10]\n pen up\n go to ((x) - (camx)) (((y) - (camy)) - (50))\n pen down\n change y by (50)\n pen up\n set pen [#59ff00] [20]\n pen down\n change x by (-20)\n point in direction (15)\n move (80) steps\n point in direction (165)\n move (80) steps\n change x by (-20)\n change y by (30)\n pen up\n end\n if <(pattern) = [2]> then\n set pen [#673200] [10]\n pen up\n go to ((x) - (camx)) (((y) - (camy)) - (50))\n pen down\n change y by (50)\n pen up\n set pen [#59ff00] [50]\n change y by (10)\n pen down\n change y by (30)\n pen up\n end\n if <(pattern) = [3]> then\n pen up\n set pen [#673200] [10]\n go to ((x) - (camx)) (((y) - (camy)) - (50))\n pen down\n change y by (50)\n pen up\n set pen [#3cb300] [30]\n change x by (-30)\n pen down\n change x by (60)\n pen up\n set pen [#49da00] [30]\n change x by (-50)\n change y by (30)\n pen down\n change x by (40)\n pen up\n set pen [#55ff00] [30]\n change x by (-30)\n change y by (30)\n pen down\n change x by (20)\n pen up\n end\n if <(pattern) = [4]> then\n set pen [#673200] [10]\n pen up\n go to ((x) - (camx)) (((y) - (camy)) - (50))\n pen down\n change y by (50)\n pen up\n set pen [#55ff00] [50]\n pen down\n pen up\n change y by (20)\n change x by (-10)\n set pen [#55ff00] [50]\n pen down\n pen up\n change x by (20)\n set pen [#55ff00] [50]\n pen down\n pen up\n change x by (-10)\n change y by (20)\n set pen [#55ff00] [50]\n pen down\n pen up\n end\nend\n\ndefine draw water (x1) (y1) (x2) (y2) (color) pen? (pen)\npen up\nset pen (color) [5]\nif <not <<<((240) - (weight)) < ((x1) - (camx))> or <((-240) + (weight)) > ((x2) - (camx))>> or <<((180) - (weight)) < ((y1) - (camy))> or <((-180) + (weight)) > ((y2) - (camy))>>>> then\n insert (color) at <<([abs v] of (((y1) + (((y2) - (y1)) / (2))) - (y)) ) < ((((y2) - (y1)) / (2)) + (30))> and <([abs v] of (((x1) + (((x2) - (x1)) / (2))) - (x)) ) < ((((x2) - (x1)) / (2)) + (30))>> of [hit v] \n if <(pen) = []> then\n set [waterloop v] to [-0.5]\n repeat ([floor v] of (([abs v] of ((x1) - (x2)) ) / (5)) )\n change [waterloop v] by (1)\n go to (((x1) - (camx)) + ((waterloop) * (5))) (((y1) - (camy)) - (5))\n set pen (transparency v) to (100)\n pen down\n set pen (transparency v) to (20)\n go to (((x1) - (camx)) + ((waterloop) * (5))) (((y2) - (camy)) + (([cos v] of (((waterloop) + (i2)) * (7)) ) * (5)))\n pen up\n end\n end\nend\n\ndefine add tree (x) (y) (type)\nadd (x) to [stage data\[tree\] v]\nadd (y) to [stage data\[tree\] v]\nadd (type) to [stage data\[tree\] v]\n\ndefine draw grass\npen up\nset pen [#59ff00] [6]\nset [i v] to [0]\nrepeat (((length of [stage data\[grass\] v]) / (6)) - (1))\n pen up\n change [i v] by (6)\n if <<((item ((i) + (1)) of [stage data\[grass\] v]) - (camx)) > ((-240) + (weight))> and <((item ((i) + (1)) of [stage data\[grass\] v]) - (camx)) < ((240) - (weight))>> then\n if <<((item ((i) + (2)) of [stage data\[grass\] v]) - (camy)) > ((-180) + (weight))> and <((item ((i) + (2)) of [stage data\[grass\] v]) - (camy)) < ((180) - (weight))>> then\n if <<([abs v] of ((item ((i) + (1)) of [stage data\[grass\] v]) - (x)) ) < [40]> and <([abs v] of ((item ((i) + (2)) of [stage data\[grass\] v]) - (y)) ) < [40]>> then\n replace item ((i) + (5)) of [stage data\[grass\] v] with [0]\n replace item ((i) + (4)) of [stage data\[grass\] v] with (((xx) * (-1)) + (pick random (3) to (-3.0)))\n end\n replace item ((i) + (6)) of [stage data\[grass\] v] with ((([sin v] of (item ((i) + (5)) of [stage data\[grass\] v]) ) * (10)) * (item ((i) + (4)) of [stage data\[grass\] v]))\n replace item ((i) + (4)) of [stage data\[grass\] v] with ((item ((i) + (4)) of [stage data\[grass\] v]) * (0.9))\n replace item ((i) + (5)) of [stage data\[grass\] v] with ((item ((i) + (5)) of [stage data\[grass\] v]) - (10))\n go to ((item ((i) + (1)) of [stage data\[grass\] v]) - (camx)) ((item ((i) + (2)) of [stage data\[grass\] v]) - (camy))\n pen down\n point in direction (item ((i) + (6)) of [stage data\[grass\] v])\n move (item ((i) + (3)) of [stage data\[grass\] v]) steps\n pen up\n end\n end\nend\n\ndefine add water (x1) (y1) (x2) (y2) (color)\nadd (x1) to [stage data\[water\] v]\nadd (y1) to [stage data\[water\] v]\nadd (x2) to [stage data\[water\] v]\nadd (y2) to [stage data\[water\] v]\nadd (color) to [stage data\[water\] v]\n\ndefine setup\nswitch costume to (costume2 v)\nset size to (999999999999999999) %\nswitch costume to (costume1 v)\nset [show name v] to [1]\nset [goal? v] to [0]\nset [chat? v] to [-1]\nset [flag v] to [3]\nset [chat timer v] to [0]\nreplace item (3) of [stage datas\[flag\] v] with [1]\ndelete all of [stage data\[cloud\] v]\nset [i v] to [0]\nrepeat (30)\n change [i v] by (500)\n add (i) to [stage data\[cloud\] v]\n add (pick random (10) to (130)) to [stage data\[cloud\] v]\nend\nset [sun v] to [125]\nset [camx v] to [5000]\nset [camy v] to [1000]\nset [i v] to [3]\nrepeat ((length of [stage datas\[flag\] v]) / (3))\n replace item (i) of [stage datas\[flag\] v] with [0]\n change [i v] by (4)\nend\nreplace item (3) of [stage datas\[flag\] v] with [1]\nreset\nbroadcast (start game v)\n\ndefine draw cloud (x) (y)\npen up\ngo to ((x) - (camx)) (y)\nset pen [#ffffff] [40]\nchange y by (40)\nchange x by (-40)\npen down\nchange x by (80)\npen up\nchange x by (-120)\nchange y by (-30)\npen down\nchange x by (80)\npen up\n\ndefine draw cloud\nif <(item ((length of [stage data\[cloud\] v]) - (1)) of [stage data\[cloud\] v]) < [19500]> then\n add [20000] to [stage data\[cloud\] v]\n add (pick random (10) to (130)) to [stage data\[cloud\] v]\nend\nset [i v] to [0]\nrepeat ((length of [stage data\[cloud\] v]) / (2))\n replace item ((i) + (1)) of [stage data\[cloud\] v] with ((item ((i) + (1)) of [stage data\[cloud\] v]) - (0.2))\n if <([abs v] of ((item ((i) + (1)) of [stage data\[cloud\] v]) - (camx)) ) < ((330) - (weight))> then\n draw cloud ((item ((i) + (1)) of [stage data\[cloud\] v]) - ((camx) / (50))) ((item ((i) + (2)) of [stage data\[cloud\] v]) - ((camy) * (-0.03)))\n end\n if <(item ((i) + (1)) of [stage data\[cloud\] v]) < [-500]> then\n delete ((i) + (1)) of [stage data\[cloud\] v]\n delete ((i) + (2)) of [stage data\[cloud\] v]\n end\n change [i v] by (2)\nend\n\ndefine draw flag (x) (y) <on?> (bright)\npen up\nif <on?> then\n set pen color to (#80a8ff)\n change pen (saturation v) by ((bright) * (-1))\nelse\n set pen color to (#a7a7a7)\n change pen (brightness v) by (bright)\nend\ntriangle fill ((x) - (camx)) (((y) - (camy)) + (100)) ((x) - (camx)) (((y) - (camy)) + (75)) (((x) - (camx)) + (45)) (((y) - (camy)) + (75)) [3]\npen up\nif <on?> then\n set pen color to (#b0c9ff)\n change pen (saturation v) by ((bright) * (-1))\nelse\n set pen color to (#cbcbcb)\n change pen (brightness v) by (bright)\nend\ntriangle fill ((x) - (camx)) (((y) - (camy)) + (75)) ((x) - (camx)) (((y) - (camy)) + (50)) (((x) - (camx)) + (45)) (((y) - (camy)) + (75)) [3]\nset pen [#f6f6f6] [10]\nchange pen (brightness v) by (bright)\ngo to ((x) - (camx)) ((y) - (camy))\npen down\ngo to ((x) - (camx)) (((y) - (camy)) + (100))\npen up\ngo to ((x) - (camx)) (((y) - (camy)) + (105))\nset pen [#f6f6f6] [20]\nchange pen (brightness v) by (bright)\npen down\npen up\npen up\nif <on?> then\n set pen [#80a8ff] [10]\n change pen (saturation v) by ((bright) * (-1))\nelse\n set pen [#a7a7a7] [10]\n change pen (brightness v) by (bright)\nend\npen down\npen up\n\ndefine add flag (x) (y)\nadd (x) to [stage datas\[flag\] v]\nadd (y) to [stage datas\[flag\] v]\nadd [0] to [stage datas\[flag\] v]\nadd [0] to [stage datas\[flag\] v]\n\ndefine flag\nset [i v] to [0]\nrepeat ((length of [stage datas\[flag\] v]) / (4))\n if <<([abs v] of ((item ((i) + (1)) of [stage datas\[flag\] v]) - (camx)) ) < ((270) - (weight))> and <([abs v] of ((item ((i) + (2)) of [stage datas\[flag\] v]) - (camy)) ) < ((210) - (weight))>> then\n if <<<((x) - (item ((i) + (1)) of [stage datas\[flag\] v])) < [70]> and <((x) - (item ((i) + (1)) of [stage datas\[flag\] v])) > [-30]>> and <<((y) - (item ((i) + (2)) of [stage datas\[flag\] v])) < [180]> and <((y) - (item ((i) + (2)) of [stage datas\[flag\] v])) > [-30]>>> then\n if <(item ((i) + (3)) of [stage datas\[flag\] v]) = [0]> then\n start sound [Magic Spell v]\n replace item ((i) + (3)) of [stage datas\[flag\] v] with [1]\n replace item ((i) + (4)) of [stage datas\[flag\] v] with [100]\n replace item (flag) of [stage datas\[flag\] v] with [0]\n set [flag v] to ((i) + (3))\n end\n end\n draw flag (item ((i) + (1)) of [stage datas\[flag\] v]) (item ((i) + (2)) of [stage datas\[flag\] v]) <(item ((i) + (3)) of [stage datas\[flag\] v]) = [1]> (item ((i) + (4)) of [stage datas\[flag\] v])\n end\n replace item ((i) + (4)) of [stage datas\[flag\] v] with ((item ((i) + (4)) of [stage datas\[flag\] v]) + (((0) - (item ((i) + (4)) of [stage datas\[flag\] v])) / (5)))\n change [i v] by (4)\nend\n\nwhen I receive [start game v]\nwait (0) seconds\nrepeat until <(goal?) = [1]>\n game\nend\nbroadcast (goal v)\n\nwhen I receive [start game v]\nwait (0) seconds\nrepeat until <(goal?) = [1]>\n pen []\nend\n\ndefine draw square <draw>\nset [i v] to [0]\nrepeat ((length of [stage data\[square\] v]) / (13))\n if <not <<<((((item ((i) + (1)) of [stage data\[square\] v]) + (item ((i) + (10)) of [stage data\[square\] v])) - (item ((i) + (3)) of [stage data\[square\] v])) - (camx)) > ((240) - (weight))> or <((((item ((i) + (1)) of [stage data\[square\] v]) + (item ((i) + (10)) of [stage data\[square\] v])) + (item ((i) + (3)) of [stage data\[square\] v])) - (camx)) < ((-240) + (weight))>> or <<((((item ((i) + (2)) of [stage data\[square\] v]) + (item ((i) + (11)) of [stage data\[square\] v])) - (item ((i) + (4)) of [stage data\[square\] v])) - (camy)) > ((180) - (weight))> or <((((item ((i) + (2)) of [stage data\[square\] v]) + (item ((i) + (11)) of [stage data\[square\] v])) + (item ((i) + (4)) of [stage data\[square\] v])) - (camy)) < ((-180) + (weight))>>>> then\n if <draw> then\n draw square (((item ((i) + (1)) of [stage data\[square\] v]) + (item ((i) + (10)) of [stage data\[square\] v])) - (camx)) (((item ((i) + (2)) of [stage data\[square\] v]) + (item ((i) + (11)) of [stage data\[square\] v])) - (camy)) (item ((i) + (3)) of [stage data\[square\] v]) (item ((i) + (4)) of [stage data\[square\] v]) (item ((i) + (5)) of [stage data\[square\] v]) <(item ((i) + (6)) of [stage data\[square\] v]) = [1]>\n end\n end\n if <<([abs v] of (((item ((i) + (1)) of [stage data\[square\] v]) + (item ((i) + (10)) of [stage data\[square\] v])) - (x)) ) < ((item ((i) + (3)) of [stage data\[square\] v]) + (30))> and <([abs v] of (((item ((i) + (2)) of [stage data\[square\] v]) + (item ((i) + (11)) of [stage data\[square\] v])) - (y)) ) < ((item ((i) + (4)) of [stage data\[square\] v]) + (30))>> then\n insert (item ((i) + (5)) of [stage data\[square\] v]) at (1) of [hit v] \n if <not <(item ((i) + (7)) of [stage data\[square\] v]) = [n]>> then\n add ((((([sin v] of ((item ((i) + (13)) of [stage data\[square\] v]) + (item ((i) + (12)) of [stage data\[square\] v])) ) + (1)) / (2)) * (item ((i) + (7)) of [stage data\[square\] v])) - (((([sin v] of (item ((i) + (13)) of [stage data\[square\] v]) ) + (1)) / (2)) * (item ((i) + (7)) of [stage data\[square\] v]))) to [moving v]\n add ((((([sin v] of ((item ((i) + (13)) of [stage data\[square\] v]) + (item ((i) + (12)) of [stage data\[square\] v])) ) + (1)) / (2)) * (item ((i) + (8)) of [stage data\[square\] v])) - (((([sin v] of (item ((i) + (13)) of [stage data\[square\] v]) ) + (1)) / (2)) * (item ((i) + (8)) of [stage data\[square\] v]))) to [moving v]\n end\n end\n if <draw> then\n if <not <(item ((i) + (7)) of [stage data\[square\] v]) = [n]>> then\n replace item ((i) + (10)) of [stage data\[square\] v] with (((([sin v] of (item ((i) + (13)) of [stage data\[square\] v]) ) + (1)) / (2)) * (item ((i) + (7)) of [stage data\[square\] v]))\n replace item ((i) + (11)) of [stage data\[square\] v] with (((([sin v] of (item ((i) + (13)) of [stage data\[square\] v]) ) + (1)) / (2)) * (item ((i) + (8)) of [stage data\[square\] v]))\n replace item ((i) + (13)) of [stage data\[square\] v] with ((item ((i) + (13)) of [stage data\[square\] v]) + (item ((i) + (12)) of [stage data\[square\] v]))\n end\n end\n change [i v] by (13)\nend\n\ndefine add circle (x) (y) (size) (color) grass (with grass?) move (move?) (x2) (y2) (speed)\nadd (x) to [stage data\[circle\] v]\nadd (y) to [stage data\[circle\] v]\nadd (size) to [stage data\[circle\] v]\nadd (color) to [stage data\[circle\] v]\nadd (with grass?) to [stage data\[circle\] v]\nif <(move?) = []> then\n repeat (3)\n add [n] to [stage data\[circle\] v]\n end\n repeat (4)\n add [0] to [stage data\[circle\] v]\n end\nelse\n add (x2) to [stage data\[circle\] v]\n add (y2) to [stage data\[circle\] v]\n add [1] to [stage data\[circle\] v]\n repeat (2)\n add [0] to [stage data\[circle\] v]\n end\n add ((360) / (speed)) to [stage data\[circle\] v]\n add [270] to [stage data\[circle\] v]\nend\n\ndefine draw circle (x) (y) (size) (color) <with grass?>\ngo to (x) (y)\nif <with grass?> then\n set pen [#59ff00] ((size) * (1.4))\n pen down\n pen up\n set pen [#2d8000] ((size) * (1.25))\n pen down\n pen up\nend\nset pen (color) (size)\npen down\npen up\n\ndefine draw circle <pen?>\nset [i v] to [0]\nrepeat ((length of [stage data\[circle\] v]) / (12))\n if <<([abs v] of (((item ((i) + (1)) of [stage data\[circle\] v]) + (item ((i) + (9)) of [stage data\[circle\] v])) - (camx)) ) < ((item ((i) + (3)) of [stage data\[circle\] v]) + ((240) - (weight)))> and <([abs v] of (((item ((i) + (2)) of [stage data\[circle\] v]) + (item ((i) + (10)) of [stage data\[circle\] v])) - (camy)) ) < ((item ((i) + (3)) of [stage data\[circle\] v]) + ((180) - (weight)))>> then\n if <pen?> then\n draw circle (((item ((i) + (1)) of [stage data\[circle\] v]) + (item ((i) + (9)) of [stage data\[circle\] v])) - (camx)) (((item ((i) + (2)) of [stage data\[circle\] v]) + (item ((i) + (10)) of [stage data\[circle\] v])) - (camy)) (item ((i) + (3)) of [stage data\[circle\] v]) (item ((i) + (4)) of [stage data\[circle\] v]) <not <[] = (item ((i) + (5)) of [stage data\[circle\] v])>>\n end\n end\n if <([sqrt v] of (([abs v] of ((((item ((i) + (1)) of [stage data\[circle\] v]) + (item ((i) + (9)) of [stage data\[circle\] v])) - (x)) * (((item ((i) + (1)) of [stage data\[circle\] v]) + (item ((i) + (9)) of [stage data\[circle\] v])) - (x))) ) + ([abs v] of ((((item ((i) + (2)) of [stage data\[circle\] v]) + (item ((i) + (10)) of [stage data\[circle\] v])) - (y)) * (((item ((i) + (2)) of [stage data\[circle\] v]) + (item ((i) + (10)) of [stage data\[circle\] v])) - (y))) )) ) < (((item ((i) + (3)) of [stage data\[circle\] v]) / (2)) + (30))> then\n add (item ((i) + (4)) of [stage data\[circle\] v]) to [hit v]\n if <not <(item ((i) + (6)) of [stage data\[circle\] v]) = [n]>> then\n add ((((([sin v] of ((item ((i) + (12)) of [stage data\[circle\] v]) + (item ((i) + (11)) of [stage data\[circle\] v])) ) + (1)) / (2)) * (item ((i) + (6)) of [stage data\[circle\] v])) - (((([sin v] of (item ((i) + (12)) of [stage data\[circle\] v]) ) + (1)) / (2)) * (item ((i) + (6)) of [stage data\[circle\] v]))) to [moving v]\n add ((((([sin v] of ((item ((i) + (12)) of [stage data\[circle\] v]) + (item ((i) + (11)) of [stage data\[circle\] v])) ) + (1)) / (2)) * (item ((i) + (7)) of [stage data\[circle\] v])) - (((([sin v] of (item ((i) + (12)) of [stage data\[circle\] v]) ) + (1)) / (2)) * (item ((i) + (7)) of [stage data\[circle\] v]))) to [moving v]\n end\n end\n if <pen?> then\n if <not <(item ((i) + (6)) of [stage data\[circle\] v]) = [n]>> then\n replace item ((i) + (9)) of [stage data\[circle\] v] with (((([sin v] of (item ((i) + (12)) of [stage data\[circle\] v]) ) + (1)) / (2)) * (item ((i) + (6)) of [stage data\[circle\] v]))\n replace item ((i) + (10)) of [stage data\[circle\] v] with (((([sin v] of (item ((i) + (12)) of [stage data\[circle\] v]) ) + (1)) / (2)) * (item ((i) + (7)) of [stage data\[circle\] v]))\n replace item ((i) + (12)) of [stage data\[circle\] v] with ((item ((i) + (12)) of [stage data\[circle\] v]) + (item ((i) + (11)) of [stage data\[circle\] v]))\n end\n end\n change [i v] by (12)\nend\n\ndefine draw spike (x) (y) (size)\npen up\nset pen color to (#a7a7a7)\ntriangle fill (x) (y) (x) ((y) + ((45) * (size))) ((x) + ((-20) * (size))) (y) [3]\npen up\nset pen color to (#cbcbcb)\ntriangle fill (x) (y) (x) ((y) + ((45) * (size))) ((x) + ((20) * (size))) (y) [3]\n\ndraw spike [0] [0] [1]\n\ndefine draw spike <pen?>\nset [i v] to [0]\nrepeat ((length of [stage datas\[spike\] v]) / (3))\n if <pen?> then\n if <<([abs v] of ((item ((i) + (1)) of [stage datas\[spike\] v]) - (camx)) ) < (((item ((i) + (3)) of [stage datas\[spike\] v]) * (40)) + (240))> and <([abs v] of (((item ((i) + (2)) of [stage datas\[spike\] v]) - (camy)) - (25)) ) < (((item ((i) + (3)) of [stage datas\[spike\] v]) * (40)) + (180))>> then\n draw spike ((item ((i) + (1)) of [stage datas\[spike\] v]) - (camx)) ((item ((i) + (2)) of [stage datas\[spike\] v]) - (camy)) (item ((i) + (3)) of [stage datas\[spike\] v])\n end\n end\n if <<([abs v] of ((item ((i) + (1)) of [stage datas\[spike\] v]) - (x)) ) < (((item ((i) + (3)) of [stage datas\[spike\] v]) * (40)) + (10))> and <([abs v] of (((item ((i) + (2)) of [stage datas\[spike\] v]) - (y)) + (15)) ) < (((item ((i) + (3)) of [stage datas\[spike\] v]) * (40)) + (15))>> then\n add [#ff0000] to [hit v]\n end\n change [i v] by (3)\nend\n\ndefine add spike (x) (y) (size)\nadd (x) to [stage datas\[spike\] v]\nadd (y) to [stage datas\[spike\] v]\nadd (size) to [stage datas\[spike\] v]\n\ndefine setup stages\ndelete all of [stage data\[tree\] v]\ndelete all of [stage datas\[flag\] v]\ndelete all of [stage data\[grass\] v]\ndelete all of [stage data\[square\] v]\ndelete all of [stage data\[water\] v]\ndelete all of [stage data\[circle\] v]\ndelete all of [stage datas\[spike\] v]\ndelete all of [chats v]\nadd [hi] to [chats v]\nadd [nice] to [chats v]\nadd [yey] to [chats v]\nadd [nooooo] to [chats v]\nadd [lol] to [chats v]\nadd [bye] to [chats v]\nadd [:\)] to [chats v]\nadd [:\(] to [chats v]\nadd ground [-225] [100] [25] [150] [#ff0000] [] [] move? [] [] [] []\nadd flag [0] [50]\nadd ground [100] [0] [300] [50] [#673200] [5] [1] move? [] [] [] []\nadd ground [450] [50] [50] [100] [#673200] [5] [1] move? [] [] [] []\nadd ground [550] [100] [50] [150] [#673200] [5] [1] move? [] [] [] []\nadd ground [800] [200] [35] [50] [#673200] [5] [1] move? [] [] [] []\nadd water [600] [-50] [1250] [150] [#ff0000]\nadd ground [1050] [200] [35] [50] [#673200] [5] [1] move? [] [] [] []\nadd ground [1300] [100] [50] [150] [#673200] [5] [1] move? [] [] [] []\nadd ground [1600] [25] [250] [100] [#673200] [5] [1] move? [] [] [] []\nadd spike [1600] [125] [1]\nadd spike [1450] [125] [1]\nadd ground [1900] [100] [50] [25] [#673200] [5] [1] move? [r] [300] [100] [200]\nadd ground [2400] [200] [150] [25] [#673200] [5] [1] move? [] [] [] []\nadd flag [2400] [225]\nadd ground [2700] [300] [25] [100] [#673200] [] [1] move? [] [] [] []\nadd ground [2550] [600] [25] [100] [#673200] [] [1] move? [] [] [] []\nadd ground [2700] [900] [25] [100] [#673200] [] [1] move? [] [] [] []\nadd ground [3075] [950] [200] [50] [#673200] [5] [1] move? [] [] [] []\nadd ground [3100] [1040] [25] [35] [#ff0000] [] [] move? [] [] [] []\nadd ground [3100] [1300] [25] [100] [#ff0000] [] [] move? [] [] [] []\nadd ground [3250] [1040] [25] [35] [#ff0000] [] [] move? [] [] [] []\nadd ground [3250] [1300] [25] [100] [#ff0000] [] [] move? [] [] [] []\nadd water [3275] [500] [4200] [1000] [#00ffff]\nadd ground [3225] [600] [50] [300] [#673200] [] [] move? [] [] [] []\nadd ground [3900] [1300] [300] [300] [#673200] [] [] move? [] [] [] []\nadd ground [3600] [1300] [25] [300] [#ff0000] [] [] move? [] [] [] []\nadd ground [3600] [900] [25] [100] [#ff0000] [] [] move? [] [] [] []\nadd ground [3325] [900] [50] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [3525] [825] [50] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [3750] [200] [550] [300] [#673200] [] [] move? [] [] [] []\nadd ground [3350] [550] [25] [100] [#673200] [] [] move? [] [] [] []\nadd ground [3300] [550] [25] [200] [#673200] [] [] move? [] [] [] []\nadd ground [3650] [525] [300] [25] [#673200] [] [] move? [] [] [] []\nadd ground [3500] [575] [25] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [3650] [800] [25] [100] [#ff0000] [] [] move? [] [] [] []\nadd ground [3800] [575] [25] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [3850] [600] [25] [50] [#ff0000] [] [] move? [] [] [] []\nadd ground [3750] [800] [100] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [3950] [800] [100] [25] [#673200] [] [] move? [] [] [] []\nadd ground [4250] [625] [50] [200] [#673200] [5] [1] move? [] [] [] []\nadd ground [3875] [900] [25] [100] [#673200] [] [] move? [] [] [] []\nadd flag [3970] [825]\nadd ground [4175] [1300] [25] [300] [#ff0000] [] [] move? [] [] [] []\nadd ground [3900] [1000] [25] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [3975] [525] [25] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [3975] [725] [25] [50] [#ff0000] [] [] move? [] [] [] []\nadd ground [4150] [650] [50] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [4400] [800] [25] [25] [#673200] [] [1] move? [] [] [] []\nadd ground [4450] [800] [25] [25] [#ffea00] [] [] move? [] [] [] []\nadd ground [5100] [800] [200] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [5400] [800] [25] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [5600] [900] [25] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [5800] [800] [25] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [6000] [900] [25] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [6200] [800] [25] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [6600] [400] [100] [300] [#673200] [5] [1] move? [] [] [] []\nadd water [6700] [100] [8000] [700] [#00ffff]\nadd flag [6600] [700]\nadd ground [7350] [50] [850] [50] [#673200] [] [] move? [] [] [] []\nadd ground [8100] [400] [100] [300] [#673200] [5] [1] move? [] [] [] []\nadd ground [7350] [300] [25] [250] [#673200] [] [] move? [] [] [] []\nadd ground [7350] [750] [25] [100] [#ff0000] [] [] move? [] [] [] []\nadd ground [6975] [500] [25] [250] [#673200] [] [] move? [] [] [] []\nadd ground [6975] [750] [25] [100] [#ff0000] [] [] move? [] [] [] []\nadd ground [7725] [500] [25] [250] [#673200] [] [] move? [] [] [] []\nadd ground [7725] [750] [25] [100] [#ff0000] [] [] move? [] [] [] []\nadd ground [6900] [600] [50] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [6725] [600] [25] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [6750] [450] [50] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [6925] [450] [25] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [6900] [300] [50] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [6725] [300] [25] [25] [#ff0000] [] [] move? [] [] [] []\nsetup stages2\n\ndefine setup stages2\nadd ground [7162.5] [75] [162.5] [25] [#ffea00] [] [] move? [] [] [] []\nadd ground [7162.5] [200] [162.5] [25] [#ffea00] [] [] move? [] [] [] []\nadd ground [7162.5] [325] [162.5] [25] [#ffea00] [] [] move? [] [] [] []\nadd ground [7162.5] [450] [162.5] [25] [#ffea00] [] [] move? [] [] [] []\nadd ground [7162.5] [675] [162.5] [25] [#ff0000] [] [] move? [] [] [] []\nadd ground [7425] [500] [50] [25] [#ff0000] [] [] move? [r] [225] [] [100]\nadd ground [7425] [300] [50] [25] [#ff0000] [] [] move? [r] [225] [] [75]\nadd circle [7800] [300] [100] [#ff0000] grass [] move [r] [150] [] [200]\nadd circle [7800] [550] [100] [#ff0000] grass [] move [r] [150] [] [100]\nadd flag [8100] [700]\nadd ground [8250] [600] [50] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [8350] [500] [50] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [8450] [400] [50] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [8550] [300] [50] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [8650] [200] [50] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [8750] [75] [50] [100] [#673200] [5] [1] move? [] [] [] []\nadd water [8750] [-25] [9250] [100] [#ff0000]\nadd ground [8850] [150] [50] [25] [#673200] [] [1] move? [gfd] [350] [] [200]\nadd ground [9300] [75] [50] [100] [#673200] [5] [1] move? [] [] [] []\nadd water [9300] [-25] [9800] [100] [#ff0000]\nadd ground [9400] [150] [50] [25] [#673200] [] [1] move? [gfd] [350] [] [150]\nadd ground [9850] [75] [50] [100] [#673200] [5] [1] move? [] [] [] []\nadd water [9850] [-25] [10350] [100] [#ff0000]\nadd ground [9950] [150] [50] [25] [#673200] [] [1] move? [gfd] [350] [] [250]\nadd ground [10400] [75] [50] [100] [#673200] [5] [1] move? [] [] [] []\nadd ground [10750] [25] [300] [100] [#673200] [5] [1] move? [] [] [] []\nadd spike [10700] [130] [1]\nadd spike [10500] [130] [1]\nadd spike [10900] [130] [1]\nadd ground [11225] [500] [25] [600] [#ff0000] [] [] move? [] [] [] []\nadd ground [11025] [700] [25] [400] [#ff0000] [] [] move? [] [] [] []\nadd ground [11125] [0] [75] [25] [#673200] [5] [1] move? [r] [] [1050] [200]\nadd ground [11225] [1100] [25] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [11500] [1350] [300] [100] [#673200] [] [1] move? [] [] [] []\nadd ground [11900] [1100] [100] [25] [#673200] [5] [1] move? [] [] [] []\nadd ground [11900] [1175] [25] [50] [#cc00ff] [] [] move? [] [] [] []\nadd trees\n\nadd ground [] [] [] [] [] [] [] move? [] [] [] []\n\ndefine draw background\nerase all\ngo to [] []\nset pen [#47ffda] [9999]\npen down\npen up\nset pen [#9bff59] [9]\ntriangle fill [-350] [-260] [-150] [60] [50] [-300] [50]\ntriangle fill [-50] [-260] [150] [150] [350] [-300] [50]\ntriangle fill [-175] [-300] [25] [50] [225] [-300] [50]\n\ndefine add trees\nadd tree [-50] [100] [1]\nadd tree [-125] [100] [2]\nadd tree [25] [100] [3]\nadd tree [100] [100] [4]\nadd tree [450] [200] [1]\nadd tree [550] [300] [2]\nadd tree [1300] [300] [3]\nadd tree [1400] [175] [1]\nadd tree [1500] [175] [1]\nadd tree [1600] [175] [1]\nadd tree [1700] [175] [1]\nadd tree [1800] [175] [1]\nadd tree [240] [100] [3]\nadd tree [315] [100] [4]\nadd tree [2300] [285] [2]\nadd tree [2375] [285] [1]\nadd tree [2450] [285] [2]\nadd tree [2900] [1060] [4]\nadd tree [3000] [1060] [4]\nadd tree [3175] [1060] [3]\nadd tree [4250] [885] [4]\nadd tree [5000] [885] [3]\nadd tree [5075] [885] [4]\nadd tree [5150] [885] [2]\nadd tree [5225] [885] [1]\nadd tree [6550] [760] [1]\nadd tree [6650] [760] [3]\nadd tree [8050] [760] [3]\nadd tree [8150] [760] [1]\nadd tree [8250] [675] [1]\nadd tree [8355] [575] [4]\nadd tree [8455] [475] [1]\nadd tree [8555] [375] [2]\nadd tree [8655] [275] [3]\nadd tree [8750] [225] [1]\nadd tree [9300] [225] [2]\nadd tree [9850] [225] [3]\nadd tree [10400] [225] [3]\nadd tree [10550] [175] [1]\nadd tree [10650] [175] [2]\nadd tree [10750] [175] [3]\nadd tree [10850] [175] [4]\nadd tree [10950] [175] [1]\n\ndefine [developer tool]go to (x) (y)\nset [x v] to (x)\nset [y v] to (y)\n\n[developer tool]go to [10410] [250]\n\nadd tree [10650] [175] [2]\nadd tree [10750] [175] [3]\nadd tree [10850] [175] [4]\n\ndefine cloud data\nset [user count v] to (((length of [users v]) / ((quantity of every time elements) + (2))) + (1))\ndelete all of [in range users v]\nset [i v] to [0]\nrepeat ((length of [users v]) / ((quantity of every time elements) + (2)))\n if <<([abs v] of ((item ((i) + (2)) of [users v]) - (camx)) ) < [270]> and <([abs v] of ((item ((i) + (3)) of [users v]) - (camy)) ) < [210]>> then\n add ((item ((i) + (2)) of [users v]) - (camx)) to [in range users v]\n add ((item ((i) + (3)) of [users v]) - (camy)) to [in range users v]\n add (item ((i) + (4)) of [users v]) to [in range users v]\n add (item ((i) + (5)) of [users v]) to [in range users v]\n add (item ((i) + (6)) of [users v]) to [in range users v]\n end\n change [i v] by (6)\nend\n\nwhen I receive [load v]\nsetup\n\nwhen I receive [setup2 v]\nsetup stages\n\n@TextEngine\n\ndefine _calcWW (text) (width) (firstwidth) (cspace) (spacewidth)\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\nset [_i3 v] to [1]\nset [_i4 v] to [0]\nset [_i5 v] to [0]\nset [_i6 v] to [0]\nset [_i7 v] to (firstwidth)\nrepeat (length of (text))\n if <(letter (_i3) of (text)) = [ ]> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to [0]\n else\n switch costume to (blank v)\n switch costume to (join (letter (_i3) of (text)) [_])\n set [_i9 v] to ((costume [number v]) - (1))\n if <(_i9) > [0]> then\n set [_i8 v] to (item (_i9) of [_chwidth v])\n if <((_i5) + (_i8)) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n add ((_i5) - (cspace)) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i4)) to [_ww2 v]\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to ((_i8) + (cspace))\n set [_i6 v] to (_i4)\n set [_i7 v] to ((-1) * ((cspace) + (spacewidth)))\n else\n change [_i5 v] by ((_i8) + (cspace))\n end\n add (_i9) to [_ww0 v]\n end\n end\n change [_i3 v] by (1)\nend\nif <(length of [_ww0 v]) > (_i6)> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add (_i7) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i6)) to [_ww2 v]\nend\n\nwhen flag clicked\npen up\nhide\nswitch costume to (blank v)\nset size to (100000) %\nswitch costume to ( _ v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [don't rotate v]\n\ndefine Clear | Character Data\nswitch costume to (blank v)\nswitch costume to ((costume [number v]) - (1))\nif <((costume [number v]) - (1)) > (length of [_chindex v])> then\n set [_i0 v] to ((costume [number v]) - (1))\nelse\n set [_i0 v] to (length of [_chindex v])\nend\ndelete all of [_chindex v]\ndelete all of [_chwidth v]\ndelete all of [_chdata0 v]\ndelete all of [_chdata1 v]\ndelete all of [_chdata2 v]\ndelete all of [_chdata3 v]\nrepeat (_i0)\n add [__] to [_chdata0 v]\n add [none] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n add ((length of [_chdata0 v]) + (1)) to [_chindex v]\n add ((1) * (0)) to [_chwidth v]\n repeat (25)\n add [] to [_chdata0 v]\n add [] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n end\nend\nadd [__] to [_chdata0 v]\nadd [none] to [_chdata1 v]\nadd [] to [_chdata2 v]\nadd [] to [_chdata3 v]\n\ndefine Load | Font (fontname)\nset [_i0 v] to (item # of (fontname) in [_fontname v])\nif <(_i0) < [1]> then\n stop [this script v]\nend\nset [_i0 v] to (item (_i0) of [_fontindex v])\nset [_i1 v] to (item (_i0) of [_fontdata v])\nchange [_i0 v] by (2)\nrepeat (item ((_i0) - (1)) of [_fontdata v])\n set [_i2 v] to (item (_i0) of [_fontdata v])\n replace item (_i2) of [_chwidth v] with (item ((_i0) + (1)) of [_fontdata v])\n set [_i3 v] to (item (_i2) of [_chindex v])\n if <not <(item ((_i3) - (1)) of [_chdata1 v]) = (_i1)>> then\n replace item ((_i3) - (1)) of [_chdata1 v] with (_i1)\n replace item ((_i3) - (1)) of [_chdata2 v] with []\n replace item ((_i3) - (1)) of [_chdata3 v] with []\n _unpackDef (_i2) (_i3) (item ((_i0) + (2)) of [_fontdata v])\n end\n change [_i0 v] by (3)\nend\n\ndefine Set Pen Color | RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine _unpackDef (id) (idx) (d)\nset [_i5 v] to (length of (d))\nset [_i6 v] to (idx)\nset [_i7 v] to [1]\nset [_i8 v] to [0]\nrepeat until <(_i7) > (_i5)>\n if <(item (_i6) of [_chdata0 v]) = [__]> then\n insert [] at (_i6) of [_chdata0 v] \n insert [] at (_i6) of [_chdata1 v] \n insert [] at (_i6) of [_chdata2 v] \n insert [] at (_i6) of [_chdata3 v] \n change [_i8 v] by (1)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata0 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata0 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata1 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata1 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata2 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata2 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata3 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata3 v] with (_i9)\n end\n change [_i6 v] by (1)\nend\nif <(_i8) > [0]> then\n set [_i5 v] to (id)\n repeat ((length of [_chindex v]) - (_i5))\n change [_i5 v] by (1)\n replace item (_i5) of [_chindex v] with ((item (_i5) of [_chindex v]) + (_i8))\n end\nend\n\ndefine _getWidth (text) (size) (cspace)\nset [_width v] to [0]\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nrepeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n set [_i2 v] to ((costume [number v]) - (1))\n if <(_i2) > [0]> then\n change [_width v] by (((size) * (item (_i2) of [_chwidth v])) + (cspace))\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\nend\nif <(_i1) > [0]> then\n change [_width v] by ((-1) * (cspace))\nend\n\ndefine New Lines | Number (lines) Size (size) Space (lspace)\nchange [_y v] by (((lines) + <(lines) = []>) * (((size) + ((12) * <(size) = []>)) * ((-1) - ((0.7) * ((lspace) + <(lspace) = []>)))))\n\ndefine Print | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) Space (cspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i8) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i7 v] to (((width) + <(width) = []>) * (_i8))\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\nset [_i2 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i3 v] to ((al.y) + (((0.5) * <(al.y) = [c]>) + <(al.y) = [t]>))\nset [_i4 v] to (((cspace) + <(cspace) = []>) * ((0.27) * (_i8)))\nset pen size to ((0.125) * (((weight) + <(weight) = []>) * (_i8)))\n_printText (text) ((1) * (x)) ((y) - ((_i3) * (_i8))) ((xmin) + (<(xmin) = []> * ((-1) / (0)))) ((xmax) + (<(xmax) = []> * ((1) / (0)))) (_i4) (ul.height) (((weight) + <(weight) = []>) * ((ul.weight) + <(ul.weight) = []>)) ((-1) * (_i2))\n\ndefine Get Width | Size (size) (width) Space (cspace) Text (text)\n_getWidth (text) (((size) + ((12) * <(size) = []>)) * ((width) + <(width) = []>)) (((cspace) + <(cspace) = []>) * ((0.27) * ((size) + ((12) * <(size) = []>))))\n\ndefine Print WW | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) (ymax) (ymin) Space (cspace) (lspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i0) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i0 v] to (((width) + <(width) = []>) * (_i0))\nset [_i1 v] to ((xmin) + ((-230) * <(xmin) = []>))\nset [_i2 v] to ((xmax) + ((230) * <(xmax) = []>))\nset [_i3 v] to (item (1) of [_chwidth v])\nset [_i4 v] to (((0.27) * ((cspace) + <(cspace) = []>)) / ((width) + <(width) = []>))\n_calcWW (text) (((_i2) - (_i1)) / (_i0)) (<not <(x) = []>> * (((x) - (_i1)) / (_i0))) (_i4) ((_i4) + (_i3))\nset [_i7 v] to (_i0)\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nset [_i3 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i0 v] to ((lspace) + <(lspace) = []>)\nif <(al.y) = []> then\n set [_i4 v] to [1]\nelse\n if <(al.y) = ((1) * (al.y))> then\n set [_i4 v] to (al.y)\n else\n if <(al.y) = [b]> then\n set [_i4 v] to ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)\n else\n if <(al.y) = [c]> then\n set [_i4 v] to ((0.5) * ((((0.7) * (_i0)) / (((0.7) * (_i0)) + (1))) + ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)))\n else\n set [_i4 v] to (((0.7) * (_i0)) / (((0.7) * (_i0)) + (1)))\n end\n end\n end\nend\nset [_i5 v] to ((0.1) * ((((ul.weight) + <(ul.weight) = []>) * ((weight) + <(weight) = []>)) * (_i8)))\nif <(ymax) = []> then\n set [_i6 v] to ((1) / (0))\nelse\n set [_i6 v] to ((ymax) - (_i0))\nend\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\n_printWW ((((1) - (_i3)) * (_i1)) + ((_i3) * (_i2))) (x) ((1) - <(x) = []>) ((1) * (y)) (_i6) ((ymin) + (<(ymin) = []> * ((-1) / (0)))) (((cspace) + <(cspace) = []>) * ((0.27) * (_i8))) ((_i8) * ((-1) - ((0.7) * (_i0)))) ((0.125) * (((weight) + <(weight) = []>) * (_i8))) ((ul.height) * (_i8)) (_i5) ((ul.height) * (_i9)) <not <(ul.height) = []>> ((-1) * ((_i3) * (_i7))) (_i4)\n\ndefine _printText (text) (x) (y) (xmin) (xmax) (cspace) (ul.height) (ul.weight) (al.x)\nset [_x v] to (x)\nset [_y v] to (y)\nif <not <(al.x) = [0]>> then\n set [_width v] to [0]\n _getWidth (text) (_i7) (cspace)\n change [_x v] by ((al.x) * (_width))\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nset [_i0 v] to [1]\nif <<(xmin) = ((-1) / (0))> and <(xmax) = ((1) / (0))>> then\n if <(_i9) = [0]> then\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printCh ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n else\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printChSl ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n end\nelse\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n if <not <<(_x) < (xmin)> or <((_x) + ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))) > (xmax)>>> then\n _printChSl ((costume [number v]) - (1))\n else\n change [_x v] by ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))\n end\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\nend\nswitch costume to ( _ v)\nif <not <(ul.height) = []>> then\n set pen size to ((0.1) * (((ul.weight) + <(ul.weight) = []>) * (_i8)))\n set [_i1 v] to ((x) + ((al.x) * (_width)))\n if <(_i1) < (xmin)> then\n set [_i1 v] to (xmin)\n end\n go to x: (((_i1) + ((_i9) * (ul.height))) - ((0.13) * (_i7))) y: ((y) + ((ul.height) * (_i8)))\n pen down\n set [_i2 v] to ((_x) - (cspace))\n if <(_i2) > (xmax)> then\n set [_i2 v] to (xmax)\n end\n set x to (((_i2) + ((_i9) * (ul.height))) + ((0.13) * (_i7)))\n pen up\nend\n\ndefine _printWW (x) (firstx) (firstline) (y) (ymax) (ymin) (cspace) (lspace) (wt) (ul.height) (ul.weight) (ul.offset) <undl> (al.x) (al.y)\nswitch costume to ( _ v)\nset [_x v] to (x)\nset [_y v] to ((y) - (((al.y) - (1)) * (lspace)))\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nif <(item (1) of [_ww2 v]) = [0]> then\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n if <(firstline) = [1]> then\n change [_y v] by (lspace)\n end\nend\nrepeat until <<not <(_y) > (ymax)>> or <(_i0) > (length of [_ww1 v])>>\n change [_i1 v] by ((item (_i0) of [_ww2 v]) + (1))\n change [_i0 v] by (1)\n change [_y v] by (lspace)\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nrepeat until <<(_y) < (ymin)> or <(_i0) > (length of [_ww1 v])>>\n if <(_i0) = (firstline)> then\n set [_x v] to (firstx)\n else\n set [_x v] to ((x) + ((al.x) * (item (_i0) of [_ww1 v])))\n end\n set pen size to (wt)\n if <(_i9) = [0]> then\n repeat (item (_i0) of [_ww2 v])\n _printCh (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n else\n repeat (item (_i0) of [_ww2 v])\n _printChSl (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n end\n if <undl> then\n set pen size to (ul.weight)\n if <(_i0) = (firstline)> then\n go to x: (((firstx) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n else\n go to x: ((((x) + ((al.x) * (item (_i0) of [_ww1 v]))) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n end\n pen down\n set x to ((((_x) - (cspace)) + (ul.offset)) + ((0.13) * (_i7)))\n pen up\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n change [_y v] by (lspace)\nend\nif <((length of [_ww1 v]) - <(item (1) of [_ww2 v]) = [0]>) > [0]> then\n change [_y v] by ((-1) * (lspace))\nend\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\n\ndefine _printCh (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata1 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to (((_i7) * (item (_i2) of [_chdata0 v])) / (_bq2))\n set [_i4 v] to ((((_i7) * (item (_i2) of [_chdata1 v])) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\ndefine _printChSl (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata2 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to ((((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata2 v]))) / (_bq2))\n set [_i4 v] to (((((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata3 v]))) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\nwhen I receive [text v]\npen\n\ndefine pen\nSet Pen Color | RGBA [255] [255] [255] []\nif <(show name) = [1]> then\n print username ((x) - (camx)) (((y) - (camy)) - (30)) (chat) (username)\n set [i v] to [0]\n repeat ((length of [in range users v]) / (6))\n print username (item ((i) + (1)) of [in range users v]) ((item ((i) + (2)) of [in range users v]) - (30)) (item ((i) + (4)) of [in range users v]) (item ((i) + (5)) of [in range users v])\n end\n Print | Pos [-190] [150] Size [20] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text (round (timer))\n Print | Pos [190] [150] Size [20] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text (user count)\nend\nif <(chat?) = [1]> then\n Print | Pos [-200] [70] Size [10] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text [hi]\n Print | Pos [-200] [50] Size [10] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text [nice]\n Print | Pos [-200] [30] Size [10] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text [yey]\n Print | Pos [-200] [10] Size [10] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text [nooooo]\n Print | Pos [-200] [-10] Size [10] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text [lol]\n Print | Pos [-200] [-30] Size [10] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text [bye]\n Print | Pos [-200] [-50] Size [10] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text [:\)]\n Print | Pos [-200] [-70] Size [10] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text [:\(]\nend\n\ndefine print username (x) (y) (chat) (name)\nif <(chat) = [0]> then\n Print | Pos (x) (y) Size [12] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text (name)\nelse\n Print | Pos (x) (y) Size [12] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text (join (name) (join [ : ] (item (chat) of [chats v])))\nend\n\nwhen I receive [goal v]\nset [p1 v] to [0]\nrepeat until <(p1) > [29.9]>\n erase all\n change [p1 v] by (((30) - (p1)) / (5))\n Print | Pos [] [] Size (p1) [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text [Game clear!]\nend\nPrint | Pos [] [-100] Size [20] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [0.5] [0.5] Text (join [time : ] (round (timer)))\n\n@intro\n\ndefine (var) = new variable[gv]\nif <not <[gv v] contains (var)?>> then\n add [0] to [gv v]\n add (var) to [gv v]\nend\n\ndefine change (var) by (num) [gv]\nreplace item ((item # of (var) in [gv v]) - (1)) of [gv v] with ((item ((item # of (var) in [gv v]) - (1)) of [gv v]) + (num))\n\ndefine (var) = (num) [gv]\nreplace item ((item # of (var) in [gv v]) - (1)) of [gv v] with (num)\n\ndefine cos (cos) colors (color) (brightness) (ghost) size (size) pos (x) (y) (direction) front? (front) show (show)\nfirst (cos) (color) (brightness) (ghost) (x) (y) (direction) (size) (front)\nwait\nif <(show) = []> then\n show\nelse\n hide\nend\n\ndefine intro\nerase all\nhide\nset [transport v] to [0]\ndelete all of [gv v]\ndelete all of [cv v]\n[log] = new variable[gv]\n[log] = ((days since 2000) * (8640000)) [gv]\n[timer] = new variable[gv]\n[x] = new variable[gv]\n[y] = new variable[gv]\n[size] = new variable[gv]\n[dire] = new variable[gv]\n[calx] = new variable[gv]\n[caly] = new variable[gv]\n[calz] = new variable[gv]\n[arrow] = new variable[gv]\n[calx2] = new variable[gv]\n[caly2] = new variable[gv]\n[calz2] = new variable[gv]\n[caldire2] = new variable[gv]\n[start?] = new variable[gv]\n[finish?] = new variable[gv]\n[x] = new variable[cv];\n[y] = new variable[cv];\n[dire] = new variable[cv];\n[size] = new variable[cv];\n[demo] = new variable[cv];\n[distance] = new variable[cv];\nset camera [0] [0] [0] [-80]\ndelete all of [line v]\nadd line [0] [150] 1 [-100] [50] 2 [10] speed [0] wait\nadd line [-100] [50] 1 [0] [-150] 2 [10] speed [0.1] wait\nadd line [0] [150] 1 [100] [50] 2 [10] speed [0.2] wait\nadd line [100] [50] 1 [0] [-150] 2 [10] speed [0.3] wait\nadd line [0] [150] 1 [40] [60] 2 [10] speed [0.6] wait\nadd line [0] [150] 1 [-40] [60] 2 [10] speed [0.5] wait\nadd line [-100] [50] 1 [-40] [60] 2 [10] speed [0.8] wait\nadd line [100] [50] 1 [40] [60] 2 [10] speed [1] wait\nadd line [20] [60] 1 [-20] [60] 2 [10] speed [1.5] wait\nadd line [-20] [20] 1 [20] [20] 2 [10] speed [1.8] wait\nadd line [0] [-150] 1 [30] [20] 2 [10] speed [0.5] wait\nadd line [0] [-150] 1 [-30] [20] 2 [10] speed [0.7] wait\nadd line [30] [20] 1 [100] [50] 2 [10] speed [1.2] wait\nadd line [-30] [20] 1 [-100] [50] 2 [10] speed [1.3] wait\n[timer] = [0] [gv]\n[log] = ((days since 2000) * (8640000)) [gv]\n[start?] = [1] [gv]\n\ndefine change (var) by (num) [cv]\nreplace item ((item # of (var) in [cv v]) - (1)) of [cv v] with ((item ((item # of (var) in [cv v]) - (1)) of [cv v]) + (num))\n\ndefine (var) = new variable[cv];\nif <not <[cv v] contains (var)?>> then\n add [0] to [cv v]\n add (var) to [cv v]\nend\n\ndefine set camera (x) (y) (z) (direction)\n[x] = (x) [gv]\n[y] = (y) [gv]\n[size] = (z) [gv]\n[dire] = (direction) [gv]\n\ndefine record (x) (y) (dire) (size)\n[x] = (x) [cv];\n[y] = (y) [cv];\n[dire] = (dire) [cv];\n[size] = (size) [cv];\n[demo] = ((([atan v] of ((x) / (y)) ) + (<(y) < [0]> * (180))) + (<(letter (1) of (item (9) of [cv v])) = [-]> * (360))) [cv];\n[distance] = ([sqrt v] of (((x) * (x)) + ((y) * (y))) ) [cv];\n\ndefine go to (x) (y) (direction) (size) (cos)\nrecord (x) (y) (direction) (size)\npos hack (costume) (size)\nset [calculatedx v] to (((((([sin v] of ((item (11) of [gv v]) + (item (9) of [cv v])) ) * (item (11) of [cv v])) + (item (5) of [gv v])) + ((item (13) of [gv v]) * (1))) * ((item (9) of [gv v]) / (100))) * (1))\nset [calculatedy v] to (((((([cos v] of ((item (11) of [gv v]) + (item (9) of [cv v])) ) * (item (11) of [cv v])) + (item (7) of [gv v])) + ((item (13) of [gv v]) * (1))) * ((item (9) of [gv v]) / (100))) * (1))\ngo to x: (calculatedx) y: (calculatedy)\npoint in direction ((item (5) of [cv v]) + (item (11) of [gv v]))\nfixed\nif <(((item (7) of [cv v]) * ((item (9) of [gv v]) / (100))) + ()) > [100]> then\n switch costume to (blank v)\nelse\n switch costume to (all v)\nend\nset size to (((item (7) of [cv v]) * ((item (9) of [gv v]) / (100))) + ((item (17) of [gv v]) / (5))) %\nswitch costume to (cos)\n\ndefine pos hack (cos) (size)\nset [cos\(record\) v] to (cos)\nset [size\(record\) v] to (size)\nswitch costume to (blank v)\nset size to ((1) / (0)) %\n\ndefine change camera (x) (y) (z) (direction)\n[x] = ((x) + (item (5) of [gv v])) [gv]\n[y] = ((y) + (item (7) of [gv v])) [gv]\n[size] = ((z) + (item (9) of [gv v])) [gv]\n[dire] = ((direction) + (item (11) of [gv v])) [gv]\n\nwhen I receive [\[#1.intro for me by xx_freezer_xx\] v]\nintro\nrepeat until <[1] = (item (31) of [gv v])>\n checker\n erase all\n intro programs\nend\nerase all\nstop all sounds\n\ndefine move (num) steps\nchange [intro: x v] by (([sin v] of (direction) ) * (num))\nchange [intro: y v] by (([cos v] of (direction) ) * (num))\n\ndefine wait\nwait until <(item (29) of [gv v]) = [1]>\n\ndefine first (cos) (color) (bright) (ghost) (x) (y) (direction) (size) (front)\nset [costume v] to (cos)\nset [intro: x v] to (x)\nset [intro: y v] to (y)\nset [size v] to (size)\nset [direction v] to (direction)\nhide\nclear graphic effects\nif <(size) > [100]> then\n switch costume to (blank v)\nelse\n switch costume to (all v)\nend\nset size to (size) %\nset [color v] effect to (color)\nset [brightness v] effect to (bright)\nset [ghost v] effect to (ghost)\npos hack (cos) (size)\nswitch costume to (all v)\ngo to x: (x) y: (y)\nfixed\nswitch costume to (cos)\npoint in direction (direction)\nif <[] = (front)> then\n go to [front v] layer\nend\n\ndefine size hack (size) (cos)\nif <(size) > [100]> then\n switch costume to (blank v)\nelse\n switch costume to (all v)\nend\nset size to (size) %\nswitch costume to (cos)\n\ndefine fixed\nif <(size\(record\)) > [100]> then\n switch costume to (blank v)\nelse\n switch costume to (all v)\nend\nset size to (size\(record\)) %\nswitch costume to (cos\(record\))\n\ndefine (var) = (num) [cv];\nreplace item ((item # of (var) in [cv v]) - (1)) of [cv v] with (num)\n\ndefine checker\n[timer] = ((((days since 2000) * (8640000)) - (item (1) of [gv v])) / (100)) [gv]\nif <mouse down?> then\n [finish?] = [1] [gv]\n broadcast (\[intro\]\[#1\]end intro v)\nend\nchange [calz] by ((() - (item (17) of [gv v])) / (7)) [gv]\n[calx] = (([sin v] of ((item (3) of [gv v]) * (550)) ) * ((item (17) of [gv v]) / (3))) [gv]\n[caly] = (([cos v] of ((item (3) of [gv v]) * (450)) ) * ((item (17) of [gv v]) / (3))) [gv]\ncos [copyright] colors [] [] [100] size [100] pos [] [] [90] front? [] show [rt]\n\ndefine set pen (size) size (color) color (bright) bright (transportancy) transportancy (saturation) saturation\nset pen size to (size)\nchange pen (color v) by (color)\nset pen (brightness v) to (bright)\nset pen (transparency v) to (transportancy)\nset pen (saturation v) to (saturation)\n\ndefine objects\npen up\nmemo [line]\nset [i v] to [0]\nrepeat ((length of [line v]) / (9))\n if <(item (3) of [gv v]) > (item ((i) + (6)) of [line v])> then\n pen up\n replace item ((i) + (1)) of [line v] with ((item ((i) + (1)) of [line v]) + (((item ((i) + (3)) of [line v]) - (item ((i) + (1)) of [line v])) / (item ((i) + (5)) of [line v])))\n replace item ((i) + (2)) of [line v] with ((item ((i) + (2)) of [line v]) + (((item ((i) + (4)) of [line v]) - (item ((i) + (2)) of [line v])) / (item ((i) + (5)) of [line v])))\n replace item ((i) + (9)) of [line v] with ((item ((i) + (9)) of [line v]) + (((0) - (item ((i) + (9)) of [line v])) / (item ((i) + (5)) of [line v])))\n set pen ((item ((i) + (9)) of [line v]) / (2)) size [] color [100] bright (transport) transportancy [0] saturation\n go to (item ((i) + (1)) of [line v]) (item ((i) + (2)) of [line v]) [90] [999999] [all]\n pen down\n pen up\n set pen [1] size [] color [100] bright (transport) transportancy [0] saturation\n go to (item ((i) + (7)) of [line v]) (item ((i) + (8)) of [line v]) [90] [999999] [all]\n pen down\n go to (item ((i) + (1)) of [line v]) (item ((i) + (2)) of [line v]) [90] [999999] [all]\n pen up\n end\n change [i v] by (9)\nend\n\ndefine memo (memo)\n\ndefine add line (x1) (y1) 1 (x2) (y2) 2 (speed) speed (wait) wait\nadd (x1) to [line v]\nadd (y1) to [line v]\nadd (x2) to [line v]\nadd (y2) to [line v]\nadd (speed) to [line v]\nadd (wait) to [line v]\nadd (x1) to [line v]\nadd (y1) to [line v]\nadd [10] to [line v]\n\ndefine intro programs\nchecker\nbg\nobjects\nFX\n\nwhen I receive [\[#1.intro for me by xx_freezer_xx\] v]\nstart sound [Minimalistic Intro for TIG \(dual\) v]\n\nwhen I receive [\[#1.intro for me by xx_freezer_xx\] v]\nrepeat until <(item (3) of [gv v]) > [2.3]>\n change camera [] [] (((70) - (item (9) of [gv v])) / (13)) ((() - (item (11) of [gv v])) / (20))\n if <[1] = (item (31) of [gv v])> then\n stop [this script v]\n end\nend\nrepeat until <(item (3) of [gv v]) > [2.8]>\n change camera [] [] (((10) - (item (9) of [gv v])) / (10)) ((() - (item (11) of [gv v])) / (20))\n if <[1] = (item (31) of [gv v])> then\n stop [this script v]\n end\nend\nrepeat until <(item (3) of [gv v]) > [4.5]>\n change camera [] [] (((100) - (item (9) of [gv v])) / (10)) ((() - (item (11) of [gv v])) / (20))\n if <(transport) < [105]> then\n change [transport v] by (5)\n end\n if <[1] = (item (31) of [gv v])> then\n stop [this script v]\n end\nend\ndelete all of [line v]\nset [transport v] to [100]\nset [p1 v] to [1]\nrepeat until <(item (3) of [gv v]) > [6]>\n change [p1 v] by ((p1) / (3))\n change [transport v] by (-5)\n change [size] by (p1) [gv]\n if <[1] = (item (31) of [gv v])> then\n stop [this script v]\n end\nend\nif <[0] = (item (31) of [gv v])> then\n [finish?] = [1] [gv]\n broadcast (\[intro\]\[#1\]end intro v)\nend\n\ngo to [100] [] [90] [] [all]\n\ndefine FX\nif <(item (3) of [gv v]) > [2.8]> then\n cos [logo] colors [] [] (((transport) * (-1)) + (100)) size [100] pos [] [] [90] front? [] show [45]\n go to [] [] [90] [100] [logo]\n stamp\nend\n\ndefine bg\ngo to x: (0) y: (0)\nset pen [99999999999] size [] color [-100] bright ((((transport) * (-1)) + (100)) * <(item (3) of [gv v]) > [4]>) transportancy [] saturation\npen down\npen up\ngo to x: (0) y: (0)\ncos [copyright] colors [] [-50] ((((transport) * (-1)) + (100)) * <(item (3) of [gv v]) > [4]>) size [100] pos [] [] [90] front? [] show [45]\nstamp\n\n@image20\n\nwhen flag clicked\nhide\n\nwhen I receive [setup2 v]\nerase all\nshow\n\n
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みんな大好きプラットフォーマー Ver1.3
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nbroadcast (Game - start v)\nforever\n play sound [Short60_ゆったりDIY_01 v] until done\nend\n\nwhen I receive [result v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [game - start v]\nset [result? v] to [0]\nset [my time v] to [0]\nrepeat until <(Result?) = [1]>\n wait (0.95) seconds\n change [my time v] by (1)\nend\n\nwhen I receive [result v]\n\n@Stage\n\nwhen I receive [game - start v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\n@Player\n\nwhen I receive [game - start v]\ngo to x: (-210) y: (-113)\nset rotation style [left-right v]\nshow\npoint in direction (90)\nset [player y v] to [0]\nset [player x v] to [0]\nforever\n if <(l l) = [1]> then\n wait until <not <(l l) = [1]>>\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [100]> and <mouse down?>>> then\n change [player x v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < [-100]> and <mouse down?>>> then\n change [player x v] by (-1)\n point in direction (-90)\n end\n set [player x v] to ((Player x) * (0.9))\n change x by (Player x)\n if <<<touching (stage v)?> or <touching (trap4 v)?>> or <<touching (trap6 v)?> or <touching (trap8 v)?>>> then\n change x by ((Player x) * (-1))\n set [player x v] to [0]\n end\n change [player y v] by (-1)\n change y by (Player y)\n if <<<touching (stage v)?> or <touching (trap4 v)?>> or <<touching (trap6 v)?> or <touching (trap8 v)?>>> then\n change y by ((Player y) * (-1))\n set [player y v] to [0]\n end\n if <<<touching (stage v)?> or <touching (trap4 v)?>> or <<touching (trap6 v)?> or <touching (trap8 v)?>>> then\n めり込み防止\n end\n change y by (-1)\n if <<<touching (stage v)?> or <touching (trap4 v)?>> or <<touching (trap6 v)?> or <touching (trap8 v)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [100]> and <mouse down?>>> then\n start sound [Jump v]\n set [player y v] to [13]\n end\n end\n change y by (1)\n if <<touching color (#ff6666)?> or <touching color (#ff7373)?>> then\n broadcast (Reset - effect v)\n start sound [打撃1 v]\n hide\n wait (0.5) seconds\n show\n broadcast (Game - reset v)\n end\n if <touching (trap - goal v)?> then\n start sound [グロッケングリッサンド3 v]\n set [l l v] to [1]\n broadcast (Result v)\n end\nend\n\nwhen I receive [game - reset v]\nchange [☁ orange death count v] by (1)\ngo to x: (-210) y: (-110)\npoint in direction (90)\nset [player y v] to [0]\nset [player x v] to [0]\n\ndefine めり込み防止\nrepeat until <not <<<touching (stage v)?> or <touching (trap4 v)?>> or <touching (trap6 v)?>>>\n change y by (1)\nend\nchange y by (1)\nset [player y v] to [0]\n\nwhen I receive [warp! v]\nset x to (220)\nset [player x v] to [0]\nset [player y v] to [0]\n\n@顔\n\nwhen I receive [game - start v]\ngo to [front v] layer\nset rotation style [left-right v]\nforever\n go to (player v)\nend\n\nwhen I receive [reset - effect v]\nhide\nwait (0.5) seconds\nshow\n\n@Particle\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (-180)\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to ((130) - (size))\ngo to [back v] layer\nrepeat until <(y position) > [100]>\n change y by ((size) / (20))\n change [ghost v] effect by (2)\nend\ndelete this clone\n\n@Trap1\n\nwhen I receive [game - start v]\ngo to [back v] layer\n動作\n\nwhen I receive [game - reset v]\nstop [other scripts in sprite v]\n動作\n\ndefine 動作\ngo to x: (-150) y: (-180)\npoint in direction (90)\nwait (0) seconds\nwait until <([x position v] of [player v]) > [-180]>\nrepeat (20)\n change y by (((-115) - (y position)) / (4))\nend\nwait until <<(Player x) > [6]> and <([y position v] of [player v]) < [-100]>>\nrepeat until <(x position) > [70]>\n set x to (([x position v] of [player v]) + (38))\nend\nwait until <([x position v] of [player v]) > [175]>\nrepeat (50)\n change x by (((180) - (x position)) / (4))\n turn right (((180) - (direction)) / (4)) degrees\nend\n\n@Trap2\n\nwhen I receive [game - start v]\ngo to [back v] layer\n動作\n\nwhen I receive [game - reset v]\nstop [other scripts in sprite v]\n動作\n\ndefine 動作\nswitch costume to (1 v)\ngo to x: (-120) y: (210)\npoint in direction (90)\nwait (0) seconds\nwait until <(Player y) > [1]>\nrepeat (20)\n change y by (((-50) - (y position)) / (4))\nend\nwait until <(stop!) = [1]>\nrepeat (45)\n turn right (2) degrees\nend\nwait until <(x position) > [-163]>\n\n@Effect\n\nwhen I receive [reset - effect v]\ngo to (player v)\nEffect\n\ndefine Effect\nrepeat (18)\n create clone of (_myself_ v)\n turn right (20) degrees\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (100) %\nshow\nset [speed v] to (pick random (5) to (30))\nrepeat until <(size) < [20]>\n move (Speed) steps\n change size by (-5)\n change [speed v] by (((0) - (Speed)) / (4))\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [result v]\ngo to (player v)\nEffect\n\n@Flash\n\nwhen I receive [game - start v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [reset - effect v]\ngo to [front v] layer\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Trap3\n\nwhen I receive [game - start v]\ngo to [back v] layer\n動作\n\nwhen I receive [game - reset v]\nstop [other scripts in sprite v]\n動作\n\ndefine 動作\ngo to x: (270) y: (10)\npoint in direction (90)\nwait (0) seconds\nwait until <([x position v] of [player v]) > [175]>\nrepeat until <(round (x position)) = [220]>\n change x by (((220) - (x position)) / (4))\nend\nset [天井作ってok? v] to [1]\nrepeat until <<(x position) < [-215]> or <(stop!) = [1]>>\n change x by (-1)\nend\nwait until <<([y position v] of [player v]) > [100]> and <([x position v] of [player v]) > [-160]>>\nrepeat (90)\n turn right (1) degrees\nend\n\n@Trap4\n\nwhen I receive [game - start v]\ngo to [back v] layer\n動作\n\nwhen I receive [game - reset v]\nstop [other scripts in sprite v]\n動作\n\ndefine 動作\nset [天井作ってok? v] to [0]\ngo to x: (0) y: (10)\npoint in direction (90)\nhide\nwait (0) seconds\nwait until <<<([x position v] of [player v]) < [0]> and <(Player y) > [1]>> and <(天井作ってOk?) = [1]>>\nshow\nwait until <(stop!) = [1]>\nhide\n\n@Trap5\n\nwhen I receive [game - start v]\nset [stop! v] to [0]\nset [player up! v] to [0]\ngo to [back v] layer\n動作\n\nwhen I receive [game - reset v]\nset [stop! v] to [0]\nset [player up! v] to [0]\nstop [other scripts in sprite v]\n動作\n\ndefine 動作\nswitch costume to (1 v)\ngo to x: (0) y: (-30)\npoint in direction (90)\nwait (0) seconds\nwait until <<<([x position v] of [player v]) < [0]> and <(Player y) > [1]>> and <(天井作ってOk?) = [1]>>\nwait until <not <(Player y) > [1]>>\nwait until <<([x position v] of [player v]) < [0]> and <(Player y) > [1]>>\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\nend\nwait until <touching (player v)?>\nswitch costume to (2 v)\nset [stop! v] to [1]\nwait (1) seconds\nswitch costume to (3 v)\nwait until <<([x position v] of [player v]) < [-200]> and <(Player y) < [-5]>>\nrepeat (30)\n change y by (((-35) - (y position)) / (4))\nend\nset [player up! v] to [1]\n\n@Trap6\n\nwhen I receive [game - start v]\ngo to [back v] layer\n動作\n\nwhen I receive [game - reset v]\nstop [other scripts in sprite v]\n動作\n\ndefine 動作\nswitch costume to (1 v)\ngo to x: (0) y: (-30)\npoint in direction (90)\nwait (0) seconds\nwait until <(Player up!) = [1]>\nrepeat (250)\n change y by (1)\nend\n\n@Trap7\n\nwhen I receive [game - start v]\ngo to [back v] layer\n動作\n\nwhen I receive [game - reset v]\nstop [other scripts in sprite v]\n動作\n\ndefine 動作\ngo to x: (-130) y: (220)\npoint in direction (90)\nwait (0) seconds\nwait until <<([y position v] of [player v]) > [100]> and <([x position v] of [player v]) > [-175]>>\nrepeat (200)\n change y by (-20)\n turn right (10) degrees\nend\n\n@Trap - goal\n\nwhen I receive [game - start v]\ngo to [back v] layer\n動作\n\nwhen I receive [game - reset v]\nstop [other scripts in sprite v]\n動作\n\ndefine 動作\ngo to x: (260) y: (115)\npoint in direction (90)\nwait (0) seconds\nwait until <<([y position v] of [player v]) > [100]> and <([x position v] of [player v]) > [-150]>>\nwait (3) seconds\nrepeat (50)\n change x by (((180) - (x position)) / (4))\nend\n\n@Trap8\n\nwhen I receive [game - start v]\ngo to [back v] layer\n動作\n\nwhen I receive [game - reset v]\nstop [other scripts in sprite v]\n動作\n\ndefine 動作\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nwait (0) seconds\nwait until <<([y position v] of [player v]) > [100]> and <([x position v] of [player v]) > [-165]>>\nshow\nwait until <<([y position v] of [player v]) > [100]> and <([x position v] of [player v]) > [30]>>\nswitch costume to (2 v)\n\n@opening\n\nwhen flag clicked\nset [l l v] to [1]\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <mouse down?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [l l v] to [0]\n\n@Trap9\n\nwhen I receive [game - start v]\ngo to [back v] layer\n動作\n\nwhen I receive [game - reset v]\nstop [other scripts in sprite v]\n動作\n\ndefine 動作\ngo to x: (0) y: (210)\npoint in direction (90)\nwait (0) seconds\nwait until <<([y position v] of [player v]) > [100]> and <(Player y) > [1]>>\nrepeat (20)\n change y by (((180) - (y position)) / (4))\nend\n\n@Trap10\n\nwhen I receive [game - start v]\ngo to [back v] layer\n動作\n\nwhen I receive [game - reset v]\nstop [other scripts in sprite v]\n動作\n\ndefine 動作\ngo to x: (0) y: (0)\npoint in direction (90)\nset [ghost v] effect to (100)\nwait until <<touching (player v)?> and <(round ([x position v] of [trap - goal v])) = [180]>>\nbroadcast (Warp! v)\n\n@Result\n\nwhen flag clicked\nhide\n\nwhen I receive [result v]\nwait (1) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@数字表示\n\ndefine 書く:テキスト (テキスト) x (x) y (y) 大きさ (大きさ) 色 (色) 明るさ (明るさ) 透明度 (透明度) テキスト登場効果 (0~5)\nhide\ngo to [front v] layer\nset [count v] to [1]\nset [テキスト登場効果 v] to (0~5)\nset [color v] effect to (色)\nset [brightness v] effect to (明るさ)\nset [ghost v] effect to (透明度)\nset size to (大きさ) %\ngo to x: (x) y: (y)\nset [size v] to (size)\nset [移動先x v] to (x position)\nrepeat (length of (テキスト))\n switch costume to (letter (Count) of (テキスト))\n create clone of (_myself_ v)\n change x by ((大きさ) / (7.3))\n set [移動先x v] to (x position)\n change [count v] by (1)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <not <(テキスト登場効果) = [0]>> then\n if <(テキスト登場効果) = [1]> then\n set [ghost v] effect to (100)\n wait ((Count) / (20)) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(テキスト登場効果) = [2]> then\n hide\n wait ((Count) / (20)) seconds\n show\n point in direction (-75)\n set size to (0) %\n repeat (50)\n turn right (((90) - (direction)) / (4)) degrees\n change size by (((Size) - (size)) / (4))\n end\n end\n if <(テキスト登場効果) = [3]> then\n set x to (250)\n set [ghost v] effect to (100)\n wait ((Count) / (10)) seconds\n repeat (50)\n change x by (((移動先x) - (x position)) / (6))\n change [ghost v] effect by (-5)\n end\n end\n if <(テキスト登場効果) = [4]> then\n set size to (542) %\n set [ghost v] effect to (100)\n wait ((Count) / (40)) seconds\n repeat (50)\n change size by (((Size) - (size)) / (4))\n change [ghost v] effect by (-10)\n end\n end\n if <(テキスト登場効果) = [5]> then\n hide\n wait ((Count) / (20)) seconds\n show\n end\nend\n\nwhen I receive [数字clone削除 v]\ndelete this clone\n\nwhen I receive [result v]\nデータ処理\nwait (1) seconds\n書く:テキスト (My time) x [35] y [32] 大きさ [110] 色 [0] 明るさ [100] 透明度 [0] テキスト登場効果 [3]\nwait (0.2) seconds\n書く:テキスト (☁ World record) x [35] y [-13] 大きさ [110] 色 [0] 明るさ [100] 透明度 [0] テキスト登場効果 [3]\nwait (0.2) seconds\n書く:テキスト (☁ Orange death count) x [35] y [-62] 大きさ [110] 色 [0] 明るさ [100] 透明度 [0] テキスト登場効果 [3]\nwait (0.2) seconds\n書く:テキスト (☁ Clear count) x [35] y [-110] 大きさ [110] 色 [0] 明るさ [100] 透明度 [0] テキスト登場効果 [3]\n\nwhen flag clicked\nhide\n\ndefine データ処理\nset [result? v] to [1]\nchange [☁ clear count v] by (1)\nif <(☁ World record) > (My time)> then\n set [☁ world record v] to ((My time) + (1))\nend\n\nwhen I receive [開く v]\n書く:テキスト (☁ World record) x [35] y [-50] 大きさ [85] 色 [0] 明るさ [100] 透明度 [0] テキスト登場効果 [3]\nwait (0.2) seconds\n書く:テキスト (☁ Orange death count) x [35] y [-92] 大きさ [85] 色 [0] 明るさ [100] 透明度 [0] テキスト登場効果 [3]\nwait (0.2) seconds\n書く:テキスト (☁ Clear count) x [35] y [-133] 大きさ [85] 色 [0] 明るさ [100] 透明度 [0] テキスト登場効果 [3]\n\n@記録表示\n\nwhen flag clicked\nhide\nwait until <mouse down?>\ngo to [front v] layer\ngo to x: (0) y: (-185)\nshow\nrepeat until <(Result?) = [1]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(round (y position)) = [-185]> then\n set [l l v] to [1]\n broadcast (開く v)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n else\n set [l l v] to [0]\n broadcast (数字clone削除 v)\n repeat until <(round (y position)) = [-180]>\n change y by (((-185) - (y position)) / (4))\n end\n end\n end\nend\nrepeat (20)\n change y by (((-210) - (y position)) / (4))\nend\nhide\n\n@サムネイル\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to [front v] layer\n\n
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\n\n\\ みんな大好きプラットフォーマー \\\n Everyone's Favorite \n\n難易度 / Difficulty ★★★★★\n\n 現在クラウド変数が正常に動作していません\n Cloud variables are not working properly at this time \n\n⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ \n説明を最後まで読まないと損します\nIf you don't read the description all the way through, you're missing out. \n⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ ⚠ \n\n\n(日本語の説明は下に記載)\n\n- English - \n\n\n|| Overview\nControl Orange-kun and take him to the goal. If you hit the needle, the game is over.\nCan you clear the game?\nOnly one stage.\n\nThere are URLs for hints and explanatory videos at the bottom.\nPlease do not ever give spoilers in the comments section or elsewhere. If we receive such comments, we will delete them immediately.\n\n\n|| How to operate\n\n▸ PC\n Go right - Right arrow key or D key\n Go Left - Left arrow key or A key\n Jump - Up arrow key or W key\n\n▸ Mobile\n Go right - Tap right\n Go Left - Tap Left\n Jump - Tap the top\n\n\n|| Explanation of the play screen\nClick the lower right button to see the world record of time to clear the game, the total number of times "Orange-kun" has died worldwide, and the total number of times the game has been cleared worldwide.\nYou can hide them by clicking again.\n\n\n|| Explanation of the results\nThe top one is your time to clear, the second from the top is the shortest time to clear, the third from the top is the total number of times "Mr. Orange" has died in the whole world, and the bottom one is the total number of times he has cleared in the whole world.\n\n\n|| Credit\n\n▸ Music \n ゆったり DIY\n https://www.springin.org/sound-stock/\n\n▸ Fonts used in this work\n Arial (used for the story)\n M PLUS Rounded 1c (used for thumbnails)\n\n▸ Reference\n @Crystal-25\n\n\n|| Video with hints and instructions on how to clear the site\n\n▸ Hints\n ・Needle! It looks strong but it's actually a coward...?\n ・It may change its appearance, but its function is the same...?\n ・Don't get caught up in the common wisdom of going to the right\n ・If you have the courage, you can open the way\n ・Once again...\n\n▸ Explanatory video on how to clear\n https://www.youtube.com/watch?v=H8EsgHqgH3Y\n\n\n\n\n- 日本語 - \n\n\n|| 概要\nオレンジ君を操ってゴールまで連れて行ってください。針に当たるとゲームオーバーです。\nあなたはクリアできるかな?\nステージは1つしかありません。\n\n一番下にヒント、解説動画のURLがあります。\n絶対にコメント欄などでネタバレはしないでください。そのようなコメントがあった場合すぐに削除させていただきます。\n\n\n|| 操作方法\n\n▸ PC\n 右に進む ー 右向き矢印キー or Dキー\n 左に進む ー 左向き矢印キー or Aキー\n ジャンプ ー 上向き矢印キー or Wキー\n\n▸ モバイル\n 右に進む ー 右側をタップ\n 左に進む ー 左側をタップ\n ジャンプ ー 上をタップ\n\n\n|| プレイ画面の説明\n右下のボタンを押すとクリアするまでの時間の世界記録、「オレンジ君」の全世界の総死亡回数、全世界の総クリア回数を見ることができます。\nもう一度クリックすることで非表示にできます。\n\n\n|| 結果発表の説明\n1番上が自分のクリアするまでの時間で、上から2番目がクリアするまでの時間の最短記録、上から3番目が「オレンジ君」の全世界の総死亡回数、一番下が全世界の総クリア回数です。\n\n\n|| クレジット / Credit\n\n▸ 音楽 / Music \n ゆったりDIY\n https://www.springin.org/sound-stock/\n\n▸ この作品で使用しているフォント\n Arial(ストリーに使用)\n M PLUS Rounded 1c(サムネイルに使用)\n\n▸ 参考\n @Crystal-25\n\n\n|| ヒントとクリア方法の解説動画\n\n▸ ヒント\n ・針だ!強そうに見えるけど実は臆病者...?\n ・姿が変わっても機能は同じ...?\n ・右に行くという常識にとらわれるな。\n ・勇気があれば、道は開ける。\n ・もう一度...\n\n▸ クリア方法の解説動画\n https://www.youtube.com/watch?v=H8EsgHqgH3Y\n \n\n\n|| 更新履歴\n\n Ver1.1 右下のボタンを押したときにプロジェクト\n を一時停止するプログラムを追加\n\n Ver1.2 右下のボタンをストーリーを閉じてから表\n 示するように変更\n\n Ver1.3 Playerをy座標-113からスタートするように\n 変更\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Platformer #nanakusa03 #trap #VeryDifficult\n#Orange #game #激ムズ #みんな大好き\n#プラットフォーマー #オレンジ #ゲーム #トラップ #罠 #ななくさ\n
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[#26]Nyan2022 Platformer! ฅ(^・ω・^)
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@Stage\n\nwhen flag clicked\nbroadcast (INTRO v)\n\nwhen I receive [スタート v]\nchange [pitch v] effect by (20)\nforever\n play sound [Nyan Cat v] until done\nend\n\n@ネクスト\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nset [操作判定 v] to [1]\ngo to [front v] layer\ngo to x: (-400) y: (0)\nshow\nglide (0.5) secs to x: (0) y: (0)\nbroadcast (NEXTステージ v)\nwait (0.5) seconds\nglide (0.5) secs to x: (400) y: (0)\nset [操作判定 v] to [0]\nhide\n\n@player\n\nwhen I receive [nextステージ v]\nswitch costume to (1 v)\ngo to x: (-180) y: (30)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [スタート v]\nwait (0.02) seconds\nswitch costume to (1 v)\nshow\ngo to [front v] layer\ngo to x: (-180) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n 動作\nend\n\nwhen flag clicked\nhide\n\ndefine 動作\nif <(操作判定) = [0]> then\n go to [front v] layer\n set [マグマ v] to [0]\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (2 v)\n change [x v] by (1)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (3 v)\n change [x v] by (-1)\n else\n switch costume to (1 v)\n end\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#3500ff)?> then\n set [y v] to [20]\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n set [マグマ v] to [1]\n end\n if <<touching color (#00ff1e)?> or <<touching color (#00b315)?> or <<touching color (#ff9d00)?> or <touching color (#ffffff)?>>>> then\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [High Whoosh v]\n if <(X) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#3500ff)?> then\n set [y v] to [20]\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n set [マグマ v] to [1]\n end\n if <<touching color (#00ff1e)?> or <<<touching color (#ff9d00)?> or <touching color (#00b315)?>> or <touching color (#ffffff)?>>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<touching color (#00ff1e)?> or <<touching color (#ffffff)?> or <touching color (#ff9d00)?>>> and <key (up arrow v) pressed?>> or <<<<touching color (#00ff1e)?> or <<touching color (#ffffff)?> or <touching color (#ff9d00)?>>> and <key (w v) pressed?>> or <<<touching color (#00ff1e)?> or <<touching color (#ffffff)?> or <touching color (#ff9d00)?>>> and <<mouse down?> and <(mouse y) > (y position)>>>>> then\n start sound [High Whoosh v]\n set [y v] to [13]\n end\n change y by (1)\n if <<(マグマ) = [1]> or <(y position) < [-160]>> then\n 再挑戦\n end\n if <(x position) > [230]> then\n broadcast (NEXT v)\n start sound [Magic Spell v]\n end\nend\n\ndefine 再挑戦\nswitch costume to (1 v)\nstart sound [Oops v]\ngo to x: (-180) y: (30)\nset [x v] to [0]\nset [y v] to [0]\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0.02) seconds\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [nextステージ v]\nnext costume\n\n@サムネ2\n\nwhen flag clicked\nhide\n\nwhen I receive [タイトル v]\nswitch costume to (コスチューム2 v)\nshow\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nhide\nbroadcast (スタート v)\n\n@HOKKAIDO_MENMA intro\n\nwhen I start as a clone\nif <(変数) = [1]> then\n set [ghost v] effect to (100)\n show\n wait until <(timer) > [2]>\n go to [back v] layer\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait until <(timer) > [10.5]>\n delete this clone\nelse\n if <(変数) = [2]> then\n go to x: (0) y: (-70)\n wait until <(timer) > [3.3]>\n go to [front v] layer\n show\n point in direction (90)\n set [m v] to [0]\n set size to (0) %\n repeat (46)\n set [m v] to (((m) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (m)\n end\n repeat (145)\n set x to ((([sin v] of (((timer) - (1)) * (100)) ) * (6)) + (0))\n point in direction ((([sin v] of (((timer) - (1)) * (1000)) ) * (4)) + (90))\n end\n point in direction (90)\n wait until <(timer) > [10.5]>\n delete this clone\n else\n if <(変数) = [3]> then\n go to x: (0) y: (60)\n wait until <(timer) > [3.3]>\n go to [front v] layer\n show\n point in direction (90)\n set [m v] to [0]\n set size to (0) %\n repeat (46)\n set [m v] to (((m) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (m)\n end\n repeat (3)\n set [m v] to [0]\n set size to (130) %\n point in direction (-90)\n repeat (46)\n set [m v] to (((m) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (m) degrees\n end\n end\n wait until <(timer) > [10.5]>\n delete this clone\n else\n if <(変数) = [4]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (10)\n wait until <(timer) > [3.3]>\n show\n repeat until <(timer) > [10.5]>\n set x to ((([sin v] of (((timer) - (1)) * (100)) ) * (6)) + (0))\n point in direction ((([sin v] of (((timer) - (1)) * (1000)) ) * (4)) + (90))\n end\n delete this clone\n else\n if <(変数) = [5]> then\n go to x: (0) y: (-300)\n wait until <(timer) > [10]>\n go to [front v] layer\n show\n glide (0.4) secs to x: (0) y: (0)\n wait (0.1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n delete this clone\n else\n if <(変数) = [6]> then\n go to x: (0) y: (300)\n wait until <(timer) > [10]>\n go to [front v] layer\n show\n glide (0.4) secs to x: (0) y: (0)\n wait (0.1) seconds\n broadcast (タイトル v)\n glide (0.4) secs to x: (0) y: (-300)\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [スタンバイok v]\nplay sound [TheFatRat - Monody v] until done\n\nwhen I receive [スタンバイok v]\nclear graphic effects\nhide\nswitch costume to (背景 v)\nset [変数 v] to [0]\nreset timer\nrepeat (6)\n change [変数 v] by (1)\n create clone of (_myself_ v)\n next costume\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to x: (0) y: (0)\nstart sound [StartUpSound v]\nrepeat (2)\n switch costume to (コスチューム4 v)\n wait (1) seconds\n switch costume to (コスチューム1 v)\n wait (1) seconds\n switch costume to (コスチューム2 v)\n wait (1) seconds\n switch costume to (コスチューム3 v)\n wait (1) seconds\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (daxa v)\n\n@スプライト2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [daxa v]\nrest for (1.25) beats\nset instrument to (4 v)\nplay note (83) for (0.25) beats\nplay note (79) for (0.25) beats\n\nwhen I receive [daxa v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\nwait (1) seconds\nbroadcast (スタンバイok v)\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\ngo to [back v] layer\nshow\ngo to x: (217) y: (160)\nset size to (100) %\nreset timer\ngo to [back v] layer\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\nbroadcast (タイトルが〜めん v)\n\n
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⚠︎注意⚠︎ 謎に長い前置きがありますがご容赦ください。\n【操作方法/Operation Method】\n・右移動/Right move:右矢印キー/Right arrow key\n・左移動/Left move :左矢印キー/Left arrow key\n・ジャンプ/Jump :上矢印キー/Up arrow key\nฅ(^・ω・^)ニャ?ワン! Meow? Woof!!\n@kojinaetan様 @d51gogo様 @TOUFU210様
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Volcano! A multiplayer scrolling platformer
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@Stage\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Be careful!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thanks.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n 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 [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nset [connect v] to [Connecting]\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n 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 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 Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-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 [sx v] by (1.7)\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) + (15))>>> then\n if <(in air) < [3]> then\n set [sy v] to [12]\n end\nend\nif <touching (lava v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n change [y v] by (2)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < ((y position) - (15))>>> then\n change [y v] by (-2)\n end\n if <(water tick) > [0]> then\n change [sy v] by (-0.9)\n else\n change [sy v] by (0.9)\n end\n if <(water tick) > [15]> then\n set [water tick v] to [-15]\n end\n change [water tick v] by (0.0000001)\nelse\n change [sy v] by (-1.3)\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\nif <(SCROLL X) > [12075]> then\n set [scroll x v] to [12075]\nend\nPosition\nif <(y) < [-179]> then\n set [exit v] to [die]\nend\nif <<<<<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) + (20))>>>> then\n set [timeout v] to [2000]\nelse\n change [timeout v] by (-1)\nend\nif <key (r v) pressed?> then\n set [exit v] to [restart]\nend\nif <(Timeout) < [1]> then\n if <not <(username) = [JC_ProGold]>> then\n broadcast (timeout v)\n hide\n end\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers v)?>>> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <<touching (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers v)?>>>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <<touching (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers v)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> 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 (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers 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 (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers 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\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <touching (spikes v)?> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nwait (1) seconds\nbroadcast (win v)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (up right v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (up left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n switch costume to (up v)\n else\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 <(mouse x) < (x position)>>> then\n switch costume to (left v)\n else\n switch costume to (front v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [2590]\n set [y v] to [70]\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 [3380]\n set [y v] to [70]\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 [6490]\n set [y v] to [65]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [4]> then\n set [x v] to [9695]\n set [y v] to [320]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [water tick v] to [-7]\nset [in air v] to [10]\nset [timeout v] to [1000]\nset [exit v] to []\nset size to (120) %\nshow\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\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\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\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 think []\n set [ghost v] effect to (0)\n go to [front v] layer\n if on edge, bounce\n set rotation style [all around v]\n switch costume to (arrow v)\n point towards (player v)\nelse\n set [ghost v] effect to (10)\n set rotation style [don't rotate v]\n think (value)\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 [decode chat v]\nDecode chat (value)\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\nwhen I receive [setup opponents v]\nsetup players\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\n@Level\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [0]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [0] [360]\nClone at [480] [-720]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [0] [360]\nClone at [0] [360]\nClone at [480] [-720]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen [b v] key pressed\ngo to x: (0) y: (0)\nshow\n\n@Spikes\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [0]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [0] [360]\nClone at [480] [-720]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [0] [360]\nClone at [0] [360]\nClone at [480] [-720]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen [b v] key pressed\ngo to x: (0) y: (0)\nshow\n\n@Words\n\nwhen I receive [play game v]\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nswitch costume to (1 v)\nif <((1) + (1)) = [2]> then\n Clone at [-110] [70]\n Clone at [2720] [-45]\n Clone at [2920] [900]\n Clone at [5000] [330]\n Clone at [5655] [140]\n Clone at [7625] [155]\n Clone at [9060] [380]\n Clone at [10570] [-90]\nend\nset [x v] to [-99999]\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@Checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [name v]) = [Closed]> then\n if <touching (player v)?> then\n start sound [Ding Sound Effect v]\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [2590] [25]\nClone at [3380] [25]\nClone at [6490] [20]\nClone at [9695] [275]\nset [x v] to [-99999]\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen [c v] key pressed\nhide variable [mouse v]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at [10675] [310]\nswitch costume to (exit v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\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)\n\n@Connectecd\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (130) y: (130)\nshow\ngo to [front v] layer\nforever\n wait (3) 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 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\n@Background\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(time of day) = [day]> then\n switch costume to (day hills v)\n else\n switch costume to ( hills v)\n end\nend\n\nwhen I receive [tick v]\nGo to (((((Movement ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to [back v] layer\nset [movement id v] to [0]\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\n\nwhen I receive [day v]\nrepeat (1)\n delete this clone\nend\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\n\nwhen I receive [night v]\nrepeat (1)\n delete this clone\nend\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\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 go to [front v] layer\n repeat (10)\n set size to ((size) + (((80) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n go to [front v] layer\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\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\ngo to x: (-160) y: (65)\nshow\nset [ghost v] effect to (100)\n\n@Win Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nset [ghost v] effect to (100)\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)\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (tn v)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Lava\n\nwhen I receive [green flag v]\nset [swing amount v] to [19]\nset [swing amount v] to ((round ((swing amount) / (2))) * (2))\nset [water tick v] to [-12]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nhide\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(water tick) > [0]> then\n change [sy v] by (0.7)\nelse\n change [sy v] by (-0.7)\nend\nif <(water tick) > ((swing amount) - (1))> then\n set [water tick v] to ((swing amount) * (-1))\nend\nchange [water tick v] by (1)\nchange y by (sy)\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
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*Computer controls:\n Use arrow keys or wasd keys to move.\n* Mobile control:\n Drag to the direction you want to go\n OR\n Tap to move in the direction you want.\n-------------------------------------------------------------------------\n* Do not touch the spikes\n* You can float in the lava\n* But you cannot touch the bottom\n-------------------------------------------------------------------------\n
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Sky: A Scrolling Platformer (Not-Generic)
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@Stage\n\n@B L A N K\n\n@Player\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Platformer engine\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [1]>>>> then\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [1]>>>> then\n change [x v] by (-1)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\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 y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > [-40]>>>>> then\n set [y v] to [12]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y)\nif <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > [40]>>>>>> then\n set [y v] to [12]\n start sound [Jump v]\nend\nchange y by (1)\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <touching color (#ff007e)?> then\n change [level v] by (1)\n set [scrollx v] to [695]\n set [scrolly v] to [-100]\nend\nif <(ScrollY) > [700]> then\n set [scrollx v] to [695]\n set [scrolly v] to [-100]\nend\nif <<(ScrollY) > [650]> and <(Level) > [2]>> then\n change [level v] by (-1)\nend\n\nwhen flag clicked\nset [level: v] to [1]\nforever\n if <(Level) = [2]> then\n set [level: v] to [1]\n end\n if <(Level) = [3]> then\n set [level: v] to [2]\n end\n if <(Level) = [4]> then\n set [level: v] to [3]\n end\n if <(Level) = [5]> then\n set [level: v] to [4]\n end\n if <(Level) = [6]> then\n set [level: v] to [5]\n broadcast (fix v)\n if <(Level) = [7]> then\n set [level: v] to [6]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [1]>>>> then\n switch costume to (right v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [1]>>>> then\n switch costume to (left v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > [40]>>>>> then\n switch costume to (up v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > [40]>>>>> and <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [1]>>>>> then\n switch costume to (up right v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > [40]>>>>> and <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [1]>>>>> then\n switch costume to (up left v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<key (w v) pressed?> or <<key (left arrow v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > [40]>>>>> and <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [1]>>>>> or <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > [40]>>>>> and <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [1]>>>>> or <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > [40]>>>>> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [1]>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [1]>>>>>>>> then\nend\n\nwhen I receive [message1 v]\nshow\nforever\n Platformer engine\nend\n\nwait (1) seconds\n\nwhen flag clicked\nset [lava v] to [0]\nforever\n if <<(Level:) = [5]> and <touching color (#ff6300)?>> then\n broadcast (lava \(lvl 5\) v)\n set [lava v] to [1]\n else\n set [lava v] to [0]\n end\nend\n\nset [scrollx v] to [695]\nset [scrolly v] to [-100]\n\nwhen I receive [fix v]\nforever\n if <(Level:) = [5]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nset [sped fix v] to [0]\nforever\n if <<(Level:) = [5]> and <touching color (#ff007e)?>> then\n set [sped fix v] to [1]\n end\nend\n\n@Platform\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen flag clicked\nswitch costume to (costume v)\nset size to (200) %\nswitch costume to (costume1 v)\nset [scrollx v] to [695]\nset [scrolly v] to [-100]\nset [level v] to [2]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen flag clicked\nset [level v] to [2]\nforever\n switch costume to (Level)\nend\n\nset [level v] to [5]\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen I receive [lava \(lvl 5\) v]\nset [scrollx v] to [695]\nset [scrolly v] to [-100]\n\n@Start Screen\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n glide (1.5) secs to x: () y: (-20)\n glide (1.5) secs to x: () y: (-10)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) < [5]> then\n switch costume to (costume1 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (message1 v)\n set [no more sped v] to [1]\n hide\n end\nend\n\nwhen I receive [message1 v]\nhide\nstop [other scripts in sprite v]\nforever\n if <<(Level) = [7]> and <(No more sped) = [1]>> then\n set [level v] to [2]\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n glide (1.5) secs to x: () y: (-20)\n glide (1.5) secs to x: () y: (-10)\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(No more sped) = [0]> then\n broadcast (Speedrun v)\n show variable [☁ wr time v]\n show variable [time: v]\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide variable [☁ wr time v]\nhide variable [time: v]\nset [time: v] to [0]\nhide variable [☁ wr holder: v]\nhide variable [wr player: v]\nset [☁ incomplete v] to [0]\n\nwhen flag clicked\nhide variable [level: v]\n\nwhen I receive [message1 v]\nshow variable [level: v]\nhide\n\nwhen I receive [speedrun v]\nforever\n if <<(Level:) = [5]> and <(sped fix) = [1]>> then\n Speedrun\n else\n wait (.001) seconds\n change [time: v] by (0.067)\n end\nend\n\ndefine Speedrun\nbroadcast (Wr v)\nwait (.3) seconds\nstop [all v]\n\nwhen I receive [speedrun v]\nshow variable [☁ wr time v]\nbroadcast (message1 v)\n\nwhen I receive [wr v]\nforever\n if <(☁ WR Time) > (Time:)> then\n set [☁ wr time v] to (Time:)\n end\nend\n\ndefine To cloud\nset [☁ wr holder: v] to []\nset [wr player: v] to [Username]\nset [score anchor v] to [1]\nrepeat (length of (WR Player:))\n if <[player v] contains (letter (score anchor) of (WR Player:))?> then\n set [☁ wr holder: v] to (join (☁ Wr holder:) (item # of (letter (score anchor) of (WR Player:)) in [player v]))\n change [score anchor v] by (1)\n else\n change [score anchor v] by (1)\n end\nend\n\ndefine From cloud\nset [wr player: v] to []\nset [score anchor v] to [1]\nrepeat ((length of (☁ Wr holder:)) / (2))\n set [wr player: v] to (join (WR Player:) (item (join (letter (score anchor) of (☁ Wr holder:)) (letter ((score anchor) + (1)) of (☁ Wr holder:))) of [player v]))\n change [score anchor v] by (2)\nend\n\nwhen flag clicked\nset [time: v] to [0]\nset [score anchor v] to [1]\n\nTo cloud\nFrom cloud\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n hide variable [☁ incomplete v]\n glide (1.5) secs to x: () y: (-20)\n glide (1.5) secs to x: () y: (-10)\nend\n\nwhen flag clicked\nset [no more sped v] to [0]\n\nwhen I receive [speedrun v]\nset [☁ incomplete v] to [Incomplete]\n\nset [☁ wr time v] to [40]\n\nwhen flag clicked\nforever\n \nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n set [sign \(not important\) v] to [0]\n if <(sign \(not important\)) = [0]> then\n change [color v] effect by (1.5)\n else\n wait (0.2) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [message1 v]\nhide\nset [sign \(not important\) v] to [1]\n\nwhen I receive [speedrun v]\nhide\nset [sign \(not important\) v] to [1]\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [speedrun v]\nhide\n\n
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Arrow keys or WASD (Space also works)\nMobile is now added\nPlay in fullscreen for better graphics\nIf you die then you get set back a level\nREMIX FOR A SHOUTOUT!!!\nLEVEL 5 IS HERE!!!
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Platformer... but you are in cave! #all #games
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@Stage\n\nwhen flag clicked\nswitch backdrop to (pozadí1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [90-09--999999999 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\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]\nforever\n script\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@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n go to (player v)\n if <(backdrop [number v]) = [10]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n set [ghost v] effect to (80)\n end\nend\n\nset [ghost v] effect to (50)\n\n
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-------------------------------About----------------------------------\nHi everyone :D\nWelcome to my platformer :) This time cave-themed. Btw it's dark in caves...\n\n
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Santa's Retrieval Mission || A platformer #All #Games #Art #Music #Stories #Trending
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@Stage\n\nwhen I receive [start v]\nset volume to (100) %\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Shiveria_ Town - Super Mario Odyssey \[OST\] v] until done\nend\n\nwhen [s v] key pressed\nif <(username) = [dwseoh127]> then\n broadcast (Reset v)\n change [level v] by (1)\nend\n\nwhen I receive [music v]\nforever\n play sound [Shiveria_ Town - Super Mario Odyssey \[OST\] v] until done\nend\n\nwhen I receive [player animation v]\nrepeat (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\n\nwhen I receive [music change!! v]\nstop [other scripts in sprite v]\nforever\n play sound [Slot Machine - Super Mario 3D World \(2\) v] until done\nend\n\n@Player\n\ndefine physics <touch>\nswitch costume to (costume1 v)\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 <key (r v) pressed?> then\n broadcast (Reset v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xv v] by (0.9)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-0.9)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <<touching (platforms v)?> or <<touching (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 <<<key (up arrow v) pressed?> or <mouse down?>> 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 <(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: (-40)\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 if <(boss?) = [1]> then\n change [player health v] by (-1)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n go to x: (-215) y: (-40)\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\nset [boss? v] to [0]\nhide\nhide variable [level v]\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 [-40] to [spawn points v]\nadd [-40] 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)\nreset\n\nwhen I receive [free v]\nstop [other scripts in sprite v]\nwait (.1) seconds\nforever\n physics <>\nend\n\nwhen I receive [start v]\nshow\nshow variable [level v]\nset rotation style [left-right v]\ngo to x: (-215) y: (item (Level) of [spawn points v])\nswitch costume to (costume1 v)\nforever\n physics <>\nend\n\nwhen I receive [player animation v]\nstop [other scripts in sprite v]\npoint in direction (90)\nreset\ngo to x: (-215) y: (-40)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <touching (platforms v)?>\n change [yv v] by (-1)\n change y by (Yv)\nend\nrepeat until <not <touching (platforms v)?>>\n change y by (1)\nend\nrepeat (50)\n change x by (2)\nend\nwait (2) seconds\nrepeat (2)\n point in direction (-90)\n wait (.5) seconds\n point in direction (90)\n wait (.5) seconds\nend\n\nwhen I receive [thud. v]\nset [yv v] to [0]\nrepeat (5)\n change [yv v] by (1)\n change y by (Yv)\nend\nrepeat until <touching (platforms v)?>\n change [yv v] by (-1)\n change y by (Yv)\nend\nrepeat until <not <touching (platforms v)?>>\n change y by (1)\nend\n\nwhen I receive [resume v]\nset [boss? v] to [1]\nforever\n physics <>\nend\n\nwhen I receive [die! v]\nstop [other scripts in sprite v]\nbroadcast (cut music v)\nstart sound [smb_mariodies v]\nswitch costume to (costume2 v)\nset [yv v] to [0]\nrepeat (10)\n change [yv v] by (2)\n change y by (Yv)\nend\nrepeat (20)\n change [yv v] by (-5)\n change y by (Yv)\n change [ghost v] effect by (5)\nend\nwait (2) seconds\nbroadcast (Game over v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [mario cutscene v]\nstop [other scripts in sprite v]\nclear graphic effects\npoint in direction (90)\nreset\nrepeat until <touching (platforms v)?>\n change [yv v] by (-1)\n change y by (Yv)\nend\nrepeat until <not <touching (platforms v)?>>\n change y by (1)\nend\npoint in direction (-90)\nrepeat until <(x position) < [-68]>\n change x by (-2)\nend\npoint in direction (90)\n\nwhen I receive [resume game v]\nbroadcast (music v)\nforever\n physics <>\nend\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (Level)\nend\n\n@Decorations\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n switch costume to (Level)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n@Guide\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 flag clicked\nset [level v] to [1]\n\nwhen I start as a clone\nif <(costume [name v]) = [Level 1: 1]> then\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-50)\n Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n End system level [1]\nelse\n if <(costume [name v]) = [Level 1: 2]> then\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-50)\n wait (.5) seconds\n Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n End system level [1]\n else\n if <(costume [name v]) = [Level 2: 1]> then\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-50)\n Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n End system level [2]\n else\n if <(costume [name v]) = [Level 2: 2]> then\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-50)\n wait (.5) seconds\n Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n End system level [2]\n else\n if <(costume [name v]) = [Level 3: 1]> then\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-50)\n Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n End system level [3]\n else\n if <(costume [name v]) = [Level 3: 2]> then\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-50)\n wait (.5) seconds\n Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n End system level [3]\n else\n if <(costume [name v]) = [Level 4: 1]> then\n set [ghost v] effect to (100)\n show\n go to x: (170) y: (39)\n Smooth Glide x: (170) y: (89) speed: (3) ghost: [-10]\n End system level [4]\n else\n if <(costume [name v]) = [Level 4: 2]> then\n set [ghost v] effect to (100)\n show\n go to x: (40) y: (39)\n wait (.5) seconds\n Smooth Glide x: (40) y: (89) speed: (3) ghost: [-10]\n End system level [4]\n else\n if <(costume [name v]) = [Level 11: 1]> then\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-50)\n Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n End system level [11]\n else\n if <(costume [name v]) = [Level 11: 2]> then\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-50)\n wait (.5) seconds\n Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n End system level [11]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine End system level (lvl)\nwait until <not <(Level) = (lvl)>>\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\ndefine Cloning until level: (lvl)\nhide\nswitch costume to (level 1: 1 v)\ncreate clone of (_myself_ v)\nrepeat until <(lvl) = (Level)>\n set [_t1 v] to (Level)\n repeat until <not <<(join (letter (7) of (costume [name v])) (letter (8) of (costume [name v]))) = (_t1)> or <(join (letter (7) of (costume [name v])) (letter (8) of (costume [name v]))) = (join (_t1) [:])>>>\n create clone of (_myself_ v)\n next costume\n end\n wait until <(Level) = ((_t1) + (1))>\nend\n\nwhen I receive [start v]\nCloning until level: [15]\n\n@Key\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 flag clicked\nset [key equipped? v] to [0]\nhide\n\ndefine Create a key at level (lvl) x,y of (x) (y) And size: (size)\nswitch costume to (key v)\ngo to x: (x) y: (y)\nset size to (size) %\nset [_t2 v] to (lvl)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\nwait until <(Level) = (_t2)>\nset [_t3 v] to (y position)\nshow\nforever\n if <touching (player v)?> then\n change [key equipped? v] by (1)\n set size to (70) %\n start sound [recording1 v]\n Smooth Glide x: [210] y: [-168] speed: [3] ghost: [0]\n set [_t3 v] to (Key Equipped?)\n wait until <<(Key Equipped?) = ((_t3) - (1))> or <not <(Level) = (_t2)>>>\n delete this clone\n end\n set y to ((([sin v] of ((timer) * (100)) ) * (2)) + (_t3))\nend\n\nwhen I receive [key!! v]\nCreate a key at level [12] x,y of [71] [-114] And size: [90]\n\n@Key Door\n\ndefine Create a key door at level (lvl) x,y of (x) (y) And size: (size)\nhide\nswitch costume to (door v)\ngo to x: (x) y: (y)\nset size to (size) %\nset [_t4 v] to (lvl)\ncreate clone of (_myself_ v)\nset [_t8 v] to (join (x position) (join [|] (join (y position) (join [|] (join (size) (join [|] (_t4)))))))\nbroadcast (SETUP v) and wait\ncreate clone of (key activation v)\n\nwhen flag clicked\nCreate a key door at level [12] x,y of [222] [-93] And size: [100]\n\nwhen I start as a clone\nhide\nwait until <(Level) = (_t4)>\nshow\nwait until <[1] = (Key Equipped?)>\nwait until <[0] = (Key Equipped?)>\nstart sound [Door v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@On\n\ndefine Create on-off Element: [ON/OFF/SWITCH] (element) At x, y: (x) (y) Size: (sz) Level: (lvl)\nset [_t6 v] to (lvl)\nif <(element) = [ON]> then\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (on -y v)\n else\n switch costume to (on -n v)\n end\nelse\n if <(element) = [OFF]> then\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (off -n v)\n else\n switch costume to (off -y v)\n end\n else\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\n end\nend\ngo to x: (x) y: (y)\nset size to (sz) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [on/off status v] to [on]\nhide\nCreate on-off Element: [ON/OFF/SWITCH] [ON] At x, y: [20] [-25] Size: [100] Level: [8]\n\nwhen I start as a clone\nwait until <(_t6) = (Level)>\nshow\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (on -y v)\n else\n switch costume to (on -n v)\n end\n if <not <(_t6) = (Level)>> then\n delete this clone\n end\nend\n\n@Off\n\ndefine Create on-off Element: [ON/OFF/SWITCH] (element) At x, y: (x) (y) Size: (sz) Level: (lvl)\nset [_t5 v] to (lvl)\nif <(element) = [ON]> then\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (on -y v)\n else\n switch costume to (on -n v)\n end\nelse\n if <(element) = [OFF]> then\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (off -n v)\n else\n switch costume to (off -y v)\n end\n else\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\n end\nend\ngo to x: (x) y: (y)\nset size to (sz) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [on/off status v] to [on]\nCreate on-off Element: [ON/OFF/SWITCH] [OFF] At x, y: [-43] [-115] Size: [100] Level: [8]\nCreate on-off Element: [ON/OFF/SWITCH] [OFF] At x, y: [-11] [-115] Size: [100] Level: [8]\nCreate on-off Element: [ON/OFF/SWITCH] [OFF] At x, y: [114] [34] Size: [100] Level: [8]\nCreate on-off Element: [ON/OFF/SWITCH] [OFF] At x, y: [147] [34] Size: [100] Level: [8]\n\nwhen I start as a clone\nwait until <(_t5) = (Level)>\nshow\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (off -n v)\n else\n switch costume to (off -y v)\n end\n if <not <(_t5) = (Level)>> then\n delete this clone\n end\nend\n\n@Switch\n\nwhen flag clicked\nhide\nCreate on-off Element: At x, y: [-225] [127] Size: [100] Level: [8] Dir: [90] Auto: [y]\n\ndefine Create on-off Element: At x, y: (x) (y) Size: (sz) Level: (lvl) Dir: (dir) Auto: (auto)\nset [_auto? v] to (auto)\npoint in direction (dir)\nset [_t7 v] to (lvl)\ngo to x: (x) y: (y)\nset size to (sz) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait until <(_t7) = (Level)>\nshow\nif <(ON/OFF STATUS) = [on]> then\n switch costume to (on v)\nelse\n switch costume to (off v)\nend\nforever\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (off v)\n else\n switch costume to (on v)\n end\n go to [front v] layer\n go [backward v] (2) layers\n if <touching (player v)?> then\n say [Press A To Activate]\n if <key (a v) pressed?> then\n wait until <not <key (a v) pressed?>>\n if <(ON/OFF STATUS) = [on]> then\n set [on/off status v] to [off]\n switch costume to (off v)\n start sound [smb_bump v]\n else\n set [on/off status v] to [on]\n switch costume to (on v)\n start sound [smb_bump v]\n end\n end\n else\n say []\n end\n if <not <(_t7) = (Level)>> then\n delete this clone\n end\n if <(_auto?) = [y]> then\n if <(timer) > [1]> then\n reset timer\n if <(ON/OFF STATUS) = [on]> then\n set [on/off status v] to [off]\n switch costume to (off v)\n start sound [smb_bump v]\n else\n set [on/off status v] to [on]\n start sound [smb_bump v]\n switch costume to (on v)\n end\n end\n end\nend\n\nCreate on-off Element: At x, y: [-163] [133] Size: [100] Level: [3] Dir: [90] Auto: [n]\n\n@Key Activation\n\nwhen flag clicked\nhide\n\ndefine Gather DATA\ngo to [back v] layer\nset [_c1 v] to [1]\nset [_temp v] to []\nrepeat until <(letter (_c1) of (_t8)) = [|]>\n set [_temp v] to (join (_temp) (letter (_c1) of (_t8)))\n change [_c1 v] by (1)\nend\nset x to ((_temp) + (-48))\nchange [_c1 v] by (1)\nset [_temp v] to []\nrepeat until <(letter (_c1) of (_t8)) = [|]>\n set [_temp v] to (join (_temp) (letter (_c1) of (_t8)))\n change [_c1 v] by (1)\nend\nchange [_c1 v] by (1)\nset y to (_temp)\nset [_temp v] to []\nrepeat until <(letter (_c1) of (_t8)) = [|]>\n set [_temp v] to (join (_temp) (letter (_c1) of (_t8)))\n change [_c1 v] by (1)\nend\nset size to (_temp) %\nchange [_c1 v] by (1)\nset [_temp v] to []\nrepeat until <<(letter (_c1) of (_t8)) = []> or <(letter (_c1) of (_t8)) = [|]>>\n set [_temp v] to (join (_temp) (letter (_c1) of (_t8)))\n change [_c1 v] by (1)\nend\nset [_t9 v] to (_temp)\nset [_temp v] to []\n\nwhen I receive [setup v]\nGather DATA\n\nwhen I start as a clone\nswitch costume to (idle v)\nwait until <(_t9) = (Level)>\nshow\nforever\n if <touching (player v)?> then\n say [Press Space To Activate]\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n set [_t10 v] to (x position)\n set [_t11 v] to (y position)\n broadcast (Move v)\n start sound [Bump v]\n repeat (7)\n next costume\n end\n repeat (2)\n switch costume to (loop1 v)\n repeat (5)\n next costume\n end\n if <(Key Equipped?) > [0]> then\n set [key equipped? v] to [0]\n start sound [BrickShatter v]\n else\n end\n switch costume to (intro7 v)\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n broadcast (free v)\n end\n end\n else\n say []\n end\n go to [front v] layer\n go [backward v] (2) layers\n if <not <(_t9) = (Level)>> then\n delete this clone\n end\nend\n\n@Snow\n\ndefine Update\nchange [angle v] by (0.5)\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n replace item (i) of [y v] with ((item (i) of [y v]) - ((([cos v] of ((Angle) + (item (i) of [d v])) ) + (1)) + ((item (i) of [r v]) / (2))))\n replace item (i) of [x v] with ((item (i) of [x v]) + (([sin v] of (Angle) ) * (2)))\n if <<(item (i) of [x v]) > [245]> or <<(item (i) of [x v]) < [-245]> or <(item (i) of [y v]) < [-180]>>> then\n if <((i) mod (3)) > [0]> then\n replace item (i) of [x v] with (((pick random (0) to (0.99)) * (W)) - (240))\n replace item (i) of [y v] with [190]\n else\n if <([sin v] of (Angle) ) > [0]> then\n replace item (i) of [x v] with [-245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n else\n replace item (i) of [x v] with [245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n end\n end\n end\n change [i v] by (1)\nend\n\ndefine Draw\nerase all\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n set pen size to (item (i) of [r v])\n pen down\n pen up\n change [i v] by (1)\nend\nUpdate\n\nwhen flag clicked\nerase all\n\ndefine thingy\ngo to [front v] layer\ngo [backward v] (1) layers\nset pen color to (#ffffff)\nset [h v] to [360]\nset [w v] to [480]\nset [angle v] to [0]\nset [maxparticles v] to [75]\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [r v]\ndelete (all) of [d v]\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n add (((W) * (pick random (0) to (0.99))) - (240)) to [x v]\n add (((H) * (pick random (0) to (0.99))) - (180)) to [y v]\n add (((pick random (0) to (0.99)) * (4)) + (1)) to [r v]\n add ((maxParticles) * (pick random (0) to (0.99))) to [d v]\n change [i v] by (1)\nend\n\nwhen I receive [start v]\nthingy\nforever\n if <not <(On/Off??) = [off]>> then\n Draw\n else\n erase all\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [on/off?? v] to [on]\nswitch costume to (on v)\nhide\n\nwhen I receive [start v]\nforever\n switch costume to (On/Off??)\n go to [front v] layer\n go to x: (222) y: (-171)\n show\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(On/Off??) = [on]> then\n repeat until <(costume [name v]) = [on10]>\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (off v)\n set [on/off?? v] to [off]\n else\n repeat until <(costume [name v]) = [off9]>\n next costume\n end\n switch costume to (on v)\n set [on/off?? v] to [on]\n end\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (size bypass v)\ngo to x: (-400) y: (pick random (113) to (176))\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (0) to (60))\nshow\nrepeat (70)\n change x by (2)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (2)\nend\nrepeat (10)\n change x by (2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <not <(On/Off??) = [off]>> then\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\n else\n end\nend\n\n@spikes\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n switch costume to (Level)\n go [forward v] (3) layers\n go to x: (-67) y: (-115)\nend\n\nwhen flag clicked\nhide\n\n@Cutscene\n\nwhen flag clicked\nplay sound [Cafe Music BGM channel - NEW SONGS _Jazz City_ v] until done\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nstart sound [Slurping Sound Effect v]\nrepeat until <[#1] = (costume [name v])>\n next costume\n wait (.02) seconds\nend\nstop all sounds\nswitch costume to (#1 v)\nwait (.5) seconds\nstart sound [Discord Notification - Sound Effect v]\nswitch costume to (#2 v)\nwait (1.5) seconds\nstart sound [Discord Notification - Sound Effect v]\nwait (.1) seconds\nstart sound [Undertale - sans v]\nswitch costume to (#3 v)\nwait (1.5) seconds\nswitch costume to (#4 v)\nstart sound [Discord Notification - Sound Effect v]\nwait (1.5) seconds\nswitch costume to (#5 v)\nstart sound [Discord Notification - Sound Effect v]\nwait (1.5) seconds\nstop all sounds\nstart sound [beluga_dun_sound_effect_-1982064800802061695 v]\nswitch costume to (#6 v)\nwait (1.5) seconds\nstop all sounds\nstart sound [Vegeta Super Saiyan Theme \[2018 Epic Cinematic Cover\] \(1\) v]\nswitch costume to (#7 v)\nwait (2) seconds\nstop all sounds\nstart sound [Discord Notification - Sound Effect v]\nbroadcast (ready v)\nswitch costume to (#8 v)\nwait (1.5) seconds\nstart sound [Discord Notification - Sound Effect v]\nswitch costume to (#9 v)\nwait (1.5) seconds\nswitch costume to (1 v)\nstart sound [Cafe Music BGM channel - NEW SONGS _Jazz City_ v]\nstop all sounds\nrepeat until <[46] = (costume [name v])>\n next costume\nend\nrepeat (4)\n start sound [alert sound v]\n switch costume to (48 v)\n wait (1) seconds\n switch costume to (47 v)\n wait (1) seconds\nend\nrepeat until <[60] = (costume [name v])>\n next costume\nend\nbroadcast (end intro v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (2) seconds\nbroadcast (Start v)\n\nwhen I receive [skip intro v]\nstop all sounds\nstop [other scripts in sprite v]\nclear graphic effects\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\n@Skip: Intro\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [skip]> then\n go to x: (207) y: (-147)\n set size to (100) %\n clear graphic effects\n switch costume to (skip v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n if <mouse down?> then\n broadcast (Skip Intro v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n broadcast (Start v)\n delete this clone\n end\n else\n change size by (((100) - (size)) / (5))\n end\n end\nend\n\nwhen I receive [end intro v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\nforever\n set size to ((([sin v] of ((timer) * (100)) ) * (5)) + (100)) %\nend\n\n@enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n switch costume to (Level)\n set y to ((([cos v] of ((timer) * (300)) ) * (4.5)) + (0))\nend\n\n@Boss 1\n\nwhen flag clicked\nswitch costume to (9-bit_bowser-1 v)\ngo to x: (0) y: (196)\nset rotation style [left-right v]\npoint in direction (-90)\nhide\nwait (1) seconds\nwait until <(Level) = [12]>\nbroadcast (Player animation v) and wait\nshow\nrepeat until <touching (platforms v)?>\n change [yv v] by (-2)\n change y by (Yv)\nend\nbroadcast (thud. v)\nstart sound [smb_fireworks v]\nup\nset y to (-105)\nwait (1) seconds\nbroadcast (speek v)\n\ndefine up\nrepeat until <not <touching (platforms v)?>>\n change y by (1)\nend\n\nwhen I receive [resume v]\nforever\n switch costume to (9-bit_bowser-1 v)\n wait (.1) seconds\n switch costume to (9-bit_bowser-3 v)\n wait (.1) seconds\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\nend\n\nwhen I receive [resume v]\nforever\n go to [front v] layer\n if <(pick random (1) to (2)) = [1]> then\n if <[-130] < (x position)> then\n if <not <(pick random (1) to (7)) = [1]>> then\n repeat (10)\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n change x by (-2)\n else\n point in direction (90)\n change x by (2)\n end\n end\n else\n repeat (10)\n change x by (3)\n end\n end\n else\n repeat (10)\n change x by (5)\n end\n end\n wait (pick random (.1) to (1)) seconds\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\n else\n set [bv v] to [0]\n repeat (10)\n change [bv v] by (1)\n change y by (Bv)\n end\n repeat until <touching (platforms v)?>\n change [bv v] by (-2)\n change y by (Bv)\n end\n up\n end\nend\n\nwhen I start as a clone\nif <(direction) = [-90]> then\n change x by (-10)\nelse\n change x by (10)\nend\nchange y by (10)\nswitch costume to (fire v)\nshow\nif <(direction) = [-90]> then\n repeat until <<touching (_edge_ v)?> or <touching (player v)?>>\n change x by (-5)\n end\n repeat (10)\n change [ghost v] effect by (10)\n change x by (-5)\n end\n delete this clone\nelse\n repeat until <<touching (_edge_ v)?> or <touching (player v)?>>\n change x by (5)\n end\n repeat (10)\n change [ghost v] effect by (10)\n change x by (5)\n end\n delete this clone\nend\n\nwhen I receive [mario cutscene v]\nstop [other scripts in sprite v]\nbroadcast (delete cloned v) and wait\nrepeat until <touching (platforms v)?>\n change [yv v] by (-1)\n change y by (Yv)\nend\nup\npoint in direction (90)\nrepeat until <(x position) > [93]>\n change x by (2)\nend\nwait (1) seconds\nrepeat (2)\n point in direction (-90)\n wait (1) seconds\n point in direction (90)\n wait (1) seconds\nend\nwait (1) seconds\nbroadcast (Mario!! v)\n\nwhen I receive [delete cloned v]\ndelete this clone\n\nwhen I receive [bye boss! v]\nset rotation style [all around v]\nrepeat (20)\n change x by (-5)\n change y by (-5)\n turn left (15) degrees\n change [ghost v] effect by (5)\nend\nwait (1) seconds\nbroadcast (key!! v)\n\n@Boss Cutscene Top\n\ndefine Smooth Glide x position: (x) Y position: (y) Smoothness: (speed) Direction: (direction) Size: (size)\nrepeat until <<(round (x position)) = (round (x))> and <<(round (y position)) = (round (y))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n turn right (((round (direction)) - (round (direction))) / (speed)) degrees\n change size by (((round (size)) - (round (size))) / (speed))\nend\n\nwhen I receive [player animation v]\nshow\nSmooth Glide x position: [0] Y position: [0] Smoothness: [5] Direction: [90] Size: [100]\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\nswitch costume to (bot v)\ncreate clone of (_myself_ v)\nswitch costume to (top v)\ngo to x: (0) y: (400)\n\nwhen I receive [resume game v]\nif <(costume [name v]) = [top]> then\n Smooth Glide x position: [0] Y position: [40] Smoothness: [5] Direction: [90] Size: [100]\nelse\n Smooth Glide x position: [0] Y position: [-40] Smoothness: [5] Direction: [90] Size: [100]\nend\n\nwhen I receive [resume game v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nhide\n\n@Cutscene Talk\n\nwhen I receive [speek v]\ngo to x: (13) y: (-32)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <mouse down?>\nwait until <not <mouse down?>>\nrepeat (2)\n change size by (1)\nend\nnext costume\nrepeat (2)\n change size by (-1)\nend\nwait until <mouse down?>\nwait until <not <mouse down?>>\nrepeat (2)\n change size by (1)\nend\nnext costume\nrepeat (2)\n change size by (-1)\nend\nwait until <mouse down?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nbroadcast (boss game v)\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\nswitch costume to (de1vxsw-951cff0f-9f57-44c5-95f8-d6134a19c9e9 v)\nset size to (70) %\nshow\nrepeat (15)\n change size by (-4)\n change [ghost v] effect by (3)\nend\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nset size to (100) %\n\nwhen I receive [boss game v]\nbroadcast (resume v)\nforever\n play sound [Super Mario Bros v] until done\nend\n\nwhen I receive [cut music v]\nstop [other scripts in sprite v]\n\n@health bar\n\nwhen flag clicked\nhide\nwait (1) seconds\nset [player health v] to [22]\n\nwhen I receive [boss game v]\nshow\nrepeat until <(player health) < [1]>\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (30))\n switch costume to ((1) + (player health))\nend\nhide\nbroadcast (die! v)\n\nwhen I receive [mario cutscene v]\nstop [other scripts in sprite v]\nhide\n\n@Game Over.\n\nwhen I receive [game over v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat until <(size) < [100.3]>\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-15)\nend\nstop [all v]\n\nwhen I receive [game over v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@Support Phone\n\nwhen I receive [boss game v]\nshow\nswitch costume to (30 v)\nSmooth Glide x: [0] y: [20] speed: [4] ghost: []\nset [timer v] to [30]\nrepeat (30)\n wait (1) seconds\n change [timer v] by (-1)\n ck\nend\nbroadcast (cut music v)\nswitch costume to (1 v)\nSmooth Glide x: [0] y: [50] speed: [4] ghost: [10]\nbroadcast (Mario Cutscene v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (100)\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\ndefine ck\nif <<[31] > (Timer)> and <(Timer) > [15]>> then\n switch costume to (30 v)\nelse\n if <<[16] > (Timer)> and <(Timer) > [10]>> then\n switch costume to (15 v)\n else\n switch costume to (join (Timer) [])\n end\nend\n\n@Mario\n\nswitch costume to (w2 v)\n\nset [mv v] to [0]\n\nchange [mv v] by (1)\n\ndefine up\nrepeat until <not <touching (platforms v)?>>\n change y by (1)\nend\nswitch costume to (stand v)\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (170) y: (187)\nhide\n\nwhen I receive [mario!! v]\nshow\nset [mv v] to [0]\nrepeat until <touching (platforms v)?>\n change [mv v] by (-1)\n change y by (Mv)\nend\nup\npoint in direction (-90)\nrepeat until <touching (boss 1 v)?>\n switch costume to (w1 v)\n change x by (-10)\n wait (.05) seconds\n switch costume to (w3 v)\n change x by (-10)\n wait (.05) seconds\n change x by (-10)\n switch costume to (w2 v)\n wait (.05) seconds\nend\nset [boss? v] to [0]\nbroadcast (bye boss! v)\nswitch costume to (stand v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Resume game v)\n\nwhen I receive [mario!! v]\nforever\n change [color v] effect by (5)\nend\n\n@Clickables\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (.1) seconds\nswitch costume to (follow v)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n go to x: (-78) y: (0)\n wait until <(Level) = [13]>\n show\n broadcast (Music change!! v)\n forever\n tk\n end\nelse\n if <(costume [number v]) = [2]> then\n go to x: (-9) y: (0)\n wait until <(Level) = [13]>\n show\n forever\n tk\n end\n else\n go to x: (86) y: (0)\n wait until <(Level) = [13]>\n show\n forever\n tk\n end\n end\nend\n\ndefine tk\nif <touching (player v)?> then\n if <[15] = (_Gh EFFECT)> then\n repeat (5)\n change [brightness v] effect by (1)\n end\n wait (.1) seconds\n repeat (5)\n change [brightness v] effect by (-1)\n end\n else\n change [_gh effect v] by (((15) - (_Gh EFFECT)) / (3))\n set [brightness v] effect to (_Gh EFFECT)\n end\nelse\n change [_gh effect v] by (((0) - (_Gh EFFECT)) / (3))\n set [brightness v] effect to (_Gh EFFECT)\nend\n\n@Fire\n\nwhen flag clicked\nhide\n\nwhen I receive [music change!! v]\ngo to [front v] layer\nshow\n\nwhen I receive [music change!! v]\nforever\n next costume\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]\nforever\n hide\n clear graphic effects\n go to x: (-18) y: (50)\n wait (pick random (1) to (30)) seconds\n show\n glide in\n wait (pick random (5) to (15)) seconds\n glide out\nend\n\ndefine glide in\nSmooth Glide x: (-18) y: (-4) speed: (3)\n\nglide (0.5) secs to x: (-121) y: (-177)\nwait (pick random (1) to (20)) seconds\nglide (0.5) secs to x: (-121) y: (-200)\nhide\n\ndefine glide out\nbroadcast (gh v)\nSmooth Glide x: (-18) y: (30) speed: (3)\n\nwhen I receive [gh v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@Fireworks\n\nwhen I receive [music change!! v]\nforever\n create clone of (_myself_ v)\n wait (.8) seconds\nend\n\nwhen I start as a clone\nswitch costume to (fire hit 1 v)\ngo to x: (pick random (-240) to (240)) y: (pick random (107) to (-162))\nset size to (200) %\nshow\nstart sound [smb_fireworks v]\nrepeat (2)\n wait (.05) seconds\n next costume\nend\ndelete this clone\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\n@TB\n\nwhen [timer v] > (timer check)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (mario v)\nset size to (100) %\nswitch costume to (모양 1 v)\nset [ghost v] effect to (100)\nbroadcast (STOP v)\nhide variable [fps v]\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (.01) seconds\nend\nclear graphic effects\ngo to [front v] layer\n\nwhen flag clicked\nrepeat (10)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\nset [offset v] to ((timer) + (1))\nforever\n change [counter 2 v] by (1)\n if <(timer) > (offset)> then\n set [offset v] to ((timer) + (1))\n set [fps v] to (Counter 2)\n set [counter 2 v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nforever\n set [timer check v] to ((timer) + (0.1))\nend\n\n
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▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n❄️ Santa's Retrieval Mission || A platformer\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n✦ This is part 2! ✦ \nPart 1: https://scratch.mit.edu/projects/591297314/\nhttps://scratch.mit.edu/projects/589271293/\nhttps://scratch.mit.edu/projects/589268836/\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n#21 on All!! #13 on Games! #5 on Music #7th on Art!!\n\n⭐ Welcome! ⭐\n ›› Here is part 2 for everyone who was waiting for it! Please leave a heart and star, and a follow to show your support :). It took a looooot a time doing the animation and the Bowser mechanism, and all the art was so hard. It took about 9-12 hours in total. Enjoy! \n\n⭐ Instructions! ⭐\n ›› You are Santa Claus. It's December 25th and you just finished delivering the presents. Then your friend fire guy asks for a favor, and now you have to find fire! Beat levels and beat the boss!! The boss is very easy and its very hard to die, but if you die, you'll have to start over.\n ( Arrow keys and touch to move. )\n\nLag? Try it in turbowarp:\nhttps://turbowarp.org/619001134/fullscreen?interpolate&hqpen\n\n⭐ Comment Rules! ⭐\n✅ › Feedback, bug reports, kind words!\n❌ › f4f, spam, hate, advertisment\n\n⭐ Credits! ⭐\n›› All art mostly by me except mario and bowser\n›› All codes by me\n›› ᴍᴏꜱᴛ ᴄᴏᴅɪɴɢ ʙʏ ᴍᴇ (ᴇxᴄᴇᴘᴛ ꜰɪʀᴇᴡᴏʀᴋꜱ)\n›› Music from Youtube, Mario, Dis**rd\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nUpdates:\n:: 2021.12.19 ›› Shared!\n:: 2021.12.21 ›› On Trending!\n:: 2021.12.27 ›› Fixed major bug!\n:: 2021.12.29 ›› What the community is loving!\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nTags:\n#All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games
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Christmas Platformer #Games #All #Mobile
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@Stage\n\n@Sprite2\n\nwhen flag clicked\nforever\n play sound [we-wish-you-a-merry-christmas 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)\nset rotation style [left-right v]\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 point in direction (90)\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 point in direction (-90)\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (platformer v)?> then\n change y by (1)\nend\nif <touching (platformer v)?> then\n change y by (1)\nend\nif <touching (platformer v)?> then\n change y by (1)\nend\nif <touching (platformer v)?> then\n change y by (1)\nend\nif <touching (platformer 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 (platformer 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 (platformer 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@platformer\n\nwhen flag clicked\nswitch costume to (1 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: (0) y: (0)\nforever\n go to [front v] layer\n set size to (100) %\n set [ghost v] effect to (100)\nend\n\nwhen I receive [wow, congrats v]\nforever\n set [ghost v] effect to (0)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\nend\n\n@chimney\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n show\n end\n if <touching (player v)?> then\n broadcast (Wow, congrats v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n create clone of (_myself_ v)\n wait (0.7) seconds\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (50) to (80))\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\nset size to (50) %\ngo to x: (119) y: (-54)\nglide (2) secs to x: (119) y: (85)\ndelete this clone\n\n@Snow\n\ndefine Update\nchange [angle v] by (0.5)\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n replace item (i) of [y v] with ((item (i) of [y v]) - ((([cos v] of ((Angle) + (item (i) of [d v])) ) + (1)) + ((item (i) of [r v]) / (2))))\n replace item (i) of [x v] with ((item (i) of [x v]) + (([sin v] of (Angle) ) * (2)))\n if <<(item (i) of [x v]) > [245]> or <<(item (i) of [x v]) < [-245]> or <(item (i) of [y v]) < [-180]>>> then\n if <((i) mod (3)) > [0]> then\n replace item (i) of [x v] with (((pick random (0) to (0.99)) * (W)) - (240))\n replace item (i) of [y v] with [190]\n else\n if <([sin v] of (Angle) ) > [0]> then\n replace item (i) of [x v] with [-245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n else\n replace item (i) of [x v] with [245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n end\n end\n end\n change [i v] by (1)\nend\n\ndefine Draw\nerase all\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n set pen size to (item (i) of [r v])\n pen down\n pen up\n change [i v] by (1)\nend\nUpdate\n\nwhen flag clicked\nbroadcast (Start v)\nerase all\n\ndefine thingy\ngo to [front v] layer\ngo [backward v] (1) layers\nset pen color to (#ffffff)\nset [h v] to [360]\nset [w v] to [480]\nset [angle v] to [0]\nset [maxparticles v] to [75]\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [r v]\ndelete (all) of [d v]\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n add (((W) * (pick random (0) to (0.99))) - (240)) to [x v]\n add (((H) * (pick random (0) to (0.99))) - (180)) to [y v]\n add (((pick random (0) to (0.99)) * (4)) + (1)) to [r v]\n add ((maxParticles) * (pick random (0) to (0.99))) to [d v]\n change [i v] by (1)\nend\n\nwhen I receive [start v]\nthingy\nforever\n if <not <(On/Off??) = [off]>> then\n Draw\n else\n erase all\n end\nend\n\n@Trees\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nshow\n\n
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yo\nright left up down\nw a s d
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space platformer
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@Stage\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Go v)\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nforever\n play sound [musicfox_physical_dreams v] until done\n play sound [musicfox_physical_dreams2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nswitch costume to (kostüm1 v)\nshow\ngo to x: (-190) y: (-68)\nrepeat (10)\n change y by (-7)\nend\ngo to x: (-190) y: (-137)\nset size to (70) %\n\nwhen I receive [go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ducken) = [100]> then\n switch costume to (kostüm2.1 v)\n repeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\n end\n delete this clone\nelse\n switch costume to (kostüm2 v)\n repeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\n end\n delete this clone\nend\n\nwhen I receive [go v]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (-3)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (3)\n end\nend\n\nwhen I receive [go v]\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <touching (plattform v)?> then\n repeat (10)\n change y by (7)\n end\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching (danger v)?> then\n switch costume to (kostüm1 v)\n set size to (70) %\n show\n go to x: (-190) y: (-68)\n repeat (10)\n change y by (-10)\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <(y position) < [-138]> then\n set y to (-138)\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching (plattform v)?> then\n set [plattform v] to [100]\n end\nend\n\nwhen I receive [go v]\nforever\n if <not <touching (plattform v)?>> then\n set [plattform v] to [0]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(Plattform) = [0]> then\n repeat until <(Plattform) = [100]>\n change y by (-3)\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching (the_mega_jump v)?> then\n repeat (20)\n change y by (10)\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (kostüm1.1 v)\n set [ducken v] to [100]\n else\n switch costume to (kostüm1 v)\n set [ducken v] to [0]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(x position) > [235]> then\n change [level v] by (1)\n broadcast (Go v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (bühnenbild v)\nset [level v] to [2]\nhide variable [level v]\n\nwhen I receive [go v]\nshow variable [level v]\n\nwhen I receive [go v]\nforever\n if <(Level) = [10]> then\n show variable [level v]\n broadcast (The_End v)\n end\nend\n\nwhen I receive [the_end v]\nhide\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Go v)\nforever\n switch backdrop to (Level)\nend\n\n@Plattform\n\nwhen flag clicked\nhide variable [level v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nforever\n switch costume to (Level)\n show\nend\n\nwhen I receive [the_end v]\nhide variable [level v]\nshow\nswitch costume to (last v)\nstop [all v]\n\n@Danger\n\nwhen I receive [go v]\nforever\n switch costume to (Level)\n show\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [the_end v]\nhide\n\n@The_Mega_Jump\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nforever\n switch costume to (Level)\n show\nend\n\nwhen I receive [the_end v]\nhide\n\n@Figur1\n\nwhen flag clicked\nset size to (70) %\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo to [front v] layer\nswitch costume to (cursor v)\ngo to x: (0) y: (0)\nglide (1) secs to x: (170) y: (-170)\nplay sound [click v] until done\nglide (0.5) secs to x: (210) y: (-170)\nplay sound [click v] until done\nwait (0.3) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n set [ghost v] effect to (30)\n go to [front v] layer\n switch costume to (grey v)\n go to x: (55) y: (-55)\n show\n create clone of (_myself_ v)\n wait (1.27) seconds\n switch costume to (heart red v)\n wait (0.8) seconds\n switch costume to (heart + star v)\n wait (0.5) seconds\n switch costume to (heart + star 2 v)\n wait (1.5) seconds\n hide\n wait (60) seconds\nend\n\n
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-Arrow keys or WSAD\n-Pfeiltasten oder WSAD\n\nplease like and fave!\n❤ & ⭐\n\nMore plattformers:\nhttps://scratch.mit.edu/projects/483859272/\nhttps://scratch.mit.edu/projects/537492288/ \npls check out!
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目玉のplatformer クリスマスver. Xmas ver.
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@Stage\n\nwhen I receive [グレー v]\nswitch costume to (グレー v)\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@背景\n\nwhen flag clicked\nswitch costume to (イントロ v)\ngo to [back v] layer\nwait (10) seconds\nshow\nswitch costume to (選ぶ画面 v)\n\nwhen I receive [start v]\nswitch costume to (外の風景 v)\n\nhide\n\nwhen I receive [洞窟 v]\nswitch costume to (洞窟 v)\n\nwhen I receive [光の洞窟 v]\nswitch costume to (洞窟2 v)\n\nwhen I receive [元通り v]\nswitch costume to (外の風景 v)\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@矢印\n\nwhen this sprite clicked\nbroadcast (キャラ替え左 v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nwait (15) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@色チェンジ\n\nwhen flag clicked\nswitch costume to (黒 v)\nset [ghost v] effect to (100)\nhide\nwait (15) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [キャラ替え右 v]\nstart sound [ポップ v]\nnext costume\n\nwhen I receive [キャラ替え左 v]\nstart sound [ポップ v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (黒 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (赤 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (紫 v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (水色 v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (緑 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (黄色 v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (グレー v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (ピンク v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (茶色 v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (オレンジ v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (クリスマスPlatformr v)\n end\nend\n\nwhen I receive [start v]\nhide\n\n\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@矢印2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nwait (15) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-20)\nend\n\nwhen this sprite clicked\nbroadcast (キャラ替え右 v)\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@名前\n\nwhen flag clicked\nhide\ngo to x: (0) y: (7)\nwait (13) seconds\n落ちる\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n else\n change size by (((90) - (size)) / (3))\n end\nend\n\ndefine 落ちる\nshow\nswitch costume to (コスチューム1 v)\nrepeat (5)\n change y by (-14)\nend\nrepeat (4)\n change y by (-18)\nend\nrepeat (5)\n change y by (-19)\nend\nrepeat (4)\n change y by (10)\nend\nrepeat (3)\n change y by (7)\nend\nrepeat (4)\n change y by (3)\nend\nrepeat (5)\n change y by (-4)\nend\nrepeat (4)\n change y by (-5)\nend\nrepeat (3)\n change y by (-6)\nend\nrepeat (4)\n change y by (4)\nend\nrepeat (5)\n change y by (2)\nend\nrepeat (4)\n change y by (-3)\nend\nrepeat (4)\n change y by (-4)\nend\nrepeat (3)\n change y by (2)\nend\nrepeat (2)\n change y by (1)\nend\nrepeat (4)\n change y by (-2)\nend\n\nset size to (100) %\n\nset size to (100) %\n\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nwait (12) seconds\nstart sound [camp-ni-ikou v]\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start v]\n\nstart sound [camp-ni-ikou v]\n\nwhen I receive [start v]\nstop all sounds\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@start\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nwait (15) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-20)\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n else\n change size by (((90) - (size)) / (3))\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen this sprite clicked\nbroadcast (START v)\nrepeat (30)\n change [pixelate v] effect by (1)\nend\nhide\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@ステージ\n\nwhen flag clicked\nhide variable [タイマー/timer v]\nhide variable [☁ 世界記録/cloud v]\nset [タイマー/timer v] to [0]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [start v]\nwait (3) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (洞窟 v)\n end\n if <(costume [number v]) = [20 ]> then\n broadcast (光の洞窟 v)\n end\n if <(costume [number v]) = [21]> then\n broadcast (元通り v)\n end\nend\n\nset [☁ 世界記録/cloud v] to [0]\n\nwhen I receive [start v]\nrepeat until <(costume [number v]) = [21]>\n wait (1) seconds\n change [タイマー/timer v] by (1)\nend\n\nwhen I receive [元通り v]\nshow variable [☁ 世界記録/cloud v]\nshow variable [タイマー/timer v]\nforever\n if <(☁ 世界記録/cloud) > (タイマー/Timer)> then\n set [☁ 世界記録/cloud v] to ((タイマー/Timer) + (1))\n end\nend\n\nwhen flag clicked\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@目玉\n\nwhen I receive [suta-to v]\n\nset volume to (100) %\n\nwhen flag clicked\nswitch costume to (黒 v)\nhide\nset size to (100) %\ngo to x: (-200) y: (-50)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen flag clicked\n\nset [y v] to [5]\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [☁ 世界記録/cloud v]\nhide variable [タイマー/timer v]\nwait (4.5) seconds\n\nset [タイマー/timer v] to [0]\nshow variable [☁ 世界記録/cloud v]\nshow variable [タイマー/timer v]\n\nwhen flag clicked\nset size to (100) %\nwait (4.5) seconds\nforever\n if <key (k v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-200) y: (50)\n end\nend\n\nwait seconds\n\nchange [タイマー/timer v] by (1)\n\nwhen I receive [エンディング v]\n\nwhen flag clicked\n\nwhen I receive [エンディング v]\n\nstop [all v]\n\nstop [all v]\n\nhide\n\ndefine やられた label text <boolean> (number or text)\n\nwhen I receive [ダメ v]\nforever\n hide\nend\n\nwhen I receive [ありがとうございます‼ v]\nsay [ありがとうございます‼Thank you‼] for (0.00001) seconds\n\nsay [ありがとうございます‼]\nsay [こんにちは!]\nwait (1) seconds\nsay []\n\nwhen flag clicked\n\nclear graphic effects\n\nwhen flag clicked\nforever\n if <[] = [50]> then\nend\n\nwait (4.5) seconds\n\nchange [y v] by (1)\n\nset [y v] to [0]\n\n\n\nwhen I receive [kill v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ngo to x: (-200) y: (50)\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ngo to x: (210) y: (50)\n\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n switch costume to (赤 v)\nelse\n switch costume to (黒 v)\nend\n\nwhen I receive [黒 v]\nswitch costume to (黒 v)\n\nwhen I receive [黄色 v]\nswitch costume to (黄色 v)\n\nwhen I receive [緑 v]\nswitch costume to (緑 v)\n\nwhen I receive [赤 v]\nswitch costume to (赤 v)\n\nwhen I receive [水色 v]\nswitch costume to (水色 v)\n\nwhen I receive [紫 v]\nswitch costume to (紫 v)\n\nwhen I receive [グレー v]\nswitch costume to (グレー v)\n\nwhen I receive [ピンク v]\nswitch costume to (ピンク v)\n\nwhen I receive [start v]\nwait (1) seconds\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<<touching (棘(障害物) v)?> or <touching (動くトゲ v)?>> or <touching (動くトゲ2 v)?>> or <touching (out v)?>> then\n start sound [やられた v]\n switch costume to (紫 v)\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-200) y: (50)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xだぞ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xだぞ v] by (1)\n point in direction (90)\n end\n set [xだぞ v] to ((Xだぞ) * (0.9))\n change x by (Xだぞ)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change x by ((Xだぞ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ジャンプ v]\n if <(Xだぞ) > [0]> then\n set [xだぞ v] to [-7]\n else\n set [xだぞ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xだぞ 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 (動くステージ v)?> or <touching (ステージ v)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ジャンプ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n start sound [NEXT v]\n wait (1.2) seconds\n go to x: (-200) y: (50)\n end\n if <touching (バネ v)?> then\n set [yだー v] to [20]\n end\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <<(mouse y) < [100]> and <mouse down?>>>> then\n set [yだー v] to [2]\n broadcast (泥 v)\n end\n if <(y position) < [-170]> then\n start sound [やられた v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n go to x: (-200) y: (50)\n end\n if <touching (スピード板 v)?> then\n set [xだぞ v] to [10]\n end\n if <touching (ジャンプ板 v)?> then\n set [yだー v] to [20 ]\n set [xだぞ v] to [-10]\n end\n if <touching (ジャンプ板2 v)?> then\n set [yだー v] to [20 ]\n set [xだぞ v] to [10]\n end\n if <touching (超加速 v)?> then\n set [xだぞ v] to [100]\n end\n if <touching (ダウン板 v)?> then\n set [xだぞ v] to [-1]\n end\nend\n\ngo to [front v] layer\n\nwhen I receive [茶色 v]\nswitch costume to (茶色 v)\n\nswitch costume to (紫 v)\n\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nwait (3) seconds\nforever\n play sound [ゲー音 v] until done\nend\n\nset [yだー v] to [20 ]\n\nwhen I receive [オレンジ v]\nswitch costume to (オレンジ v)\n\nwhen I receive [クリスマスplatformr v]\nswitch costume to (クリスマスplatformr v)\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\nset [ghost v] effect to (0)\n\n@⚡ターボ対策\n\nwhen flag clicked\nforever\n set [⚡秒数記憶 v] to (days since 2000)\n repeat (2)\n change [color v] effect by (0)\n end\n if <((days since 2000) - (⚡秒数記憶)) < [0.0000001]> then\n set [ターボ判定 v] to [1]\n else\n set [ターボ判定 v] to [0]\n end\nend\n\nwhen flag clicked\nset [ターボ判定 v] to [0]\nshow\nforever\n if <(ターボ判定) = [1]> then\n stop [all v]\n end\nend\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@NEXT\n\nwhen I receive [next v]\nset [動く v] to [0]\ngo to [front v] layer\nstart sound [Coin v]\nshow\nswitch costume to (コスチューム1 v)\nrepeat (5)\n next costume\nend\nwait (1) seconds\nrepeat (5)\n next costume\nend\nset [動く v] to [1]\nhide\nbroadcast (next Stage v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nforever\n\n\n\nrepeat (10)\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@棘(障害物)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nwait (4) seconds\n\nwhen flag clicked\nset size to (100) %\ngo to [front v] layer\nshow\n\nforever\n\nwait (0.5) seconds\nchange size by (3)\nwait (0.5) seconds\nchange size by (3)\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@スピード板\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@ジャンプ板\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nshow\n\ngo [forward v] (1) layers\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@ジャンプ板2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@超加速\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@サムネ (1)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\nforever\n\n@スプライト1\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@100\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nwait (15) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nswitch costume to (100 v)\nforever\n if <(costume [number v]) = [1]> then\n broadcast ( 音量100% v)\n else\n broadcast (音量0% v)\n end\nend\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@雪\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (200) to (20)) %\nrepeat until \n change y by (((size) / (12)) * (-1))\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (100) %\nforever\n wait (0.2) seconds\n set y to (180)\n set x to (pick random (-350) to (350))\n if <(x position) < [-240]> then\n set y to (pick random (-180) to (180))\n end\n if <[240] < (x position)> then\n set y to (pick random (-180) to (180))\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [洞窟 v]\nhide\n\nwhen I receive [元通り v]\nshow\n\ngo to x: (-1) y: (180)\n\nglide (1) secs to (random position v)\n\nwhen backdrop switches to [背景1 v]\n\nwhen this sprite clicked\n\nwhen [space v] key pressed\n\n@ダウン板\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n
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✂-----------------------~~platformer~~----------------------✂\n[翻訳には、気をつけていますが、ご了承ください]\n[Please note that we are careful about translation.]\n\n[English language]\nMethod of operation\nFirst, choose your favorite character\nPlease go to the right more and more\nYou can self-destruct with the K key\nDifficulty ★★★ ☆☆\n=======================================\n★☆★☆★☆★☆★☆Let's play★☆★☆★☆★☆★\n=======================\n\n[使い方]\n矢印キーで操作\n今回はしゃがめません。\n最初に好きなキャラクターを選んでください\nKキーでやり直し。\n右に行けば、NEXTステージです。\n難易度は、★★★☆☆\n星とハートをお願いします。\n========================\n★☆★☆★☆★☆★☆頑張って☆★☆★☆★☆★☆★\n========================\nTAGS知ってるのありったけ…\n#game #games #platformer #scroll#art #all#player #PLAYER #action #ACTION #actiongame #ACTIONGAME #ACTIONGAMES #actiongames #GAMES #GAME #pc #PCTAG- #ascrol #scrolling #ascrolling #plus #plattformer #ascrollingplattformer #-sts- #Scrolling #SCROLLING #ASCROLLINGPLATTFORMER #next #NEXT #NCS #ncs #GAME #game #games #GAMES #player #PLAYER #plus #PLUS #action #ACTION #actiongame #ACTIONGAME #ACTIONGAMES #actiongames #ns6335
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Minecraft 3 | The End | Scrolling Platformer | #games #all #minecraft #trending
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@Stage\n\nwhen flag clicked\nforever\n play sound [calm3 v] until done\nend\n\n@Player2\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\n if <touching (background v)?> then\n Game - Die\n end\nend\n\ndefine Game on\nset [x v] to (item ((Checkpoint) + (1)) of [checkpoint x v])\nset [y v] to (item ((Checkpoint) + (1)) of [checkpoint y v])\nif <(Checkpoint) = [0]> then\n switch backdrop to (backdrop2 v)\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (70) %\nclear graphic effects\nshow\n\ndefine Tick\nswitch costume to (touchbox v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [5]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <not <<key (any v) pressed?> or <mouse down?>>> then\n set [animateshowsprite v] to [0]\n set [animatetimervariable v] to [0]\nelse\n change [animatetimervariable v] by (1)\n set [animateshowsprite v] to (((AnimateShowSprite) + ([floor v] of ((((AnimateTimerVariable) mod (3)) + (1)) / (3)) )) mod (4))\nend\nswitch costume to ((AnimateShowSprite) + (1))\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\n@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]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo [forward v] (10000) layers\n\n@TB\n\nwhen flag clicked\nhide\n\n@BACKGROUND\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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
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-Minecraft A Scrolling Platformer-\n-Part 3: The End-\n\nI am so excited for this platformer! \n\nThis is one of my better ones :)\nPlease like and fav for more!\nFollow @TrentonTNT for more games!\n\nEnjoy :D\n\n\nINSTRUCTIONS:\n\n> WAD to move\n> Jump on blocks\n> Look at the awesome detail (XD)\n> Beat the platformer!\n\nTAGS:\n#games #all #stories #music #art #animations #enjoy #minecraft #like #fav #trending #platformers\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment "ENDER DRAGON!!!"
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Dimensions | A Platformer | _ItsHaven_
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@Stage\n\nwhen I receive [next level v]\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\nwhen flag clicked\nset [coins v] to [0]\nset [level v] to [1]\ngo to x: (-230) y: (-142)\nwait (11) seconds\nforever\n change [y vel v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume 2 \(right\) v)\n change [x vel v] by (1.2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume 3 \(left\) 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?> or <key (w v) pressed?>> and <touching (level v)?>> then\n switch costume to (costume 4 \(up\) v)\n set [y vel v] to [17]\n end\n change y by (1)\n if <(x position) > [210]> then\n broadcast (Next Level v)\n end\n if <touching (spikesssjiejisjiejses v)?> then\n go to x: (-231) y: (-146)\n end\n if <[-180] > (y position)> then\n go to x: (-231) y: (-146)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (costume 1 \(normal\) v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume 1 \(normal\) v)\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (costume 5 \(up & right\) v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (costume 6 \(up & right\) v)\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\ngo to x: (-231) y: (-146)\n\n@Level\n\nwhen I receive [next level v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen flag clicked\nswitch backdrop to (e7d156ee-d899-48b6-9699-2ae5099a1687 v)\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n broadcast (2nnnnnndndnddnddn levellvlelvlelslallalaaa v)\n stop [this script v]\n end\nend\n\nwhen I receive [next level v]\nforever\n if <(Level) = [3]> then\n broadcast (33333333 v)\n stop [this script v]\n end\n if <(Level) = [4]> then\n broadcast (4444444 v)\n stop [this script v]\n end\n if <(Level) = [5]> then\n broadcast (5 v)\n stop [this script v]\n end\n if <(Level) = [6]> then\n broadcast (6666666 v)\n stop [this script v]\n end\n if <(Level) = [7]> then\n broadcast (77777 v)\n stop [this script v]\n end\n if <(Level) = [8]> then\n broadcast (8 lelvelwlvlevlejlvjlbv v)\n stop [this script v]\n end\n if <(Level) = [9]> then\n broadcast (9999999 bajbijibjaibjijeljarleylryaev v)\n stop [this script v]\n end\n if <(Level) = [10]> then\n broadcast (10 v)\n stop [this script v]\n end\n if <(Level) = [11]> then\n broadcast (11 v)\n stop [this script v]\n end\nend\n\nwhen I receive [tehtehe v]\nwait (2) seconds\nnext costume\n\n@music mwahahaa\n\nwhen flag clicked\nforever\n play sound [Lovelytheband - Broken \[Lyrics on screen\] v] until done\nend\n\n@Achievement\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (316) y: (0)\n\nwhen flag clicked\nif <(Coins) = [50]> then\n show\n glide (1) secs to x: (121) y: (0)\n wait (1.2) seconds\n glide (1) secs to x: (316) y: (0)\n wait (0.2) seconds\n hide\nelse\n hide\n go to x: (316) y: (0)\nend\n\n@Achievement2\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (316) y: (0)\n\nwhen flag clicked\nif <(Coins) = [100]> then\n show\n glide (1) secs to x: (121) y: (0)\n wait (1.2) seconds\n glide (1) secs to x: (316) y: (0)\n wait (0.2) seconds\n hide\nelse\n hide\n go to x: (316) y: (0)\nend\n\n@Achievement3\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (316) y: (0)\n\nwhen flag clicked\nif <(Coins) = [150]> then\n show\n glide (1) secs to x: (121) y: (0)\n wait (1.2) seconds\n glide (1) secs to x: (316) y: (0)\n wait (0.2) seconds\n hide\nelse\n hide\n go to x: (316) y: (0)\nend\n\n@Coin 1\n\nwhen flag clicked\nshow\ngo to x: (-93) y: (-104)\ngo [backward v] (1) layers\nforever\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (1)\n wait (0.05) seconds\n change y by (-1)\n wait (0.05) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n change [coins v] by (5)\n hide\n end\nend\n\nwhen I receive [2nnnnnndndnddnddn levellvlelvlelslallalaaa v]\nif <(Level) = [2]> then\n show\n go to x: (-84) y: (-87)\nend\n\nwhen I receive [33333333 v]\nif <(Level) = [3]> then\n show\n go to x: (-63) y: (38)\nend\n\nwhen I receive [4444444 v]\nif <(Level) = [4]> then\n show\n go to x: (-104) y: (-59)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [5 v]\nif <(Level) = [5]> then\n show\n go to x: (-100) y: (-87)\nend\n\nwhen I receive [6666666 v]\nif <(Level) = [6]> then\n show\n go to x: (-93) y: (12)\nend\n\nwhen I receive [77777 v]\nif <(Level) = [7]> then\n show\n go to x: (-85) y: (12)\nend\n\nwhen I receive [8 lelvelwlvlevlejlvjlbv v]\nif <(Level) = [8]> then\n show\n go to x: (-65) y: (32)\nend\n\nwhen I receive [9999999 bajbijibjaibjijeljarleylryaev v]\nif <(Level) = [9]> then\n show\n go to x: (-95) y: (-82)\nend\n\nwhen I receive [10 v]\nif <(Level) = [10]> then\n show\n go to x: (-79) y: (-78)\nend\n\nwhen I receive [11 v]\nif <(Level) = [11]> then\n show\n go to x: (-35) y: (-80)\nend\n\n@Coin 2\n\nwhen flag clicked\nshow\ngo to x: (-9) y: (-104)\ngo [backward v] (1) layers\nforever\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (1)\n wait (0.05) seconds\n change y by (-1)\n wait (0.05) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n change [coins v] by (5)\n hide\n end\nend\n\nwhen I receive [2nnnnnndndnddnddn levellvlelvlelslallalaaa v]\nif <(Level) = [2]> then\n show\n go to x: (21) y: (25)\nend\n\nwhen I receive [33333333 v]\nif <(Level) = [3]> then\n show\n go to x: (64) y: (89)\nend\n\nwhen I receive [4444444 v]\nif <(Level) = [4]> then\n show\n go to x: (20) y: (163)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [5 v]\nif <(Level) = [5]> then\n show\n go to x: (-21) y: (-87)\nend\n\nwhen I receive [6666666 v]\nif <(Level) = [6]> then\n go to [front v] layer\n show\n go to x: (36) y: (54)\nend\n\nwhen I receive [77777 v]\nif <(Level) = [7]> then\n go to [front v] layer\n show\n go to x: (29) y: (137)\nend\n\nwhen I receive [8 lelvelwlvlevlejlvjlbv v]\nif <(Level) = [8]> then\n go to [back v] layer\n show\n go to x: (78) y: (99)\nend\n\nwhen I receive [9999999 bajbijibjaibjijeljarleylryaev v]\nif <(Level) = [9]> then\n show\n go to x: (-11) y: (-82)\nend\n\nwhen I receive [10 v]\nif <(Level) = [10]> then\n show\n go to x: (25) y: (65)\nend\n\nwhen I receive [11 v]\nif <(Level) = [11]> then\n show\n go to x: (58) y: (115)\nend\n\n@Coin 3\n\nwhen flag clicked\nshow\ngo to x: (72) y: (-104)\ngo [backward v] (1) layers\nforever\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (1)\n wait (0.05) seconds\n change y by (-1)\n wait (0.05) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n change [coins v] by (5)\n hide\n end\nend\n\nwhen I receive [2nnnnnndndnddnddn levellvlelvlelslallalaaa v]\nif <(Level) = [2]> then\n show\n go to x: (135) y: (-87)\nend\n\nwhen I receive [33333333 v]\nif <(Level) = [3]> then\n show\n go to x: (187) y: (42)\nend\n\nwhen I receive [4444444 v]\nif <(Level) = [4]> then\n show\n go to x: (179) y: (-79)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [5 v]\nif <(Level) = [5]> then\n show\n go to x: (56) y: (-88)\nend\n\nwhen I receive [6666666 v]\nif <(Level) = [6]> then\n show\n go to x: (165) y: (12)\nend\n\nwhen I receive [77777 v]\nif <(Level) = [7]> then\n show\n go to x: (194) y: (17)\nend\n\nwhen I receive [8 lelvelwlvlevlejlvjlbv v]\nif <(Level) = [8]> then\n show\n go to x: (233) y: (59)\nend\n\nwhen I receive [9999999 bajbijibjaibjijeljarleylryaev v]\nif <(Level) = [9]> then\n show\n go to x: (68) y: (-82)\nend\n\nwhen I receive [10 v]\nif <(Level) = [10]> then\n show\n go to x: (124) y: (-78)\nend\n\nwhen I receive [11 v]\nif <(Level) = [11]> then\n show\n go to x: (212) y: (0)\nend\n\n@Spikesssjiejisjiejses\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Message\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch costume to (tethete3 v)\ngo to x: (466) y: (-174)\nhide\nwait (0.2) seconds\nshow\nglide (1) secs to x: (-3) y: (-174)\nwait (3.5) seconds\nhide\n\n@Message2\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch costume to (tethete3 v)\ngo to x: (466) y: (-174)\nhide\nwait (3.7) seconds\nglide (1) secs to x: (-3) y: (-174)\nshow\nwait (3.6) seconds\nrepeat (16)\n change [ghost v] effect by (6.25)\nend\ngo to [back v] layer\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@Message4\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (376) y: (-29)\nswitch costume to (tethete v)\nhide\nwait (10) seconds\nshow\nglide (1) secs to x: (123) y: (-29)\nwait (1) seconds\nglide (1) secs to x: (380) y: (-29)\nhide\n\n@E\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (tethete3 v)\ngo to x: (460) y: (-22)\nhide\nwait (0.2) seconds\nshow\nglide (1) secs to x: (-9) y: (-22)\nwait (0.3) seconds\nrepeat (16)\n change [ghost v] effect by (25)\nend\n\n@E2\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch costume to (tethete3 v)\ngo to x: (466) y: (-174)\nhide\nwait (3.7) seconds\nglide (1) secs to x: (-3) y: (-174)\nwait (3.6) seconds\nshow\nwait (1) seconds\nglide (1) secs to x: (466) y: (-174)\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (0) seconds\nforever\n show\n change [ghost v] effect by (100)\n go to [front v] layer\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (2) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange [ghost v] effect by (40)\nshow\nswitch costume to (pick random (1) to (2))\nshow\ngo to x: (303) y: (pick random (75) to (175))\nglide (4) secs to x: (-303) y: (y position)\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (Bruh v)\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite2\n\nwhen I receive [bruh v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [bruh moment v]\nhide\n\n@Sprite3\n\nwhen I receive [bruh v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen this sprite clicked\nbroadcast (Bruh moment v)\nhide\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [bruh v]\ngo to [front v] layer\nshow\n\nwhen I receive [bruh moment v]\nhide\n\nwhen this sprite clicked\nif <<(Coins) > [35]> or <(Coins) = [35]>> then\n broadcast (Tehtehe v)\n change [coins v] by (-35)\n switch costume to (costume2 v)\nelse\n switch costume to (costume3 v)\n wait (1) seconds\n switch costume to (costume1 v)\nend\n\n@Sprite5\n\nwhen I receive [tehtehe v]\nshow\nglide (1) secs to x: (23) y: (21)\nwait (2) seconds\nglide (1) secs to x: (-371) y: (17)\ngo to [front v] layer\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
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Dimensions | A Platformer | _ItsHaven_\n————————————————————\nHelp the one-eyed monster escape all these weird, unique dimensions in order to win!! Also, this is not mobile friendly... Anyways, happy holidays!\n————————————————————
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Phenomenal Paints >> #All #Games #Art #Platformer #Mobile Friendly
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\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?>> or <<mouse down?> and <(mouse x) > (x position)>>> 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?>> or <<mouse down?> and <(x position) > (mouse x)>>> 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?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> 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?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> 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 I receive [intro v]\nset size to (100) %\nset [color v] effect to (0)\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [deaths v] to [0]\nshow variable [deaths v]\nshow variable [level v]\nset [timer v] to [0]\nshow variable [timer v]\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] [14]\n if <<<<touching (danger v)?> or <touching (saw v)?>> or <touching (monster's v)?>> or <touching (imposter v)?>> then\n spin off screen\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [21]\n end\n if <touching (blue paint v)?> then\n switch backdrop to (backdrop2 v)\n end\n if <touching (yellow paint v)?> then\n switch backdrop to (backdrop5 v)\n end\n if <touching (tree paint v)?> then\n switch backdrop to (backdrop4 v)\n end\n if <touching (portal v)?> then\n go to x: (106) y: (128)\n end\n if <(level) = [28]> then\n set size to (180) %\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [hurt v]\nreset\n\nwhen I receive [intro v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [intro v]\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n switch costume to (center v)\n end\nend\n\ndefine spin off screen\nchange [deaths v] by (1)\nset [y vel v] to [10]\nrepeat until <(y position) < [-179]>\n switch costume to (dead v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y vel)\n change [y vel v] by (-1)\nend\nhide\ngo to x: (-198) y: (-10)\nreset\n\ndefine reset\nswitch costume to (center v)\nclear graphic effects\nshow\ngo to x: (-198) y: (10)\npoint in direction (90)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen I receive [intro v]\nforever\n if <<key (any v) pressed?> or <mouse down?>> then\n repeat until <(level) = [60]>\n change [timer v] by (1)\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nwait (9) seconds\nbroadcast (Menu v)\n\nwhen flag clicked\nset [timer v] to [0]\nset [deaths v] to [0]\nhide variable [timer v]\nhide variable [deaths v]\nhide variable [level v]\n\nwhen I receive [intro v]\nrepeat until <(level) = [60]>\n play sound [Jim Yosef - Firefly \[NCS Release\] v] until done\nend\n\nwhen I receive [end v]\n\n@danger\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nnext costume\n\nwhen I receive [intro v]\nshow\n\n@level\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nswitch costume to (1 v)\nshow\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Particles]> then\n Color: [160] Brightness [100] Ghost [0]\n go to x: (0) y: (0)\n show\n change [spd v] by (pick random (-1) to (1))\n if <(SPD) = [1]> then\n go to [front v] layer\n end\n set size to (pick random (50) to (70)) %\n switch costume to (pick random (2) to (3))\n set [costume v] to (costume [number v])\n set [move v] to ((size) / (6))\n set [spd v] to (pick random ((size) / (35)) to ((size) / (-35)))\n point in direction (pick random (360) to (0))\n set [siz v] to [0]\n show\n repeat until <<<(round (x position)) > [399]> or <(round (x position)) < [-399]>> or <<(round (y position)) > [299]> or <(round (y position)) < [-299]>>>\n switch costume to (movehak v)\n turn right (.5) degrees\n move (Move) steps\n change y by (Siz)\n change [siz v] by (SPD)\n switch costume to (Costume)\n change size by (((size) * (SPD)) / (65))\n switch costume to (Costume)\n if <(size) > [100]> then\n go to [front v] layer\n end\n end\n delete this clone\nend\n\ndefine Frame X: (x) Y: (y) Size (size) Direction (direction) Speed (speed)\nchange x by (((round (x)) - (x position)) / (speed))\nchange y by (((round (y)) - (y position)) / (speed))\nchange size by (((round (size)) - (size)) / (speed))\nturn right (((round (direction)) - (direction)) / (speed)) degrees\n\ndefine Color: (color) Brightness (b) Ghost (qhost)\nset [color v] to (color)\nset [brightness v] to (b)\nset [ghost v] to (qhost)\nset [color v] effect to (Color)\nset [brightness v] effect to (Brightness)\nset [ghost v] effect to (Ghost)\n\nwhen I start as a clone\nforever\n set [color v] effect to (Color)\n set [brightness v] effect to (Brightness)\n set [ghost v] effect to (Ghost)\nend\n\ndefine Explosion (amount)\nset [clone id v] to [Particles]\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\ndefine ShockWave X (x) Y (y)\ngo to x: (x) y: (y)\nset [clone id v] to [Shook]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Shook]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n set size to (1) %\n point in direction (90)\n set [move v] to [15]\n set [costume v] to [89]\n switch costume to (shockwave1 v)\n show\n repeat until <(Costume) > [111]>\n change [costume v] by (((round (112)) - (round (Costume))) / (5))\n switch costume to (size hack #1 v)\n Size [800] SPD [8]\n switch costume to (Costume)\n end\n repeat (4)\n change [costume v] by (((round (112)) - (round (Costume))) / (5))\n change [ghost v] by (25)\n switch costume to (size hack #1 v)\n Size [800] SPD [8]\n switch costume to (Costume)\n end\n delete this clone\nend\n\ndefine Gradient Shockwave\nset [clone id v] to [Gradient]\ncreate clone of (_myself_ v)\n\ndefine Intro\nset [wait v] to [0]\nhide\nreset timer\nReset\nset volume to (100) %\nstart sound [NIVIRO - Memes \[NCS Release\] v]\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nClone Diff [1] [1]\n\ndefine Reqular Shockwave (x) (y)\ngo to x: (x) y: (y)\nset [clone id v] to [Shocking]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Shocking]> then\n Color: [0] Brightness [0] Ghost [0]\n switch costume to (another shockwave v)\n set size to (1) %\n show\n repeat (30)\n Frame X: [0] Y: [0] Size [300] Direction [90] Speed [9]\n change [ghost v] by (((100) - (Ghost)) / (8))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Gradient]> then\n Color: (Color) Brightness [0] Ghost [0]\n switch costume to (gradientshockwave v)\n set size to (1) %\n show\n repeat (25)\n switch costume to (size hack #1 v)\n Frame X: [0] Y: [0] Size [500] Direction [90] Speed [7]\n change [ghost v] by (4)\n switch costume to (gradientshockwave v)\n end\n delete this clone\nend\n\ndefine 1/4 ShockWave\nset [clone id v] to [1/4]\npoint in direction (90)\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nturn right (180) degrees\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nturn right (90) degrees\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nturn right (180) degrees\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [1/4]> then\n Color: [0] Brightness [100] Ghost [0]\n Frame X: [0] Y: [0] Size [0] Direction (direction) Speed [1]\n switch costume to (checker shockwave 1 v)\n set [costume v] to [25]\n show\n repeat until <(Costume) > [45]>\n change [costume v] by (((round (46)) - (round (Costume))) / (6))\n switch costume to (Costume)\n Size [500] SPD [6]\n end\n repeat (10)\n change [ghost v] by (10)\n end\n delete this clone\nend\n\ndefine Size (x) SPD (spd)\nchange size by (((round (x)) - (size)) / (spd))\n\ndefine Smooth Turn (dir) SPD (spd)\nturn right (((round (dir)) - (direction)) / (spd)) degrees\n\ndefine Circle Explosion at (x) (y) Amount (amount)\nset [clone id v] to [Circle Explosion]\npoint in direction (0)\ngo to x: (x) y: (y)\nrepeat (amount)\n create clone of (_myself_ v)\n turn right ((360) / (amount)) degrees\nend\nset [clone id v] to [0]\n\nwhen I start as a clone\nif <(Clone ID) = [Circle Explosion]> then\n Color: (Color) Brightness [0] Ghost [0]\n switch costume to (size hack #1 v)\n set size to (200) %\n switch costume to (circle v)\n go to x: (0) y: (0)\n set [move v] to [25]\n show\n repeat until <(size) < [20]>\n turn right (3) degrees\n change [move v] by (((round (0)) - (round (Move))) / (8))\n move (Move) steps\n change size by ((size) / (-15))\n end\n repeat (10)\n change [ghost v] by (25)\n end\n delete this clone\nend\n\ndefine Line Explosion At (x) (y) Amount/Spread (amount) (spread) (dir)\nset [clone id v] to [Line Explosion]\npoint in direction (dir)\ngo to x: (x) y: (y)\nrepeat (amount)\n set [clone id v] to [Line Explosion]\n create clone of (_myself_ v)\n wait (0) seconds\n set [clone id v] to [Line Explosion1]\n create clone of (_myself_ v)\n turn right ((spread) / (amount)) degrees\nend\nset [clone id v] to [0]\npoint in direction (90)\n\nwhen I start as a clone\nif <(Clone ID) = [Line Explosion]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n switch costume to (line explosionv1 v)\n go to x: (0) y: (0)\n set [costume v] to [55]\n set [move v] to [13.5]\n set size to (1) %\n show\n repeat until <(Costume) > [73]>\n Size [200] SPD [10]\n change [costume v] by (((74) - (round (Costume))) / (8))\n change [move v] by (((round (0)) - (round (Move))) / (10))\n switch costume to (Costume)\n move (Move) steps\n end\n repeat (4)\n Size [200] SPD [10]\n change [ghost v] by (25)\n change [costume v] by (((74) - (round (Costume))) / (8))\n change [move v] by (((round (0)) - (round (Move))) / (10))\n switch costume to (Costume)\n move (Move) steps\n end\n delete this clone\nend\n\ndefine Clone Same Sprite (clone id) (amount)\nset [clone id v] to (clone id)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\ndefine Clone Diff (clone id) (amount)\nset [clone id v] to (clone id)\nrepeat (amount)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\n\nwhen I receive [key frame v]\nif <(Clone ID) = [0]> then\n forever\n if <(timer) > (item ({Intro} KeyFrame) of [key frames v])> then\n change [{intro} keyframe v] by (1)\n broadcast (\[Intro\] Key Frame Signal v)\n if <({Intro} KeyFrame) > (length of [key frames v])> then\n stop [this script v]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [ESPN]> then\n switch costume to (swipe line1 v)\n set [costume v] to [113]\n set size to (Siz) %\n show\n repeat until <(Costume) > [143]>\n change [costume v] by (((144) - (Costume)) / (SPD))\n switch costume to (Costume)\n end\n repeat (4)\n change [ghost v] by (25)\n end\n delete this clone\nend\n\ndefine Create ESPN effect (x) (y) (spd) (dir) (siz)\nset [spd v] to (spd)\nset [siz v] to (siz)\npoint in direction (dir)\ngo to x: (x) y: (y)\nset [clone id v] to [ESPN]\ncreate clone of (_myself_ v)\n\ndefine ESPN LINE EXPLOSION (x) (y) (amount)\nset [clone id v] to [ESPN]\ngo to x: (x) y: (y)\nset [spd v] to [7]\nset [siz v] to [70]\npoint in direction (90)\nrepeat (amount)\n create clone of (_myself_ v)\n turn right ((360) / (amount)) degrees\nend\n\ndefine Scatter ShockWave (x) (y) (amount) (size)\nset [clone id v] to [Scatter]\ngo to x: (y) y: (x)\nset [siz v] to (size)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Scatter]> then\n Color: [0] Brightness [0] Ghost [0]\n switch costume to (checker shockwave 1 v)\n set [costume v] to [25]\n point in direction (pick random (360) to (0))\n set [siz v] to (pick random (Siz) to ((Siz) + (450)))\n set size to (1) %\n show\n repeat until <(Costume) > [45]>\n change [costume v] by (((46) - (Costume)) / (8))\n switch costume to (size hack #1 v)\n Size (Siz) SPD [6]\n switch costume to (Costume)\n end\n repeat (4)\n switch costume to (size hack #1 v)\n Size (Siz) SPD [6]\n switch costume to (Costume)\n change [ghost v] by (25)\n end\n delete this clone\nend\n\ndefine LightRays (amount)\nset [clone id v] to [LightRays]\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat ((amount) * (2))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [LightRays]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n switch costume to (lightray1 v)\n set size to (1) %\n set [costume v] to [145]\n point in direction (pick random (360) to (0))\n set [siz v] to (pick random (50) to (150))\n set [spd v] to (pick random (.75) to (.9))\n set [move v] to (pick random (1) to (4))\n set [turn bounce v] to (pick random (-1) to (1))\n set size to (1) %\n show\n repeat until <(Costume) > [156]>\n turn right (Turn Bounce) degrees\n change [costume v] by (((157) - (Costume)) / (7))\n change [move v] by (((0) - (Move)) / (SPD))\n Size (Siz) SPD ((SPD) * (3))\n switch costume to (Costume)\n move (Move) steps\n end\n repeat (10)\n change [ghost v] by (10)\n turn right (Turn Bounce) degrees\n change [costume v] by (((157) - (Costume)) / (7))\n change [move v] by (((0) - (Move)) / (SPD))\n Size (Siz) SPD (SPD)\n switch costume to (Costume)\n move (Move) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Spline]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n switch costume to (splinear v)\n go to x: (500) y: (-100)\n set size to (60) %\n set [zdestination v] to [0]\n set [z v] to [0]\n point in direction (45)\n show\n set [move v] to [0]\n repeat (20)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((-13) - (Move)) / (7))\n end\n repeat (10)\n switch costume to (movehak v)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((-13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n repeat (30)\n switch costume to (movehak v)\n turn right (-2) degrees\n move (Move) steps\n change [move v] by (((-13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n delete this clone\nend\n\ndefine Create Spline Type: (type)\nif <(type) = [1]> then\n set [clone id v] to [Spline]\n create clone of (_myself_ v)\nelse\n if <(type) = [2]> then\n set [clone id v] to [Spline2]\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Spline2]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n switch costume to (splinear v)\n go to x: (-500) y: (100)\n set size to (60) %\n point in direction (45)\n show\n set [move v] to [0]\n repeat (20)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((13) - (Move)) / (7))\n end\n repeat (10)\n switch costume to (movehak v)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n repeat (20)\n switch costume to (movehak v)\n turn right (-2) degrees\n move (Move) steps\n change [move v] by (((13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n delete this clone\nend\n\ndefine Create Spline 2 Type: (type)\nif <(type) = [1]> then\n set [clone id v] to [Splin]\n create clone of (_myself_ v)\nelse\n if <(type) = [2]> then\n set [clone id v] to [Splin2]\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Splin]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n switch costume to (splinear v)\n go to x: (500) y: (0)\n set size to (60) %\n point in direction (45)\n show\n set [move v] to [0]\n repeat (15)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((-8) - (Move)) / (7))\n end\n repeat (10)\n switch costume to (movehak v)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((-8) - (Move)) / (7))\n switch costume to (splinear v)\n end\n repeat (12)\n switch costume to (movehak v)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((-13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n repeat (20)\n switch costume to (movehak v)\n turn right (-2) degrees\n move (Move) steps\n change [move v] by (((-13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Splin2]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n switch costume to (splinear v)\n go to x: (-500) y: (0)\n set size to (60) %\n point in direction (45)\n show\n set [move v] to [0]\n repeat (15)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((8) - (Move)) / (7))\n end\n repeat (10)\n switch costume to (movehak v)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((8) - (Move)) / (7))\n switch costume to (splinear v)\n end\n repeat (12)\n switch costume to (movehak v)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n repeat (20)\n switch costume to (movehak v)\n turn right (-2) degrees\n move (Move) steps\n change [move v] by (((13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n Color: (Color) Brightness [0] Ghost [0]\n switch costume to (size hack #1 v)\n set size to (1) %\n switch costume to (diamond v)\n go to x: (0) y: (0)\n point in direction (90)\n set [zdestination v] to [500]\n set [z v] to [1]\n show\n forever\n switch costume to (size hack #1 v)\n Size (Z) SPD [2]\n change [z v] by (((Zdestination) - (Z)) / (5))\n switch costume to (diamond v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Line Explosion1]> then\n Color: (Color) Brightness [-100] Ghost [80]\n switch costume to (line explosionv1 v)\n go to x: (-5) y: (5)\n set [costume v] to [55]\n set [move v] to [13.5]\n go to [front v] layer\n go [backward v] (1) layers\n set size to (1) %\n show\n repeat until <(Costume) > [73]>\n Size [200] SPD [10]\n change [costume v] by (((74) - (round (Costume))) / (8))\n change [move v] by (((round (0)) - (round (Move))) / (10))\n switch costume to (Costume)\n move (Move) steps\n end\n repeat (4)\n Size [200] SPD [10]\n change [ghost v] by (25)\n change [costume v] by (((74) - (round (Costume))) / (8))\n change [move v] by (((round (0)) - (round (Move))) / (10))\n switch costume to (Costume)\n move (Move) steps\n end\n delete this clone\nend\n\ndefine Size (siz)\nset [costume v] to (costume [number v])\nif <(siz) > [100]> then\n switch costume to (size hack #1 v)\nend\nset size to (siz) %\nswitch costume to (Costume)\n\nwhen I receive [stop intro v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [play intro v]\nset [clone id v] to [0]\nset [{intro} keyframe v] to [0]\nbroadcast (Key Frame v)\nIntro\n\nwhen flag clicked\nbroadcast (Play Intro v)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (name v)\n go to [front v] layer\n go [backward v] (2) layers\n show\n forever\n go to x: (([sin v] of ((timer) * (600)) ) * (3)) y: (([cos v] of ((timer) * (600)) ) * (3))\n Size [100] SPD [5]\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n wait until <({Intro} KeyFrame) > [1]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [2]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [3]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [4]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [5]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [6]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [7]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [8]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [9]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [10]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [11]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [12]>\n set size to (150) %\nend\n\nwhen I receive [\[intro\] key frame signal v]\nif <(Clone ID) = [Cheveron]> then\n set [zdestination v] to ((Z) + (Z))\nend\n\nwhen flag clicked\ndelete this clone\n\ndefine Reset\n\nwhen I receive [key frame v]\nClone Same Sprite [b1] [1]\nClone Same Sprite [b2] [1]\nClone Same Sprite [Back] [1]\nwait until <({Intro} KeyFrame) > [1]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [2]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [3]>\nClone Same Sprite [Cheveron] [1]\nCreate ESPN effect [-150] [0] [6] [0] [50]\nCreate ESPN effect [150] [0] [6] [0] [50]\ngo to x: (0) y: (0)\npoint in direction (90)\nwait until <({Intro} KeyFrame) > [4]>\nClone Same Sprite [Cheveron] [1]\nGradient Shockwave\nrepeat (10)\n Create Spline 2 Type: [1]\n Create Spline 2 Type: [2]\nend\nwait until <({Intro} KeyFrame) > [5]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [6]>\nClone Same Sprite [Cheveron] [1]\n1/4 ShockWave\npoint in direction (90)\nwait until <({Intro} KeyFrame) > [7]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [8]>\nLine Explosion At [0] [0] Amount/Spread [4] [360] [360]\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [9]>\nClone Same Sprite [Cheveron] [1]\nReqular Shockwave [0] [0]\nwait until <({Intro} KeyFrame) > [10]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [11]>\nCircle Explosion at [0] [0] Amount [10]\npoint in direction (90)\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [12]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [14]>\nwait (1.8) seconds\nbroadcast (Intro ended v)\n\nwhen I start as a clone\nif <(Clone ID) = [b1]> then\n switch costume to (bar1 v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n wait until <({Intro} KeyFrame) > [1]>\n repeat (26)\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n end\n wait until <({Intro} KeyFrame) > [12]>\n repeat (26)\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\n end\n wait until <({Intro} KeyFrame) > [14]>\n repeat (30)\n switch costume to (movehak v)\n change y by (((200) - (y position)) / (5))\n switch costume to (bar1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [b2]> then\n switch costume to (bar2 v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n wait until <({Intro} KeyFrame) > [1]>\n repeat (26)\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n end\n wait until <({Intro} KeyFrame) > [12]>\n repeat (26)\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\n end\n wait until <({Intro} KeyFrame) > [14]>\n repeat (30)\n switch costume to (movehak v)\n change y by (((-200) - (y position)) / (5))\n switch costume to (bar2 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Back]> then\n Color: (Color) Brightness [20] Ghost [0]\n switch costume to (arrow 1 v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\nend\n\nwhen I start as a clone\nif <not <<(Clone ID) = [b1]> or <(Clone ID) = [b2]>>> then\n wait until <({Intro} KeyFrame) > [14]>\n delete this clone\nend\n\nwhen I receive [intro ended v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [play intro v]\nColor: (pick random (0) to (200)) Brightness [0] Ghost [0]\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\ngo to x: (240) y: (-7)\nshow\nforever\n if <touching (player v)?> then\n broadcast (end v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [intro v]\ngo to x: (240) y: (-7)\nshow\nforever\n if <(level) = [60]> then\n hide\n end\nend\n\n@It\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\ngo to x: (4) y: (53)\nglide (1) secs to x: (4) y: (3)\n\nwhen I receive [intro v]\nshow\ngo to x: (4) y: (53)\nglide (1) secs to x: (4) y: (3)\n\n@Blue Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [4]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n forever\n if <touching (player v)?> then\n switch backdrop to (backdrop2 v)\n end\n end\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [5]> then\n hide\n end\nend\n\n@Green Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [6]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [7]> then\n hide\n end\nend\n\n@Brown Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [8]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\n@Brown Paint2\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [10]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\n@sus Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [12]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [13]> then\n hide\n switch backdrop to (backdrop3 v)\n end\nend\n\n@Villagers 1\n\nwhen flag clicked\ngo to x: (-30) y: (-101)\ngo to [front v] layer\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [13]> then\n show\n glide (3) secs to x: (pick random (199) to (-199)) y: (-101)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [14]> then\n hide\n end\nend\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n if <(level) = [13]> then\n show\n wait (pick random (2) to (5)) seconds\n repeat until <(costume [number v]) = [6]>\n wait (0.01) seconds\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@Villagers 2\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n if <(level) = [13]> then\n show\n wait (pick random (2) to (5)) seconds\n repeat until <(costume [number v]) = [6]>\n wait (0.01) seconds\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-30) y: (-101)\ngo to [front v] layer\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [13]> then\n show\n glide (3) secs to x: (pick random (199) to (-199)) y: (-101)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [14]> then\n hide\n end\nend\n\n@Villagers 3\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n if <(level) = [13]> then\n show\n wait (pick random (2) to (5)) seconds\n repeat until <(costume [number v]) = [6]>\n wait (0.01) seconds\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-30) y: (-101)\ngo to [front v] layer\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [13]> then\n show\n glide (3) secs to x: (pick random (199) to (-199)) y: (-101)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [14]> then\n hide\n end\nend\n\n@Villagers 4\n\nwhen flag clicked\ngo to x: (-30) y: (-101)\ngo to [front v] layer\nhide\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n if <(level) = [13]> then\n show\n glide (3) secs to x: (pick random (199) to (-199)) y: (-101)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [14]> then\n hide\n end\nend\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n if <(level) = [13]> then\n show\n wait (pick random (2) to (5)) seconds\n repeat until <(costume [number v]) = [6]>\n wait (0.01) seconds\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@tree Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [14]> then\n switch backdrop to (backdrop2 v)\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [15]> then\n switch backdrop to (backdrop4 v)\n hide\n end\nend\n\n@yellow Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [16]> then\n switch backdrop to (backdrop4 v)\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [17]> then\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@purple Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [18]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [19]> then\n hide\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n if <(level) = [19]> then\n go to x: (-60) y: (-114)\n show\n end\n if <(level) = [20]> then\n hide\n end\n if <(level) = [58]> then\n go to x: (-60) y: (-114)\n show\n end\n if <(level) = [59]> then\n hide\n end\nend\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n repeat (4)\n wait (0.01) seconds\n next costume\n end\n start sound [Mario Jump - Gaming Sound Effect \(HD\) v]\n switch costume to (costume4 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n end\nend\n\n@orange Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [22]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [23]> then\n hide\n end\nend\n\n@Portal\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [23]> then\n show\n go to x: (-195) y: (112)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [24]> then\n hide\n end\nend\n\n@grey Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [24]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [25]> then\n hide\n end\nend\n\n@Sprite1\n\n@Saw\n\nwhen flag clicked\nhide\ngo to x: (11) y: (-135)\npoint in direction (90)\ngo to [back v] layer\nforever\n if <<<<(level) = [25]> or <(level) = [26]>> or <(level) = [44]>> or <(level) = [52]>> then\n show\n glide (1) secs to x: (175) y: (-135)\n wait (0.60) seconds\n glide (1) secs to x: (-90) y: (-135)\n wait (0.60) seconds\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (11) y: (-135)\npoint in direction (90)\ngo to [back v] layer\nforever\n if <<<<(level) = [25]> or <(level) = [26]>> or <(level) = [44]>> or <(level) = [52]>> then\n turn right (10) degrees\n show\n else\n hide\n end\nend\n\n@Menu\n\nwhen I receive [menu v]\nbroadcast (intro v)\n\n@black Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [27]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [28]> then\n hide\n broadcast (set blink animation to big v)\n end\nend\n\n@Night Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [30]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [31]> then\n switch backdrop to (backdrop6 v)\n hide\n end\nend\n\n@hat Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [36]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [37]> then\n switch backdrop to (backdrop6 v)\n hide\n end\nend\n\n@hat\n\nwhen flag clicked\nset size to (150) %\nswitch costume to (costume1 v)\nhide\nforever\n if <<(level) = [37]> or <[37] < (level)>> then\n go to [front v] layer\n show\n go to (player v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [46]> or <(level) > [46]>> then\n go to [front v] layer\n wait (0.5) seconds\n next costume\n wait (0.7) seconds\n next costume\n wait (0.12) seconds\n forever\n switch costume to (costume4 v)\n show\n go to (player v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (150) %\nswitch costume to (costume1 v)\nhide\nforever\n if <(level) = [1]> then\n hide\n end\nend\n\n@blink animation\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [intro v]\nforever\n go to (player v)\nend\n\nwhen I receive [intro v]\nforever\n go to [front v] layer\n show\n wait (pick random (1) to (3)) seconds\n repeat until <(costume [number v]) = [5]>\n wait (0.01) seconds\n next costume\n end\n wait (0.01) seconds\n repeat until <(costume [number v]) = [1]>\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [set blink animation to big v]\nset size to (150) %\n\n@firework Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [39]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [40]> then\n switch backdrop to (backdrop7 v)\n broadcast (FIREWORKS! v)\n hide\n end\nend\n\n@Fireworks\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 broadcast (Shake v)\n set [pitch v] effect to (pick random (-20) to (20))\n start sound [Minecraft Fireworks Sound Effects HD v]\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 (80)\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 [intro v]\nforever\n if <<(level) = [40]> or <[40] < (level)>> then\n clear sound effects\n set rotation style [don't rotate v]\n hide\n delete (all) of [particles v]\n delete (all) of [px v]\n delete (all) of [py v]\n delete (all) of [pxv v]\n delete (all) of [pyv v]\n delete (all) of [type v]\n delete (all) of [colour v]\n erase all\n forever\n go to [front v] layer\n Render\n Edit\n Random colour\n end\n end\nend\n\nwhen flag clicked\nhide\nerase all\n\n@rain Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [45]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [46]> then\n switch backdrop to (backdrop6 v)\n hide\n end\nend\n\n@Raining\n\nwhen flag clicked\ngo to x: (1) y: (26)\nhide\nswitch costume to (raining v)\ngo to [front v] layer\nset size to (160) %\nforever\n if <<(level) = [46]> or <(level) > [46]>> then\n show\n wait (0.01) seconds\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [46]> or <(level) > [46]>> then\n play sound [Rain Sound Effect Short \(2 minutes\) ♪ v] until done\n end\nend\n\n@flower Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [56]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [57]> then\n switch backdrop to (backdrop6 v)\n hide\n end\nend\n\n@flowers\n\nwhen flag clicked\nhide\nforever\n if <<(level) = [57]> or <[57] < (level)>> then\n go to [back v] layer\n show\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [end v]\nnext costume\n\n@dream Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [59]> then\n show\n go to x: (123) y: (-43)\n glide (4) secs to x: (123) y: (-60)\n glide (4) secs to x: (123) y: (-43)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [60]> then\n switch backdrop to (backdrop6 v)\n hide\n end\nend\n\n@dream\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset size to (90) %\nforever\n if <(level) = [60]> then\n stop all sounds\n go to x: (191) y: (-35)\n start sound [Dream Speedrun Music v]\n show\n glide (1.23) secs to x: (-1) y: (-35)\n repeat (100)\n start sound [Low Whoosh v]\n go to (random position v)\n end\n go to x: (191) y: (-35)\n broadcast (note v)\n forever\n end\nend\n\n@Note\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [note v]\nforever\n go to [front v] layer\n go [forward v] (100) layers\n show\nend\n\n
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NEW PROJECT OUT! : https://scratch.mit.edu/projects/627996256\nSTORY-\nHere, The Dull, boring world is so boring.. But YOU "the player" Can you Paint the Dull world into a bright colourful and fun world?\n\nHow to play?\n- Use the arrow keys or WASD To move\n- Avoid dangerous stuff\n- Paint the dull world! :)\n- ENJOYED IT? Make sure to ❤️ and ⭐️and Follow\n@amazingQ for more games like this! :)\n- LET'S GET MY YT CHANNEL TO 200 SUBS! :) :- \nhttps://www.youtube.com/channel/UC-ENNFJaC0rIXa6-QIQkDiQ\n\nCREDITS!-\n- Inspired by @Kokasgui\n- Thank you @-PandaMC- for the death animation\n- Amazing intro by @-AntiScratch-\n- Coding and art by me!\n- @xamuil2 for the original platformer tutorial\n- Fireworks by @77Tigers\n- some sounds from youtube! :)\n- Music : Jim Yosef - Firefly [NCS Release]\n- Rain from google\n- dream from youtube is by @-bruhcodes which is my minecraft account\n- dreams speedrun music from youtube.\n\ntags-\n#All\n#Games\n#Platformer\n#Enjoythisproject\n#colourful\n#amazingQ\n#Mobilefriendly \n#SubscribeToMrebicOnYoutube\n#2022
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(DARK!) 2 (Mobile Friendly Platformer)
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@Stage\n\n@Player\n\nwhen flag clicked\nstart sound [Inferno v]\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (-90)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [160]> then\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-91)\n end\nend\n\nwhen flag clicked\nif <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-214) y: (-97)\n else\n go to x: (x position) y: (y position)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n forever\n set [level v] to [10]\n end\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\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Thumbnail\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (100)\n\n@Skip Button\n\nwhen this sprite clicked\nchange [level v] by (1)\n\n@Text 1\n\nwhen flag clicked\nshow\nwait (0.001) seconds\nrepeat until <(costume [number v]) = [26]>\n wait (0.03) seconds\n next costume\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <[1] < (Level)> then\n hide\n end\nend\n\n
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Welcome to (DARK!) 2 a mobile friendly platformer.\n\nNew Game: Halloween Clicker \nhttps://scratch.mit.edu/projects/740884198\n\nSummer (A platformer) (SHOUTOUT) (Day 1 fan)\nhttps://scratch.mit.edu/projects/528494683\n\n(Dark!) 3\nhttps://scratch.mit.edu/projects/620002286\n\n(Dark) Colorified (If you play spam green button until on level 1 because its glitched)\nhttps://scratch.mit.edu/projects/620102461/\n\nPart 1: https://scratch.mit.edu/projects/614966609\n\nIf you want to make something for a future platformer made by me with full credit https://scratch.mit.edu/projects/617422412 (Make a tree pls) I'm gonna do a forest platformer.\n\n▶ I need ideas for new updates or games!\n▶ If you enjoy please Like, Favorite, or Follow for more!\n▶ Comment any bugs or glitches and i'll fix them.\n▶ NO F4F!\n▶ You are allowed to remix.
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✎ Sanrio Platformer ☁
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@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [BTS \(방탄소년단\) 'Life Goes On' Kalimba Cover with Tabs ♡ \(128 kbps\) v] until done\nend\n\n@Cinnamoroll\n\nwhen flag clicked\nswitch costume to (cinnamoroll v)\n\nwhen [d v] key pressed\nswitch costume to (cinnamoroll v)\n\nwhen [right arrow v] key pressed\nswitch costume to (cinnamoroll v)\n\nwhen [a v] key pressed\nswitch costume to (cinnamoroll 2 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (cinnamoroll 2 v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if then\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v)\n change [the level v] by (1)\n end\n if <touching (strawberries v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <touching ((lava) v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen [r v] key pressed\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 [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: (-184) y: (41)\n\nwhen flag clicked\nchange [ground v] by (1)\n\nwhen flag clicked\nchange [☁ who saw it? v] by (1)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@strawberries\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
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┌────────・ 。゚☆: *.☽ .* :☆゚. ───────┐\n ⌨ ⁱ ᵃ ᵐ ᵗ ʸ ᵖ ⁱ ⁿ ᵍ┆december 22 ꒱\n »————— ⚝ —————«\n — ˗ˋ e l l o ˊ˗ —\n⊹ ☎ ³ [] first platformer on this account! [] if you want a part 2 comment down below! [] coding creds down below!\n ____ ____ ____ ____\n✈┆info ꒰・゚ ✧*˚✩・\n⤿ all levels are possible!\n⤿ hi! Welcome to my first ever platformer on this account!\n⤿ it's a bit short so if you want a part 2 comment down below >:3\n⤿ this platformer story is pretty generic, it's not that special lol c:\n⤿ make sure to comment if you have any questions, and check out the controls below.\n ____ ____ ____ ____\n✈┆controls ꒰・゚ ✧*˚✩・\nR = reset level\nWASD = move\nARROW KEYS = move\n ____ ____ ____ ____ \n✈┆credits ꒰・゚ ✧*˚✩・\n↳ music: BTS > Life Goes On' Kalimba Cover with Tabs\n↳ platformer engine: @--AwesomeCode-- @astro-tears tweaked by me.\n↳ k!!! effect: @--AwesomeCode-- @astro-tears\n↳ all art: google and strawberries found on scratch\n↳ desc layout: @astro-tears\n↳ thumbnail: me // canva\n❏ ᶠᵒⁿᵗˢ ⁱⁿᶜˡᵘᵈᵉᵈ ⁻ ʰᵒⁿᵉʸ ᵃⁿᵈ ʳᵃˢᵇᵉʳʳⁱᵉˢ ⁺ ᵏᵍ ᶜʰᵃˢⁱⁿᵍ ᶜᵃʳˢ ୨୧\n ____ ____ ____ ____\n✈┆contacts ꒰・゚ ✧*˚✩・\n୨ main: @AmyTheGachaAngel\n୨ main ALT: @BxbxTxddy\n୨ roblox: XsxAmyxBobaxsX\n୨ tiktok: AmyTheGachaAngel\n➝ feel free to friend me but i won't accept it unless you tell me first! ♡\n ____ ____ ____ ____\n✈┆extra ꒰・゚ ✧*˚✩・\n⌗ help recycle the world. ♻️ ⤵\n○ black lives matter. Always.\n○ asian lives matter. Always.\n⌗ scratch on! (❁´◡`❁)\n ____ ____ ____ ____\n✈┆✉ note ꒰・゚ ✧*˚✩・\n▹ wow you came down this far :0 tysm! <3\n▹ if you would like, go ahead and boop that love/fave for more like this! ♡\n▹ tankyu!! ⚘\n✎ love, amy ଘ(੭ˊ꒳ˋ)੭✧\n »————— ⚝ —————«\n ⚠ p o l i c y ˚₊· ꒰\n do not steal any of my content, including description layouts, studio layouts, bio, coding, project ideas, and thumbnails. Give credit if you are inspired in ANY way. Thanks. ɞ\n ˢᵉᶜᵗⁱᵒⁿ ⁱᵈᵉᵃ ⁱⁿˢᵖⁱʳᵉᵈ ᵇʸ @ᶜˣᵉʳʳʸᵇˡᵒˢˢᵒᵐ\n »————— ⚝ —————«\n © BxbxTxddy 2021 ꒰ू•௰ू•๑꒱\n\n ⌨ ˡ ᵉ ᵃ ᵛ ⁱ ⁿ ᵍ ᵗ ʰ ᵉ ᶜ ʰ ᵃ ᵗ\n └────────・ 。゚☆: *.☽ .* :☆゚. ───────┘\n\nʰᵃᵛᵉ ᵃ ᶜᵒᵒᵏⁱᵉ ❍
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ᴅᴀʀᴋ ɴɪɢʜᴛ 7 || A platformer || #games #all #trending #music #art #animations #stories
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@Stage\n\n@Blank\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]\nset size to (45) %\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\nwhen flag clicked\nforever\n if <<touching (tranpoline v)?> or <touching (tranpoline2 v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (move left v)?> or <touching (move left2 v)?>> then\n set [x v] to [-20]\n end\n if <<<touching (move right v)?> or <touching (move right2 v)?>> or <touching (move right3 v)?>> then\n set [x v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mini v)?> then\n set size to (20) %\n end\nend\n\nset size to (45) %\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n set size to (45) %\n end\nend\n\nwhen I receive [next level v]\nset size to (45) %\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) = [5]> then\n switch costume to (costume6 v)\n go to [back v] layer\n else\n if <(level) = [6]> then\n switch costume to (costume4 v)\n show\n go to [back v] layer\n else\n if <(level) = [7]> then\n switch costume to (costume7 v)\n show\n go to [back v] layer\n else\n if <(level) = [9]> then\n switch costume to (costume8 v)\n show\n go to [back v] layer\n else\n if <(level) = [10]> then\n switch costume to (costume9 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\n end\n end\nend\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) = [7]> then\n switch costume to (costume3 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) = [?]> 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 switch costume to (costume4 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 else\n hide\n end\n end\n end\n end\nend\n\nforever\nend\n\nhide\ngo to x: (0) y: (-200)\nwait (1) seconds\nswitch costume to (costume4 v)\nshow\ngo to [back v] layer\nset y to ((3) * ([sin v] of ((timer) * (180)) ))\n\nglide (3) secs to x: (0) y: (170)\nwait (1) seconds\nglide (3) secs to x: (0) y: (-200)\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@Button2\n\nwhen flag clicked\nforever\n if <(level) = [3]> 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) = [5]> 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@Saw\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n set size to (30) %\n go to x: (-24) y: (140)\n turn right (20) degrees\n switch costume to (sharpy2 v)\n go to [back v] layer\n show\n else\n if <(level) = [5]> then\n set size to (50) %\n go to x: (131) y: (29)\n turn right (15) degrees\n switch costume to (sharpy2 v)\n go to [back v] layer\n show\n else\n if <(level) = [10]> then\n set size to (65) %\n go to x: (-21) y: (-110)\n turn right (15) degrees\n switch costume to (sharpy2 v)\n go to [back v] layer\n show\n else\n hide\n end\n end\n end\nend\n\n@Enemy\n\nwhen I receive [next level v]\nforever\n if <(level) = [5]> then\n show\n set size to (80) %\n go to x: (-34) y: (-106)\n repeat until <(level) = [6]>\n glide (0.8) secs to x: (-127) y: (-106)\n wait (0.5) seconds\n glide (0.8) secs to x: (-34) y: (-106)\n wait (0.5) seconds\n end\n else\n if <(level) = [?]> then\n show\n go to x: (20) y: (-87)\n repeat until <(level) = [10]>\n glide (0.8) secs to x: (-115) y: (-87)\n wait (0.5) seconds\n glide (0.8) secs to x: (20) y: (-87)\n wait (0.5) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nif <(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\nend\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\n\nset [ghost v] effect to (0)\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) = [3]> then\n show\n set size to (70) %\n go to [front v] layer\n go to x: (144) y: (146)\n switch costume to (off v)\nelse\n if <(level) = [5]> then\n show\n set size to (100) %\n go to [back v] layer\n go to x: (-196) y: (53)\n switch costume to (off v)\n else\n if <(level) = [9]> then\n show\n set size to (100) %\n go to [back v] layer\n go to x: (-201) y: (127)\n switch costume to (off v)\n else\n hide\n end\n end\nend\n\n@Door\n\nwhen I receive [on \(⊙o⊙\)? v]\nif <(level) = [3]> then\n show\n glide (1.5) secs to x: (188) y: (180)\n hide\nelse\n if <(level) = [5]> then\n show\n glide (1.5) secs to x: (6) y: (180)\n hide\n else\n show\n glide (1.5) secs to x: (-65) y: (180)\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [3]> then\n go to x: (188) y: (-76)\n show\nelse\n if <(level) = [5]> then\n go to x: (6) y: (138)\n show\n else\n if <(level) = [9]> then\n go to x: (-65) y: (135)\n show\n else\n hide\n end\n end\nend\n\n@Tranpoline\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n show\n go to x: (-80) y: (-98)\n go to [back v] layer\n else\n if <(level) = [3]> then\n show\n go to x: (-189) y: (19)\n go to [back v] layer\n else\n if <(level) = [4]> then\n go to x: (-187) y: (-108)\n go to [back v] layer\n show\n else\n if <(level) = [9]> then\n go to x: (104) y: (-97)\n go to [back v] layer\n show\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n 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@Move right\n\nwhen flag clicked\nforever\n if <(level) = [?]> then\n show\n set size to (100) %\n go to x: (-100) y: (-85)\n else\n if <(level) = [4]> then\n show\n set size to (100) %\n go to x: (-169) y: (31)\n else\n if <(level) = [5]> then\n show\n set size to (80) %\n go to x: (136) y: (-100)\n else\n if <(level) = [?]> then\n show\n set size to (150) %\n go to x: (-29) y: (30)\n else\n hide\n end\n end\n end\n end\nend\n\n@Move left\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n set size to (100) %\n go to x: (3) y: (77)\n else\n if <(level) = [5]> then\n show\n go to x: (189) y: (141)\n set size to (153) %\n else\n if <(level) = [10]> then\n show\n go to x: (108) y: (-90)\n set size to (90) %\n else\n hide\n end\n end\n end\nend\n\n@Mini \n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n go to x: (18) y: (-72)\n else\n if <(level) = [5]> then\n show\n go to x: (100) y: (143)\n else\n if <(level) = [9]> then\n show\n go to x: (-10) y: (150)\n else\n if <(level) = [10]> then\n show\n go to x: (158) y: (83)\n else\n hide\n end\n end\n end\n end\nend\n\n@Move right2\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n go to x: (-4) y: (92)\n else\n if <(level) = [?]> then\n show\n go to x: (65) y: (148)\n else\n hide\n end\n end\nend\n\n@Move left2\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n go to x: (67) y: (153)\n else\n hide\n end\nend\n\n@Tranpoline2\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n go to x: (-34) y: (-111)\n go to [back v] layer\n else\n hide\n end\nend\n\nif <(level) = [3]> then\n show\n go to x: (-189) y: (19)\n go to [back v] layer\nelse\n if <(level) = [4]> then\n go to x: (-187) y: (-108)\n go to [back v] layer\n show\n else\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@Move right3\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n set size to (100) %\n go to x: (146) y: (11)\n else\n if <(level) = [10]> then\n show\n set size to (90) %\n go to x: (-156) y: (-90)\n else\n hide\n end\n end\nend\n\n@level2\n\nwhen I receive [next level v]\nif <(level) = [6]> then\n show\n set [brightness v] effect to (5)\n switch costume to (level6 v)\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tip open v]\nbroadcast (Tip closed v)\nset [brightness v] effect to (50)\nwait (5) seconds\nclear graphic effects\n\n@TIP\n\nwhen I receive [next level v]\nif <(level) = [6]> then\n show\n set [brightness v] effect to (0)\n switch costume to (level6 v)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Tip open v)\n\nwhen I receive [tip closed v]\nhide\n\n
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#15 on #all #trending!!! \n\nParts \nAll parts: https://scratch.mit.edu/studios/30666881/\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 5: https://scratch.mit.edu/projects/615294016/ \nPart 6: https://scratch.mit.edu/projects/619802021/\nPart 8: https://scratch.mit.edu/projects/621854444/\n @prodannau love, star and comment! \n \n ~ᴅᴀʀᴋ ɴɪɢʜᴛ 7~\nWelcome to ᴅᴀʀᴋ ɴɪɢʜᴛ 7! \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!\nTrampoline makes you go up.\nGreen makes you fast.\nRed makes you back.\nPress the button to open the door.\nALL level are possible.\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
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ᴅᴀʀᴋ ɴɪɢʜᴛ 6 || A platformer || #games #all #trending #music #art #animations #stories
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@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\nwhen flag clicked\nforever\n if <touching (tranpoline v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (move left v)?> or <touching (move left2 v)?>> then\n set [x v] to [-20]\n end\n if <<touching (move right v)?> or <touching (move right2 v)?>> then\n set [x v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mini v)?> then\n set size to (20) %\n end\nend\n\nset size to (45) %\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n set size to (45) %\n end\nend\n\nwhen I receive [next level v]\nset size to (45) %\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) = [5]> then\n switch costume to (costume6 v)\n go to [back v] layer\n else\n if <(level) = [6]> then\n switch costume to (costume4 v)\n show\n go to [back v] layer\n else\n if <(level) = [7]> then\n switch costume to (costume7 v)\n show\n go to [back v] layer\n else\n if <(level) = [10]> then\n switch costume to (costume8 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\n end\nend\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) = [5]> then\n switch costume to (costume3 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 (costume4 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@Button2\n\nwhen flag clicked\nforever\n if <(level) = [5]> 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@Enemy\n\nwhen I receive [next level v]\nforever\n if <(level) = [5]> then\n show\n go to x: (127) y: (56)\n repeat until <(level) = [6]>\n glide (0.8) secs to x: (215) y: (56)\n wait (0.5) seconds\n glide (0.8) secs to x: (127) y: (56)\n wait (0.5) seconds\n end\n else\n if <(level) = [9]> then\n show\n go to x: (20) y: (-87)\n repeat until <(level) = [10]>\n glide (0.8) secs to x: (-115) y: (-87)\n wait (0.5) seconds\n glide (0.8) secs to x: (20) y: (-87)\n wait (0.5) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nif <(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\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 set size to (100) %\n go to x: (-6) y: (-96)\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 set size to (90) %\n go to x: (-93) y: (-126)\n turn right (15) degrees\n switch costume to (sharpy2 v)\n go to [back v] layer\n show\n else\n if <(level) = [9]> then\n set size to (90) %\n go to x: (217) y: (100)\n turn right (15) degrees\n switch costume to (sharpy2 v)\n go to [back v] layer\n show\n else\n hide\n end\n end\n end\nend\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nset [ghost v] effect to (0)\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) = [5]> then\n show\n go to [back v] layer\n go to x: (-197) y: (44)\n switch costume to (off v)\nelse\n if <(level) = [9]> then\n show\n go to [back v] layer\n go to x: (-133) y: (101)\n switch costume to (off v)\n else\n hide\n end\nend\n\n@Button3\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) = [5]> then\n show\n go to [back v] layer\n go to x: (-197) y: (44)\n switch costume to (off v)\nelse\n if <(level) = [9]> then\n show\n go to [back v] layer\n go to x: (-133) y: (101)\n switch costume to (off v)\n else\n hide\n end\nend\n\n@Door\n\nwhen I receive [on \(⊙o⊙\)? v]\nif <(level) = [5]> then\n show\n glide (1.5) secs to x: (-87) y: (180)\n hide\nelse\n show\n glide (1.5) secs to x: (213) y: (180)\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [5]> then\n go to x: (-87) y: (56)\n show\nelse\n if <(level) = [9]> then\n go to x: (213) y: (-82)\n show\n else\n hide\n end\nend\n\n@Tranpoline\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n go to x: (-122) y: (-98)\n go to [back v] layer\n else\n if <(level) = [5]> then\n show\n go to x: (-1) y: (-2)\n go to [back v] layer\n else\n if <(level) = [8]> then\n go to x: (-32) y: (-123)\n go to [back v] layer\n show\n else\n hide\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@Move right\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n show\n set size to (100) %\n go to x: (-100) y: (-85)\n else\n if <(level) = [4]> then\n show\n set size to (100) %\n go to x: (-100) y: (-96)\n else\n if <(level) = [5]> then\n show\n set size to (100) %\n go to x: (-29) y: (60)\n else\n if <(level) = [11]> then\n show\n set size to (150) %\n go to x: (-29) y: (30)\n else\n hide\n end\n end\n end\n end\nend\n\n@Move right2\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n go to x: (100) y: (-96)\n else\n if <(level) = [10]> then\n show\n go to x: (65) y: (148)\n else\n hide\n end\n end\nend\n\n@Move left2\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n go to x: (3) y: (-96)\n else\n hide\n end\nend\n\n@Move left\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n set size to (100) %\n go to x: (200) y: (-96)\n else\n if <(level) = [5]> then\n show\n go to x: (188) y: (-93)\n set size to (130) %\n else\n if <(level) = [11]> then\n show\n go to x: (177) y: (32)\n set size to (150) %\n else\n hide\n end\n end\n end\nend\n\n@Mini \n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n go to x: (-33) y: (133)\n else\n if <(level) = [5]> then\n show\n go to x: (100) y: (-89)\n else\n if <(level) = [10]> then\n show\n go to x: (-205) y: (118)\n else\n hide\n end\n end\n end\nend\n\n
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Add this project to this studio please. :)\nhttps://scratch.mit.edu/studios/28715018/\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 5: https://scratch.mit.edu/projects/615294016/\nPart 7: https://scratch.mit.edu/projects/619763005/\nPart 8: https://scratch.mit.edu/projects/621854444/\n\n ~ᴅᴀʀᴋ ɴɪɢʜᴛ 6~\nWelcome to ᴅᴀʀᴋ ɴɪɢʜᴛ 6! \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!\nTrampoline makes you go up.\nGreen makes you fast.\nRed makes you back.\nPress the button to open the door.\nALL level is possible.\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
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pokemon platformer© part 1
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@Stage\n\nwhen flag clicked\n\nwhen backdrop switches to [level 9 v]\nwait (5) seconds\nswitch backdrop to (level 10 v)\n\n@Squrtle\n\nwhen flag clicked\nset [newtons force v] to [0]\nset [speed y v] to [0]\ngo to x: (-150) y: (50)\nforever\n change y by (-5)\n if <not <touching color (#66ffa6)?>> then\n change [newtons force v] by (-0.5)\n if <(newtons force) < [-20]> then\n set [newtons force v] to [-20]\n end\n else\n set [newtons force v] to [0]\n set [speed y v] to [0]\n end\n change y by (5)\n if <key (up arrow v) pressed?> then\n set [speed y v] to [12]\n end\n if <key (right arrow v) pressed?> then\n change [walk my g v] by (1.5)\n end\n if <key (left arrow v) pressed?> then\n change [walk my g v] by (-1.5)\n end\n change x by (walk my g)\n set [walk my g v] to ((walk my g) * (0.895673))\n if <key (left arrow v) pressed?> then\n switch costume to (sqir2 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (sqir v)\n end\n change y by (speed y)\n change y by (newtons force)\nend\n\nset [speed y v] to [0]\n\nwhen flag clicked\nforever\n if <touching color (#6667ff)?> then\n go to x: (-150) y: (50)\n end\nend\n\nwhen flag clicked\nforever\n hide variable [newtons force v]\n hide variable [speed y v]\n hide variable [idk v]\n hide variable [walk my g v]\nend\n\nwhen flag clicked\nforever\n if <touching (pokeball v)?> then\n go to x: (-150) y: (50)\n next backdrop\n end\nend\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\ndefine move (steps)\nrepeat (steps)\n set [idk v] to (y position)\n change y by ((speed y) / (steps))\n if <touching color (#66ffa6)?> then\n set y to (idk)\n end\nend\n\nwhen flag clicked\nset [idk v] to [0]\n\nstop [all v]\n\nwhen flag clicked\nset [speed y v] to [0]\ngo to x: (-150) y: (50)\nforever\n if <touching color (#66ffa6)?> then\n fixer upper\n end\nend\n\nwhen flag clicked\n\ndefine fixer upper\nrepeat until <not <touching color (#66ffa6)?>>\n change y by (1)\nend\nset [speed y v] to [0]\n\nwhen backdrop switches to [level 1 v]\nshow\n\n\n\nset [newtons force v] to [0]\n\nwhen backdrop switches to [level 10 v]\nshow\n\nwhen flag clicked\nrepeat (1000000)\n play sound [8d82b5_Pokemon_Theme_Song v] until done\nend\n\nwhen flag clicked\nif <touching (pokeball v)?> then\n start sound [Coin v]\nend\n\n@Spike 1\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\nwait (0.05) seconds\nglide (5) secs to (you can't see me 1 v)\nglide (5) secs to (sprite1 v)\n\nwhen flag clicked\n\nwhen backdrop switches to [level 4 v]\nglide (1) secs to (squrtle v)\n\nwhen flag clicked\ngo to x: (17) y: (-62)\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen backdrop switches to [level 9 v]\nhide\n\n@Spike 2\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\nglide (3) secs to (you can't see me 1 v)\nwait (0.05) seconds\nglide (3) secs to (sprite1 v)\n\nwhen flag clicked\ngo to x: (-54) y: (-60)\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [level 4 v]\nshow\n\nwhen backdrop switches to [level 9 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-23) y: (-66)\n\n@Pokeball\n\nwhen backdrop switches to [level 10 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\n\n@Spike 3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 2 v]\nshow\ngo to x: (48) y: (67)\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [level 2 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (115) y: (71)\n\nwhen backdrop switches to [level 3 v]\ndelete this clone\n\nwhen backdrop switches to [level 10 v]\nhide\n\n@You can't see me 1\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nforever\nend\n\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 8 v]\nshow\n\nwhen backdrop switches to [level 9 v]\nhide\n\n
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use arrow keys to move \n\n\nthis took so many hours to find out how to make this so pls like and favourite\n15 loves and favourites for part 2
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The Lost Cavern | Platformer || #trending#all#animations#stories#games#tutorials
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@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento-Devotion v] until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\n@blank\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 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 <<(y position) = [-209]> or <touching (d.n.t 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) > [230]> then\n broadcast (show coins v)\n end\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 (jump orbs v)?> and <<<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 (3)\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@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\nset [ghost v] effect to (40)\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 OLD\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 (45) to (70)) %\ngo to (random position v)\nglide (5) secs to (random position v)\nrepeat (45)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@TB NEW\n\nforever\nend\n\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\n\n@coins\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nclear graphic effects\nset size to (70) %\ngo to x: (0) y: (0)\nforever\n set size to (70) %\n repeat (7)\n change y by (1)\n end\n wait (.1) seconds\n repeat (7)\n change y by (-1)\n end\nend\n\nwhen flag clicked\ngo [forward v] (50) layers\nforever\n switch costume to (level)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen I receive [show coins v]\nshow\n\n@jump orbs\n\nwhen flag clicked\nset size to (80) %\ngo to x: (0) y: (0)\ngo [forward v] (50) layers\nforever\n switch costume to (level)\n go to [front v] layer\n repeat (7)\n change y by (1)\n end\n wait (.1) seconds\n repeat (7)\n change y by (-1)\n end\nend\n\[email protected]\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@particles2\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 (45) to (70)) %\ngo to (random position v)\nglide (5) secs to (random position v)\nrepeat (45)\n change [ghost v] effect by (5)\nend\ndelete this clone\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 (45) to (70)) %\ngo to (random position v)\nglide (5) secs to (random position v)\nrepeat (45)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n
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˜”*° ᗯEᒪᑕOᗰE TO TᕼE ᒪOᔕT ᑕᗩᐯEᖇᑎ! °*”˜\n\nʜᴏᴡ ᴛᴏ ᴘʟᴀʏ\n➡ ᴜꜱᴇ ᴀʀʀᴏᴡ ᴋᴇʏꜱ, ᴡᴀꜱᴅ, ᴏʀ ᴛᴀᴘ ᴛᴏ ᴜꜱᴇ (ᴍᴏʙɪʟᴇ)\n➡ ᴡᴀᴛᴄʜ ᴏᴜᴛ ꜰᴏʀ ꜱᴘɪᴋᴇꜱ ᴀɴᴅ ʜᴏʟᴇꜱ\n➡ ᴄᴏʟʟᴇᴄᴛ ᴄᴏɪɴꜱ\n➡ ᴜꜱᴇ ᴊᴜᴍᴘ ᴏʀʙꜱ ᴛᴏ ᴅᴏᴜʙʟᴇ ᴊᴜᴍᴘ\n\nꜱᴛᴏʀʏ --\nʏᴏᴜ ᴀʀᴇ ʟᴏꜱᴛ owo\n\nꜱᴘᴇᴄɪᴀʟ ꜰᴇᴀᴛᴜʀᴇꜱ --\nᴘᴀʀᴛɪᴄʟᴇꜱ\nᴊᴜᴍᴘ ᴏʀʙs\nᴄᴏᴏʟ ɢʀᴀᴘʜɪᴄꜱ\n\nᴄʀᴇᴅɪᴛꜱ -- \nᴘʟᴀʏᴇʀ ᴄᴏᴅᴇ - @ɢʀɪꜰꜰᴘᴀᴛᴄʜ\nɪɴꜱᴘɪʀᴀᴛɪᴏɴ - @ᴄʀʏꜱᴛᴀʟᴋᴇᴇᴘᴇʀ7 & ᴛɪᴍᴍᴄᴄᴏᴏʟ\nᴍᴜꜱɪᴄ - @--ᴇxᴘʟᴏꜱɪᴏɴ--\nᴅᴇᴀᴛʜ ꜱᴏᴜɴᴅ - @ ᴄ9ᴍ09ʙ\nᴀʟʟ ᴀʀᴛ ᴇxᴄᴇᴘᴛ fᴇɴᴄᴇ ɪꜱ ʙʏ ᴍᴇ\n\nᴛʜɪꜱ ᴡᴀꜱ ᴏʀɪɢɪɴᴀʟʟʏ ꜱʜᴀʀᴇᴅ ᴏɴ ᴅᴇᴄ 2021 ɪᴍ ꜱᴏʀʀʏ ʙᴜᴛ ᴛʜɪꜱ ɢᴀᴍᴇ ʜᴀᴅ ᴛᴏ ʙᴇ ʀᴇꜱʜᴀʀᴇᴅ ᴀꜱ fᴇᴡ fɪʟᴇꜱ ɢᴏᴛ ᴅᴇʟᴇᴛᴇᴅ.. sᴏ ɪ ᴀᴅᴅᴇᴅ ᴍᴏʀᴇ ɢʀᴀᴘʜɪᴄꜱ ʜᴏᴘᴇ ᴜ ʟᴋᴇ ɪᴛ\n\nSʜᴏᴜᴛ ᴏᴜᴛ ᴛᴏ @\nᴠɪꜱɪᴛ ᴍʏ ꜰᴀɴ ᴄʟᴜʙ - https://scratch.mit.edu/studios/30510399/curators\n\n--------ꜰᴀᴍᴏᴜꜱ ❤️,⭐& ᴄᴏᴍᴍᴇɴᴛꜱ--------\n@Capt_Boanerges ❤️,⭐ & ᴄᴏᴍᴍᴇɴᴛ\n@Nethula_manumitha ❤️, ᴄᴏᴍᴍᴇɴᴛ\n@anthonyfish ❤️, ᴄᴏᴍᴍᴇɴᴛ\n@-SuperFunnyAnimator- ᴄᴏᴍᴍᴇɴᴛ\n@se816 ❤️,⭐& ᴄᴏᴍᴍᴇɴᴛ\n@ManGold-0658 ❤️,⭐& ᴄᴏᴍᴍᴇɴᴛ\n@prodannau ❤️,⭐& ᴄᴏᴍᴍᴇɴᴛ\n@--AwesomeCode-- ᴄᴏᴍᴍᴇɴᴛ\n@prodforer ❤️\n\nᴛᴀɢꜱ [ɪɢɴᴏʀᴇ] --\n#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials#trending#all#animations#stories#games#tutorials\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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
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Platformer - Scratch Cat in Dimensions
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@Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Player: 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 ((Player: 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 (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (Player: speed x) ) + ([abs v] of (Player: speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [player: 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 [player: speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [player: speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Side\n if <(Player: speed y) < [0]> then\n set [player: speed y v] to ((Player: speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (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 [player: speed x v] to ((Player: speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (Player: speed x) ) < [1]> then\n set [frame v] to [0]\n set [player: speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [player: 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 [player: speed x v] to ((Player: speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [player: speed x v] to [0]\nset [player: 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 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 [player: 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 (Player: temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to [0]\nset [platform dy v] to [0]\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(Player: speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Soild\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Side\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 [player: speed x v] to [0]\n stop [this script v]\n end\n set [player: speed x v] to ((Player: speed x) * (0.8))\nend\nset [player: speed x v] to ((Player: speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor\nset y to (last value)\nif <(Player: speed y) > [0]> then\n set [player: 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 [player: speed y v] to ((Player: 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 [player: 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 [player: speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Side\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 Platform\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 [player: 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 (Player: 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 (Player: temp)\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-125]\nset [spawn y v] to [55]\nReset and Begin Level\n\nwhen I receive [player bounce v]\nset [player: speed y v] to [10]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp 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 (89)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\n@Danger\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [21]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [19]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Platform \n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [4]> then\n Spawn [Key 1] at [-138] [-30] dir [90]\nend\nif <(SCENE #) = [206]> then\n Spawn [Key 2] at [-134] [14] dir [90]\nend\nif <(SCENE #) = [128]> then\n Spawn [Key 3] at [-128] [-76] dir [90]\nend\nif <(SCENE #) = [132]> then\n Spawn [Key 4] at [134] [54] dir [90]\nend\nif <(SCENE #) = [131]> then\n Spawn [Key 5] at [-126] [61] dir [90]\nend\nif <(SCENE #) = [136]> then\n Spawn [Key 6] at [-111] [83] dir [90]\nend\nif <(SCENE #) = [107]> then\n switch costume to (platform v)\n show\n Animate Platform 1\nend\nif <(SCENE #) = [15]> then\n switch costume to (platform v)\n show\n Animate Platform 2\nend\nif <(SCENE #) = [16]> then\n switch costume to (platform v)\n show\n Animate Platform 3\nend\n\ndefine Animate Platform 1\nshow\npoint in direction (90)\nforever\n glide (0.5) secs to x: (-73) y: (-90)\n wait (1) seconds\n glide (0.5) secs to x: (79) y: (-90)\n wait (1) seconds\nend\n\ndefine Animate Platform 2\nshow\npoint in direction (90)\ngo to x: (128) y: (-64)\nforever\n glide (1) secs to x: (128) y: (-64)\n wait (1) seconds\n glide (1) secs to x: (-101) y: (-64)\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 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 (30)\n change y by (4)\n end\n wait (0.5) seconds\n start sound [Buzz Whir v]\n repeat (30)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\ndefine 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 Platform 3\ngo to x: (-127) y: (-88)\nshow\npoint in direction (90)\nwait (2) seconds\nforever\n glide (2) secs to x: (-127) y: (-88)\n wait (1) seconds\n glide (2) secs to x: (-127) y: (65)\n wait (1) seconds\n glide (2) secs to x: (97) y: (65)\n wait (1) seconds\n glide (2) secs to x: (106) y: (-82)\n wait (1) seconds\n glide (2) secs to x: (208) y: (-82)\n wait (1) seconds\n glide (2) secs to x: (106) y: (-82)\n wait (1) seconds\n glide (2) secs to x: (97) y: (65)\n wait (1) seconds\n glide (2) secs to x: (-127) y: (65)\n wait (1) seconds\n glide (2) secs to x: (-127) y: (-88)\n wait (1) seconds\nend\n\ndefine Animate Platform 4\nshow\nforever\n glide (1) secs to x: (x position) y: ((y position) - (90))\n wait (0.01) seconds\n glide (1) secs to x: (x position) y: ((y position) + (90))\n wait (0.01) seconds\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)\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\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]) = [Green Flag]> then\n start sound [Collect v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n if <(costume [name v]) = [OneMoreLife]> then\n start sound [Collect v]\n change [lives v] by (1)\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [apples v] to [0]\nset [frame v] to [0]\nhide\nPlace [apple] Scene [1] x, y [161] [-51]\nPlace [apple] Scene [1] x, y [-50] [40]\nPlace [apple] Scene [2] x, y [9] [-76]\nPlace [apple] Scene [103] x, y [-151] [-70]\nPlace [apple] Scene [103] x, y [-151] [57]\nPlace [Key 1] Scene [103] x, y [158] [-58]\nPlace [apple] Scene [5] x, y [92] [-48]\nPlace [Green Flag] Scene [2] x, y [156] [-65]\nPlace [Green Flag] Scene [4] x, y [98] [-4]\nPlace [Key 2] Scene [204] x, y [-98] [-20]\nPlace [apple] Scene [204] x, y [130] [60]\nPlace [OneMoreLife] Scene [204] x, y [-99] [101]\nPlace [Green Flag] Scene [206] x, y [98] [-5]\nPlace [apple] Scene [6] x, y [-200] [-35]\nPlace [apple] Scene [6] x, y [-160] [-35]\nPlace [apple] Scene [6] x, y [-120] [-35]\nPlace [apple] Scene [6] x, y [-80] [-35]\nPlace [apple] Scene [6] x, y [-40] [-35]\nPlace [apple] Scene [6] x, y [0] [-35]\nPlace [apple] Scene [6] x, y [40] [-35]\nPlace [apple] Scene [6] x, y [80] [-35]\nPlace [apple] Scene [6] x, y [-200] [15]\nPlace [apple] Scene [6] x, y [-160] [15]\nPlace [apple] Scene [6] x, y [-120] [15]\nPlace [apple] Scene [6] x, y [-80] [15]\nPlace [apple] Scene [6] x, y [-40] [15]\nPlace [apple] Scene [6] x, y [0] [15]\nPlace [apple] Scene [6] x, y [40] [15]\nPlace [apple] Scene [6] x, y [80] [15]\nPlace [apple] Scene [104] x, y [-46] [117]\nPlace [apple] Scene [104] x, y [-7] [117]\nPlace [apple] Scene [104] x, y [32] [117]\nPlace [apple] Scene [8] x, y [-112] [35]\nPlace [apple] Scene [8] x, y [-26] [58]\nPlace [apple] Scene [8] x, y [65] [58]\nPlace [apple] Scene [8] x, y [147] [35]\nPlace [OneMoreLife] Scene [11] x, y [70] [-103]\nPlace [OneMoreLife] Scene [9] x, y [181] [-26]\nPlace [Green Flag] Scene [10] x, y [150] [-116]\nPlace [Green Flag] Scene [14] x, y [186] [-30]\nPlace [Green Flag] Scene [17] x, y [-198] [-30]\nPlace [Green Flag] Scene [20] x, y [-212] [117]\nPlace [Green Flag] Scene [27] x, y [-208] [-56]\nPlace [Key 3] Scene [126] x, y [-172] [-102]\nPlace [Key 4] Scene [131] x, y [-174] [73]\nPlace [Green Flag] Scene [28] x, y [-169] [112]\nPlace [apple] Scene [15] x, y [-198] [-27]\nPlace [apple] Scene [15] x, y [198] [-27]\nPlace [apple] Scene [16] x, y [-89] [6]\nPlace [apple] Scene [16] x, y [101] [6]\nPlace [apple] Scene [17] x, y [-23] [-29]\nPlace [apple] Scene [18] x, y [3] [67]\nPlace [apple] Scene [118] x, y [3] [67]\nPlace [apple] Scene [218] x, y [3] [67]\nPlace [apple] Scene [318] x, y [3] [67]\nPlace [apple] Scene [418] x, y [3] [67]\nPlace [apple] Scene [518] x, y [126] [91]\nPlace [apple] Scene [519] x, y [-81] [76]\nPlace [apple] Scene [21] x, y [75] [75]\nPlace [apple] Scene [22] x, y [8] [-8]\nPlace [apple] Scene [23] x, y [8] [-8]\nPlace [apple] Scene [24] x, y [-80] [-39]\nPlace [apple] Scene [24] x, y [86] [-39]\nPlace [Key 5] Scene [31] x, y [60] [0]\nPlace [Key 6] Scene [34] x, y [-39] [99]\n\ndefine Place (costume name) Scene (scene) x, y (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen flag clicked\nshow list [collected v]\n\nwhen I receive [reset game v]\ndelete this clone\n\nPlace [] Scene [] x, y [] []\nPlace [] Scene [] x, y [] []\nPlace [] Scene [] x, y [] []\nPlace [] Scene [] x, y [] []\nPlace [] Scene [] x, y [] []\nPlace [] Scene [] x, y [] []\nPlace [] Scene [] x, y [] []\nPlace [] Scene [] x, y [] []\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-85)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start 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 [202] [-110] dir [-90]\n else\n Spawn [Red] at [87] [-110] dir [90]\n end\n Spawn [Red] at [0] [20] dir [-90]\nend\nif <(SCENE #) = [4]> then\n Spawn [Red] at [31] [-24] dir [-90]\nend\nif <(SCENE #) = [103]> then\n Spawn [Red] at [193] [-70] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [enemy: 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 [enemy: speed y v] by (-1)\nchange y by (Enemy: Speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [enemy: 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 <([player: speed y v] of [player v]) < [-3]> then\n broadcast (Player Bounce v)\n start sound [Squish Pop v]\n switch costume to (red squish v)\n wait (0.1) 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 I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (thumbnail2 v)\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (thumbnail1 v)\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (thumbnail3 v)\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (thumbnail4 v)\n\n@Restart Button\n\nwhen flag clicked\ngo to x: (-206) y: (-148)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (Main Menu v)\n\n@Music Button\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (music button on v)\ngo to [front v] layer\nwait (1) seconds\nshow\ngo to x: (-154) y: (-146)\nset [is music looping? v] to [no]\nset size to (100) %\nbroadcast (Start Loop v)\n\nwhen this sprite clicked\nif <(is music looping?) = [no]> then\n broadcast (Start Loop v)\n start sound [Pop v]\n switch costume to (music button on v)\nelse\n stop [other scripts in sprite v]\n stop all sounds\n set [is music looping? v] to [no]\n switch costume to (music button off v)\nend\n\nwhen I receive [start loop v]\nset [is music looping? v] to [yes]\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\nwhen I receive [game over v]\nstop all sounds\n\n@Love, fav, follow\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (3) to (5)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (10)\n change y by (-6)\n end\n repeat (6)\n change y by (3)\n end\n repeat (6)\n change y by (-1)\n end\n wait (2) seconds\n repeat (16)\n change y by (7)\n end\n hide\nend\n\n
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Please read instructions and credits!\n\nArrow keys or WASD (space is an alternate jump) to move.\n\nWall jumping: run and jump into a wall, and then jump and then you will go up that wall. In other words, jump into a wall and press the up arrow key again. \n\nAvoid: Spikes, lava, and platforms trying to crush you.\n\nGet keys to unlock doors. \n\nHearts give you extra lives. You don't have to get them. \n\nMusic button: Click on it to turn on the song and then click it to turn it off.\n\nRestart Button: Click on it, then click on "play" then it restarts the game for you.\n\nWorlds: \nPurple: Easy \nGreen: Medium\nOrange: Cat World\nSo far, there are only 3 dimensions. \nIt's not easy to hard.\nI was thinking of black: IMPOSSIBLE\n\nNew levels constantly added!\n\nDo you have any ideas?\n\nPS. Can you find the 14 apples??\n\nAdvertising? No, please don't, but if you followed me, then go ahead!\n\nSpamming? Yeah, sure, but don't do it too much!
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Earth a platformer
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@Stage\n\nwhen flag clicked\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\nplay sound [we sing play back \(1\) v] until done\nwait (5) seconds\n\n@Love & Fav\n\nwhen flag clicked\nhide\nforever\n wait (pick random (15) to (25)) seconds\n switch costume to (costume1 v)\n go to x: (-245) y: (50)\n show\n go to [front v] layer\n set volume to (70) %\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nif <(Costume) > [0]> then\n hide\n stop [this script v]\nend\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (90)\nset size to (28) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume5 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (costume6 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (costume2 v)\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 (#0eda00)?> or <touching color (#8c0000)?>> then\n change y by (1)\n if <<touching color (#0eda00)?> or <touching color (#8c0000)?>> then\n change y by (1)\n if <<touching color (#0eda00)?> or <touching color (#8c0000)?>> then\n change y by (1)\n if <<touching color (#0eda00)?> or <touching color (#8c0000)?>> then\n change y by (1)\n if <<touching color (#0eda00)?> or <touching color (#8c0000)?>> then\n change y by (1)\n if <<touching color (#0eda00)?> or <touching color (#8c0000)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#0eda00)?> or <touching color (#8c0000)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#0eda00)?> or <touching color (#8c0000)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (costume4 v)\n set [yv v] to [16]\n end\n end\n if <<<touching color (#ff0000)?> or <touching color (#cc0000)?>> or <touching (lightning v)?>> then\n repeat (10)\n repeat (1)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\n end\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-197) y: (-63)\n end\n if <touching color (#fffe00)?> then\n set [yv v] to [24]\n end\n if <<(x position) > [-250]> and <(y position) < [-175]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <(x position) = [253]> then\n next backdrop\n go to x: (-197) y: (-63)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [234]> and <(y position) < (pick random (-130) to (200))>> then\n go to x: (-197) y: (-63)\n broadcast (costume suivant v)\n end\nend\n\nwhen flag clicked\nforever\n\n@Sprite2\n\nwhen I receive [costume suivant v]\nnext costume\n\nwhen flag clicked\ngo to x: (27) y: (-14)\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (rouleau v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (rouleau 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n broadcast (rouleaux 3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [17]> then\n broadcast (fin trampo v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n forever\n start sound [Tropical Birds v]\n end\n end\n if <not <(costume [number v]) = [6]>> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (trampo v)\n broadcast (fin rouleau v)\n end\nend\n\nwhen [x v] key pressed\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (x v)\n end\nend\n\n@Sprite3\n\nwhen I receive [rouleau v]\nshow\ngo to x: (88) y: (-35)\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [rouleau 2 v]\nhide\n\n@Sprite4\n\nwhen I receive [rouleau v]\nswitch costume to (costume1 v)\nset size to (70) %\nshow\ngo to x: (-55) y: (-39)\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [rouleau 2 v]\nswitch costume to (costume2 v)\nset size to (100) %\n\nwhen I receive [rouleaux 3 v]\nswitch costume to (costume2 v)\nset size to (70) %\nshow\ngo to x: (-55) y: (-39)\nforever\n turn right (3) degrees\nend\n\nwhen I receive [fin rouleau v]\nforever\n hide\nend\n\n@Sprite5\n\nwhen I receive [rouleau v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [rouleau 2 v]\nhide\n\nwhen I receive [rouleaux 3 v]\nswitch costume to (costume2 v)\nset size to (70) %\nshow\nforever\n turn right (3) degrees\nend\n\nwhen I receive [fin rouleau v]\nforever\n hide\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-128) y: (-109)\nhide\n\nwhen I receive [trampo v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [fin trampo v]\nhide\n\nwhen I receive [trampo v]\nforever\n if <touching (sprite1 v)?> then\n start sound [Door Closing v]\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\nend\n\n@Sprite7\n\nwhen [timer v] > (chrono)\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (420)\ngo to [front v] layer\nset [y2 v] to [-27]\nrepeat (27)\n change y by (y2)\n change [y2 v] by (1)\nend\n\nwhen flag clicked\nhide\nforever\n set [chrono v] to (timer)\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n go to x: (195) y: (168)\n show\nend\n\nwhen I receive [fin trampo v]\nforever\n hide\nend\n\nwhen I receive [x v]\nforever\n go to x: (195) y: (168)\n show\nend\n\n
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Earth a platformer\n \nUse the ◀ ▶ and ⬆⬇ keys to navigate.\nthank you for playing.\nPC or mobile
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Tiny Square - Generic Platformer - First Game - hard -
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@Stage\n\nwhen flag clicked\nforever\n if <(lv number) = [1]> then\n switch backdrop to (lv 1 v)\n end\n if <(lv number) = [2]> then\n switch backdrop to (download \(10\) v)\n end\n if <(lv number) = [3]> then\n switch backdrop to (download \(17\) v) and wait\n end\n if <(lv number) = [4]> then\n switch backdrop to (download \(24\) v) and wait\n end\n if <(lv number) = [5]> then\n switch backdrop to (download \(27\) v) and wait\n end\n if <(lv number) = [6]> then\n switch backdrop to (download \(36\) v) and wait\n end\n if <(lv number) = [7]> then\n switch backdrop to (download \(37\) v) and wait\n end\n if <(lv number) = [8]> then\n switch backdrop to (download \(55\)2 v) and wait\n end\n if <(lv number) = [9]> then\n switch backdrop to (download \(63\) v) and wait\n end\n if <(lv number) = [10]> then\n switch backdrop to (download \(65\) v) and wait\n end\n if <(lv number) = [11]> then\n switch backdrop to (download \(73\) v) and wait\n end\n if <(lv number) = [12]> then\n switch backdrop to (download \(75\) v) and wait\n end\n if <(lv number) = [14]> then\n switch backdrop to (download \(67\) v) and wait\n end\n if <(lv number) = [13]> then\n switch backdrop to (download \(81\) v) and wait\n end\n if <(lv number) = [14]> then\n switch backdrop to (download \(96\) v) and wait\n end\n if <(lv number) = [15]> then\n switch backdrop to (download \(96\) v) and wait\n broadcast (win v)\n end\nend\n\n@bob\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [check point spot y v] to [20]\nset [check point x v] to [-10]\npoint in direction (90)\nset [deaths v] to [0]\nset size to (35) %\nswitch backdrop to (lv 1 v)\nReset Player Position\nhide variable [deaths v]\nset [force up v] to [1.5]\nset [force walk v] to [1.5]\nset [force gravity v] to [-.8]\nset [force jump v] to [8]\nset [player speed x v] to [0]\nset [player speed y v] to [0]\nforever\n Check Player Gravity\n Check Player Walk\n Check Player Touching\n check player up/down\nend\n\ndefine move out (dx) (dy)\nrepeat until <not <<touching color (#000000)?> or <<touching (door v)?> or <<touching color (#ffcd03)?> or <touching color (#f7ff14)?>>>>>\n change x by (dx)\n change y by (dy)\nend\n\ndefine Check Player Gravity\nif <not <touching color (#00fff7)?>> then\n change [player speed y v] by (FORCE GRAVITY)\n change y by (Player Speed Y)\n if <<touching color (#000000)?> or <<touching (door v)?> or <<touching color (#ffcd03)?> or <touching color (#f7ff14)?>>>> then\n if <(Player Speed Y) > [0]> then\n move out [0] [-1]\n set [player speed y v] to [0]\n else\n move out [0] [1]\n if <key (up arrow v) pressed?> then\n set [player speed y v] to (FORCE JUMP)\n else\n set [player speed y v] to [0]\n end\n end\n end\nend\n\ndefine Check Player Walk\nif <key (left arrow v) pressed?> then\n change [player speed x v] by ((-1) * (FORCE WALK))\nend\nif <key (right arrow v) pressed?> then\n change [player speed x v] by ((1) * (FORCE WALK))\nend\nset [player speed x v] to ((Player Speed X) * (0.7))\nchange x by (Player Speed X)\nif <(Player Speed X) > [0]> then\n move out [-1] [0]\nelse\n move out [1] [0]\nend\n\ndefine Check Player Touching\nif <touching color (#a100ff)?> then\n set [player speed y v] to [12]\nend\nif <touching color (#ff05b4)?> then\n set [player speed x v] to [-15]\nend\nif <touching color (#ff9100)?> then\n set [player speed x v] to [20]\n set [player speed y v] to [1]\nend\nif <<touching color (#ff0000)?> or <touching color (#ff0011)?>> then\n if <not <touching (gun v)?>> then\n broadcast (death v)\n wait (.3) seconds\n end\nend\nif <touching color (#09ff00)?> then\n set [check point spot y v] to (y position)\n set [check point x v] to (x position)\nend\nif <<touching color (#0a23ff)?> or <touching color (#0800ff)?>> then\n change [lv number v] by (1)\n broadcast (Complete level v)\nend\nif <<<touching (flying thing2 v)?> or <touching (flying thing v)?>> or <<touching (bolt v)?> or <touching (bolt 2 v)?>>> then\n broadcast (death v)\n wait (.3) seconds\nend\n\ndefine Reset Player Position\nshow\nclear graphic effects\nset [player speed x v] to [0]\nset [player speed y v] to [0]\ngo to x: (check point x) y: (check point spot y)\nchange x by (-1)\n\nwhen flag clicked\nforever\n set [player position x v] to (x position)\n set [player position y v] to (y position)\nend\n\nwhen I receive [complete level v]\nif <(lv number) > [1]> then\n set [check point spot y v] to [135]\n set [check point x v] to [-205]\nend\nif <(lv number) = [2]> then\n set [check point spot y v] to [140]\n set [check point x v] to [-216]\nend\nif <(lv number) = [5]> then\n set [check point spot y v] to [-146]\n set [check point x v] to [-211]\nend\nif <(lv number) = [7]> then\n set [check point spot y v] to [-90]\n set [check point x v] to [-210]\nend\nif <(lv number) = [8]> then\n set [check point spot y v] to [-90]\n set [check point x v] to [-210]\nend\nif <(lv number) = [9]> then\n set [check point spot y v] to [150]\n set [check point x v] to [-210]\nend\nif <(lv number) = [10]> then\n set [check point spot y v] to [131]\n set [check point x v] to [33]\nend\nif <(lv number) = [11]> then\n set [check point spot y v] to [131]\n set [check point x v] to [-215]\nend\nif <(lv number) = [12]> then\n set [check point spot y v] to [-75]\n set [check point x v] to [-219]\nend\nif <(lv number) = [13]> then\n set [check point spot y v] to [-150]\n set [check point x v] to [-140]\nend\nif <(lv number) = [14]> then\n set [check point spot y v] to [-113]\n set [check point x v] to [-221]\nend\nReset Player Position\nwait (.01) seconds\nReset Player Position\n\nwhen [r v] key pressed\nReset Player Position\n\nwhen [s v] key pressed\nbroadcast (Complete level v)\nchange [lv number v] by (1)\n\nwhen I receive [death v]\nset [death spot x v] to (x position)\nset [death spot y v] to (y position)\nhide\nwait (.00001) seconds\nReset Player Position\n\nwhen I receive [boss ded v]\nwait (7) seconds\nchange [lv number v] by (1)\nbroadcast (Complete level v)\n\nwhen flag clicked\nhide\nwait until <(lv number) = [1]>\nshow\n\nwhen flag clicked\nforever\n play sound [Stargunner \(PC, DOS\) Title Theme v] until done\nend\n\ndefine check player up/down\nif <touching color (#00fff7)?> then\n if <key (down arrow v) pressed?> then\n change [player speed y v] by ((-1) * (force up))\n end\n if <key (up arrow v) pressed?> then\n change [player speed y v] by ((1) * (force up))\n end\n set [player speed y v] to ((player speed y) * (0.7))\nend\nchange y by (player speed y)\nif <(player speed y) > [0]> then\n move out [0] [-1]\nelse\n move out [0] [1]\nend\n\nwhen flag clicked\nforever\n if <not <touching color (#00fff7)?>> then\n set [player speed y v] to [0]\n set [force up v] to [0]\n else\n set [force up v] to [1.5]\n end\nend\n\nwhen I receive [win v]\nstop [all v]\n\n@key\n\nwhen flag clicked\nset [key found-2 v] to [0]\nset [lv number v] to [1]\nif <(lv number) = [1]> then\n go to x: (-222) y: (-145)\n show\nend\nforever\n if <touching (bob v)?> then\n broadcast (key found v)\n hide\n end\nend\n\nwhen I receive [complete level v]\nset [key found-2 v] to [0]\nif <(lv number) = [2]> then\n go to x: (220) y: (-87)\n show\nend\nif <(lv number) = [3]> then\n go to x: (-219) y: (99)\n show\nend\nif <(lv number) = [4]> then\n go to x: (-96) y: (147)\n show\nend\nif <(lv number) = [5]> then\n go to x: (-201) y: (106)\n show\nend\nif <(lv number) = [6]> then\n go to x: (-121) y: (82)\n show\nend\nif <(lv number) = [7]> then\n hide\nend\nif <(lv number) = [9]> then\n set [key number v] to [0]\n repeat (4)\n change [key number v] by (1)\n create clone of (_myself_ v)\n end\nend\nif <(lv number) = [13]> then\n go to x: (195) y: (34)\n show\nend\nif <(lv number) = [14]> then\n go to x: (222) y: (138)\n show\nend\n\nwhen I start as a clone\nshow\nif <(lv number) = [9]> then\n if <(key number) = [1]> then\n go to x: (-203) y: (36)\n end\n if <(key number) = [2]> then\n go to x: (-214) y: (-44)\n end\n if <(key number) = [3]> then\n go to x: (-218) y: (-118)\n end\n if <(key number) = [4]> then\n go to x: (-33) y: (-125)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (bob v)?> then\n hide\n change [key found-2 v] by (1)\n if <(key found-2) = [4]> then\n broadcast (door unlocked v)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(lv number) = [9]>> then\n delete this clone\n end\nend\n\nwhen I receive [win v]\nstop [all v]\n\n@door\n\nwhen flag clicked\nrepeat (2)\n if <(lv number) = [1]> then\n set size to (100) %\n go to x: (-97) y: (151)\n show\n end\nend\n\nwhen I receive [key found v]\nhide\n\nwhen I receive [complete level v]\nif <(lv number) = [2]> then\n set size to (135) %\n go to x: (199) y: (108)\n show\nend\nif <(lv number) = [3]> then\n set size to (135) %\n go to x: (174) y: (-30)\n show\nend\nif <(lv number) = [4]> then\n set size to (70) %\n go to x: (-145) y: (36)\n show\nend\nif <(lv number) = [5]> then\n set size to (100) %\n go to x: (199) y: (145)\n show\nend\nif <(lv number) = [6]> then\n set size to (87.5) %\n go to x: (206) y: (0)\n show\nend\nif <(lv number) = [7]> then\n hide\nend\nif <(lv number) = [9]> then\n set size to (100) %\n go to x: (152) y: (-139)\n show\nend\nif <(lv number) = [10]> then\n hide\nend\nif <(lv number) = [13]> then\n go to x: (199) y: (-79)\n show\nend\nif <(lv number) = [14]> then\n set size to (67) %\n go to x: (-203) y: (-136)\n show\nend\n\nwhen I receive [door unlocked v]\nhide\n\nwhen I receive [win v]\nstop [all v]\n\n@flying thing\n\nwhen flag clicked\nhide\nforever\n if <(lv number) = [1]> then\n go to x: (230) y: (110)\n create clone of (_myself_ v)\n wait (3.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(lv number) = [1]> then\n go to x: (230) y: (110)\n show\n glide (7) secs to x: (-85) y: (110)\n delete this clone\nend\nif <(lv number) = [10]> then\n if <(spike place) = [1]> then\n go to x: (-133) y: (27)\n show\n forever\n glide (1) secs to x: (-133) y: (-41)\n glide (1) secs to x: (-133) y: (27)\n end\n end\nend\nif <(lv number) = [10]> then\n if <(spike place) = [2]> then\n go to x: (-80) y: (80)\n show\n forever\n glide (1) secs to x: (-80) y: (-41)\n glide (1) secs to x: (-80) y: (80)\n end\n end\nend\nif <(lv number) = [10]> then\n if <(spike place) = [3]> then\n go to x: (27) y: (80)\n show\n forever\n glide (1) secs to x: (27) y: (-41)\n glide (1) secs to x: (27) y: (80)\n end\n end\nend\nif <(lv number) = [10]> then\n if <(spike place) = [4]> then\n go to x: (106) y: (1)\n show\n forever\n glide (1) secs to x: (106) y: (-41)\n glide (1) secs to x: (106) y: (1)\n end\n end\nend\n\nwhen I start as a clone\nforever\n wait (.01) seconds\n turn right (12) degrees\nend\n\nwhen I start as a clone\nforever\n if <not <<(lv number) = [10]> or <(lv number) = [1]>>> then\n delete this clone\n end\nend\n\nwhen I receive [complete level v]\nset [spike place v] to [0]\nif <(lv number) = [10]> then\n repeat (4)\n change [spike place v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [win v]\nstop [all v]\n\n@flying thing2\n\nwhen flag clicked\nset [spike 2 placment v] to [0]\nhide\nset size to (30) %\nforever\n if <(lv number) = [1]> then\n go to x: (130) y: (-141)\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(lv number) = [1]> then\n go to x: (136) y: (-141)\n go to [back v] layer\n show\n glide (1.5) secs to x: (-100) y: (-141)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n wait (.01) seconds\n turn right (5) degrees\nend\n\nwhen I start as a clone\nforever\n if <not <<(lv number) = [1]> or <(lv number) = [14]>>> then\n delete this clone\n end\nend\n\nwhen I receive [complete level v]\nif <(lv number) = [14]> then\n repeat (6)\n change [spike 2 placment v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nif <(lv number) = [14]> then\n if <(spike 2 placment) = [1]> then\n go to x: (204) y: (-144)\n forever\n glide (pick random (1.4) to (1.6)) secs to x: (-180) y: (-144)\n glide (pick random (1.4) to (1.6)) secs to x: (204) y: (-144)\n end\n end\n if <(spike 2 placment) = [2]> then\n go to x: (-155) y: (-116)\n forever\n glide (pick random (1.4) to (1.6)) secs to x: (204) y: (-116)\n glide (pick random (1.4) to (1.6)) secs to x: (-155) y: (-116)\n end\n end\n if <(spike 2 placment) = [3]> then\n go to x: (204) y: (-89)\n forever\n glide (pick random (1.4) to (1.6)) secs to x: (-218) y: (-89)\n glide (pick random (1.4) to (1.6)) secs to x: (204) y: (-89)\n end\n end\n if <(spike 2 placment) = [4]> then\n go to x: (-200) y: (-64)\n forever\n glide (pick random (1.4) to (1.6)) secs to x: (204) y: (-64)\n glide (pick random (1.4) to (1.6)) secs to x: (-200) y: (-64)\n end\n end\n if <(spike 2 placment) = [5]> then\n go to x: (204) y: (-38)\n forever\n glide (pick random (1.4) to (1.6)) secs to x: (-200) y: (-38)\n glide (pick random (1.4) to (1.6)) secs to x: (204) y: (-38)\n end\n end\n if <(spike 2 placment) = [6]> then\n go to x: (-198) y: (-12)\n forever\n glide (pick random (1.4) to (1.6)) secs to x: (204) y: (-12)\n glide (pick random (1.4) to (1.6)) secs to x: (-198) y: (-12)\n end\n end\nend\n\nwhen I receive [win v]\nstop [all v]\n\n@download (7)\n\nwhen flag clicked\nset size to (50) %\n\nwhen flag clicked\nswitch costume to (download \(9\) v)\nhide\nforever\n set [random y value v] to (pick random (-40) to (110))\n wait (.2) seconds\n go to x: (200) y: (random y value)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nforever\n if <<touching color (#f7ff14)?> or <touching color (#000000)?>> then\n delete this clone\n end\n glide (6) secs to x: (-45) y: (random y value)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(lv number) = [2]> then\n show\n end\n if <not <<(lv number) = [2]> or <(lv number) = [1]>>> then\n delete this clone\n end\n if <(lv number) = [1]> then\n hide\n end\nend\n\nwhen I receive [win v]\nstop [all v]\n\n@up and down\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [complete level v]\nif <(lv number) = [4]> then\n set [clone location v] to [1]\n create clone of (_myself_ v)\n wait (.01) seconds\n set [clone location v] to [2]\n create clone of (_myself_ v)\n wait (.01) seconds\n set [clone location v] to [3]\n create clone of (_myself_ v)\n wait (.01) seconds\n set [clone location v] to [4]\n create clone of (_myself_ v)\n wait (.01) seconds\n set [clone location v] to [5]\n create clone of (_myself_ v)\n wait (.01) seconds\n set [clone location v] to [6]\n create clone of (_myself_ v)\n wait (.01) seconds\nend\n\nwhen I start as a clone\nshow\nif <(clone location) = [1]> then\n forever\n if <not <(lv number) = [4]>> then\n delete this clone\n else\n go to x: (-120) y: (27)\n glide (1.5) secs to x: (-120) y: (98)\n glide (1.5) secs to x: (-120) y: (27)\n end\n end\nend\nif <(clone location) = [2]> then\n forever\n if <(lv number) > [4]> then\n delete this clone\n else\n go to x: (-52) y: (-44)\n glide (1.5) secs to x: (-73) y: (27)\n glide (1.5) secs to x: (-52) y: (-44)\n end\n end\nend\nif <(clone location) = [3]> then\n forever\n if <(lv number) > [4]> then\n delete this clone\n else\n go to x: (80) y: (-72)\n glide (1.5) secs to x: (80) y: (8)\n glide (1.5) secs to x: (80) y: (-72)\n end\n end\nend\nif <(clone location) = [4]> then\n forever\n if <(lv number) > [4]> then\n delete this clone\n else\n go to x: (16) y: (13)\n glide (1.5) secs to x: (16) y: (86)\n glide (1.5) secs to x: (16) y: (13)\n end\n end\nend\nif <(clone location) = [5]> then\n forever\n if <(lv number) > [4]> then\n delete this clone\n else\n go to x: (126) y: (67)\n glide (1.5) secs to x: (126) y: (114)\n glide (1.5) secs to x: (126) y: (67)\n end\n end\nend\nif <(clone location) = [6]> then\n forever\n if <(lv number) > [4]> then\n delete this clone\n else\n go to x: (178) y: (0)\n glide (1.5) secs to x: (178) y: (54)\n glide (1.5) secs to x: (178) y: (0)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(lv number) = [4]>> then\n delete this clone\n end\nend\n\nwhen I receive [win v]\nstop [all v]\n\n@download (28)\n\nwhen flag clicked\nhide\nset size to (67) %\ngo to x: (186) y: (-108)\n\nwhen I receive [complete level v]\nif <(lv number) = [6]> then\n show\nend\nif <not <(lv number) = [6]>> then\n hide\nend\n\nwhen I receive [2nd key found v]\nhide\n\nwhen I receive [win v]\nstop [all v]\n\n@download (31)\n\nwhen flag clicked\nhide\nset size to (43) %\ngo to x: (-207) y: (143)\n\nwhen I receive [key found v]\nif <(lv number) = [6]> then\n show\n forever\n if <touching (bob v)?> then\n broadcast (2nd key found v)\n hide\n end\n end\nend\n\nwhen I receive [win v]\nstop [all v]\n\n@download (38)\n\nwhen flag clicked\nhide\nswitch costume to (download \(38\) v)\nset size to (20) %\ngo to x: (220) y: (-90)\n\nwhen I receive [complete level v]\nif <(lv number) = [7]> then\n show\n forever\n if <<touching (bob v)?> and <<(boss fight) = [7]> and <not <(costume [name v]) = [1]>>>> then\n switch costume to (1 v)\n broadcast (boss ded v)\n end\n end\nend\n\nwhen I receive [complete level v]\nif <not <(lv number) = [7]>> then\n hide\nend\n\n@download (40)\n\nwhen flag clicked\nhide\nset [boss fight v] to [0]\nset size to (20) %\nswitch costume to (download \(40\) v)\ngo to x: (-76) y: (-90)\ncreate clone of (_myself_ v)\ngo to x: (-10) y: (9)\ncreate clone of (_myself_ v)\ngo to x: (70) y: (-97)\ncreate clone of (_myself_ v)\ngo to x: (109) y: (-10)\ncreate clone of (_myself_ v)\ngo to x: (176) y: (108)\ncreate clone of (_myself_ v)\ngo to x: (24) y: (108)\ncreate clone of (_myself_ v)\ngo to x: (-188) y: (36)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [back v] layer\n if <(lv number) = [7]> then\n show\n if <<touching (bob v)?> and <(costume [number v]) = [1]>> then\n change [boss fight v] by (1)\n switch costume to (download \(39\) v)\n end\n end\nend\n\nwhen I receive [complete level v]\nif <not <(lv number) = [7]>> then\n switch costume to (download \(40\) v)\n hide\nend\n\nwhen I receive [win v]\nstop [all v]\n\n@BOSS\n\nwhen flag clicked\nchange [color v] effect by (3)\nset [ghost v] effect to (100)\nset size to (0) %\ngo to [back v] layer\nhide\n\ndefine looking right\nif <(x position) > [0]> then\n show\n switch costume to (download \(42\) v)\n wait (.1) seconds\n switch costume to (download \(43\) v)\n wait (.1) seconds\n switch costume to (download \(45\) v)\n wait (.1) seconds\n switch costume to (download \(44\) v)\n wait (.1) seconds\nend\n\ndefine looking left\nif <(x position) < [0]> then\n show\n switch costume to (download \(42\)2 v)\n wait (.1) seconds\n switch costume to (download \(44\)2 v)\n wait (.1) seconds\n switch costume to (download \(45\)2 v)\n wait (.1) seconds\n switch costume to (download \(43\)2 v)\n wait (.1) seconds\nend\n\nwhen I receive [complete level v]\nwait (1) seconds\nif <(lv number) = [7]> then\n go to x: (200) y: (99)\n show\n repeat (30)\n change size by (3)\n change [ghost v] effect by (-3.333)\n wait (.001) seconds\n end\n forever\n show\n wait (2) seconds\n broadcast (1st attack v)\n wait (4) seconds\n broadcast (2nd attack v)\n wait (2) seconds\n set [move v] to (pick random (1) to (4))\n show\n move to spot\n show\n end\nend\nif <not <(lv number) = [7]>> then\n hide\nend\n\ndefine move to spot\nif <(move) = [1]> then\n glide (1) secs to x: (-157) y: (-112)\nend\nif <(move) = [2]> then\n glide (1) secs to x: (157) y: (-112)\nend\nif <(move) = [4]> then\n glide (1) secs to x: (157) y: (83)\nend\nif <(move) = [3]> then\n glide (1) secs to x: (-157) y: (83)\nend\n\nwhen I receive [complete level v]\nif <(lv number) = [7]> then\n forever\n looking right\n looking left\n end\nend\n\nwhen I receive [complete level v]\nif <(lv number) = [7]> then\n show\nelse\n hide\nend\n\nwhen I receive [boss ded v]\nstop [other scripts in sprite v]\nglide (.7) secs to x: (-1) y: (0)\nswitch costume to (download \(47\) v)\nwait (.7) seconds\nswitch costume to (download \(48\) v)\nwait (.7) seconds\nforever\n change [brightness v] effect by (3)\n switch costume to (download \(51\) v)\n wait (.1) seconds\n change [brightness v] effect by (3)\n switch costume to (download \(50\) v)\n wait (.1) seconds\n change [brightness v] effect by (3)\n switch costume to (download \(49\) v)\n wait (.1) seconds\nend\n\nrepeat (30)\n change size by (3)\n change [ghost v] effect by (-3.333)\n wait (.001) seconds\nend\nforever\n show\n wait (2) seconds\n broadcast (1st attack v)\n wait (4) seconds\n broadcast (2nd attack v)\n wait (2) seconds\n set [move v] to (pick random (1) to (4))\n show\n move to spot\n show\nend\n\nwhen I receive [win v]\nstop [all v]\n\n@bolt\n\nwhen flag clicked\nhide\n\nwhen I receive [2nd attack v]\nrepeat (4)\n create clone of (_myself_ v)\n wait (.2) seconds\nend\n\nwhen I start as a clone\nset size to (250) %\ngo to x: (-240) y: (random y value)\nglide (3) secs to x: (300) y: (random y value)\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n wait (.1) seconds\n next costume\nend\n\n@bolt 2\n\nwhen flag clicked\npoint in direction (180)\ngo to x: (-157) y: (0)\nhide\n\nwhen I receive [1st attack v]\npoint in direction (180)\ngo to x: (-289) y: (-15)\ncreate clone of (_myself_ v)\ngo to x: (170) y: (-15)\ncreate clone of (_myself_ v)\ngo to x: (pick random (-186) to (186)) y: (0)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (5) y: (pick random (100) to (-100))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (1000) %\nshow\nforever\n wait (.1) seconds\n next costume\nend\n\nwhen I start as a clone\nwait (2) seconds\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@download (53)\n\nwhen flag clicked\nhide\nforever\n if <(lv number) = [9]> then\n point in direction (90)\n go to x: (-177) y: (138)\n set size to (85) %\n glide (1) secs to x: (-99) y: (137)\n point in direction (180)\n glide (1) secs to x: (-99) y: (-8)\n point in direction (90)\n glide (1) secs to x: (-215) y: (-9)\n point in direction (180)\n glide (1) secs to x: (-215) y: (-146)\n point in direction (90)\n glide (4) secs to x: (184) y: (-146)\n glide (2) secs to x: (184) y: (137)\n end\nend\n\nwhen flag clicked\n\nforever\n if <<(lv number) = [9]> or <(lv number) > [9]>> then\n show\n end\n if <not <<(lv number) = [9]> or <(lv number) > [9]>>> then\n hide\n end\nend\n\n@download (56)\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (download \(94\) v)\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\n@breaking platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [placment v] to [0]\ngo to [back v] layer\nset [ghost v] effect to (0)\nclear graphic effects\nset size to (35) %\nforever\n hide\nend\n\nwhen I receive [complete level v]\nset [placment v] to [0]\nif <<(lv number) = [9]> or <(lv number) = [10]>> then\n repeat (8)\n change [placment v] by (1)\n create clone of (_myself_ v)\n end\nend\nif <not <(lv number) = [9]>> then\n hide\nend\nif <(lv number) = [14]> then\n repeat (9)\n change [placment v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(lv number) = [9]> then\n show\n if <(placment) = [1]> then\n go to x: (-159) y: (112)\n wait until <(lv number) = [10]>\n delete this clone\n end\n if <(placment) = [2]> then\n go to x: (-74) y: (112)\n wait until <(lv number) = [10]>\n delete this clone\n end\n if <(placment) = [3]> then\n go to x: (4) y: (112)\n wait until <(lv number) = [10]>\n delete this clone\n end\n if <(placment) = [4]> then\n go to x: (78) y: (112)\n wait until <(lv number) = [10]>\n delete this clone\n end\n if <(placment) = [5]> then\n go to x: (135) y: (132)\n wait until <(lv number) = [10]>\n delete this clone\n end\n if <(placment) = [6]> then\n go to x: (107) y: (57)\n wait until <(lv number) = [10]>\n delete this clone\n end\n if <(placment) = [7]> then\n go to x: (111) y: (-53)\n wait until <(lv number) = [10]>\n delete this clone\n end\n if <(placment) = [8]> then\n go to x: (78) y: (-106)\n wait until <(lv number) = [10]>\n delete this clone\n end\nend\nif <(lv number) = [10]> then\n show\n if <(placment) = [1]> then\n go to x: (-177) y: (-115)\n end\n if <(placment) = [2]> then\n go to x: (-130) y: (-135)\n end\n if <(placment) = [3]> then\n go to x: (-103) y: (-120)\n end\n if <(placment) = [4]> then\n go to x: (-51) y: (-104)\n end\n if <(placment) = [5]> then\n go to x: (16) y: (-130)\n end\n if <(placment) = [6]> then\n go to x: (69) y: (-113)\n end\n if <(placment) = [7]> then\n go to x: (124) y: (-128)\n end\n if <(placment) = [8]> then\n go to x: (190) y: (-120)\n end\nend\nif <(lv number) = [14]> then\n show\n if <(placment) = [1]> then\n go to x: (-163) y: (111)\n end\n if <(placment) = [2]> then\n go to x: (-130) y: (78)\n end\n if <(placment) = [3]> then\n go to x: (-67) y: (45)\n end\n if <(placment) = [4]> then\n go to x: (-22) y: (65)\n end\n if <(placment) = [5]> then\n go to x: (24) y: (89)\n end\n if <(placment) = [6]> then\n go to x: (92) y: (86)\n end\n if <(placment) = [7]> then\n go to x: (153) y: (69)\n end\n if <(placment) = [8]> then\n go to x: (204) y: (87)\n end\n if <(placment) = [9]> then\n go to x: (171) y: (117)\n end\nend\n\nwhen I start as a clone\nforever\n if <not <<<(lv number) = [9]> or <(lv number) = [10]>> or <(lv number) = [14]>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (bob v)?> then\n wait (.2) seconds\n repeat (10)\n wait (.05) seconds\n change [ghost v] effect by (10)\n end\n hide\n wait (2) seconds\n show\n repeat (10)\n wait (.05) seconds\n change [ghost v] effect by (-10)\n end\n end\nend\n\n@Death\n\nwhen I receive [death v]\nrepeat (4)\n wait (pick random (.00001) to (.000001)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (death spot x) y: (death spot y)\nset size to (7) %\nchange x by (pick random (-10) to (10))\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n else\n change y by (-8)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nhide\n\n@gun\n\nwhen flag clicked\nset size to (15) %\nhide\n\nwhen I start as a clone\nswitch costume to (download \(77\) v)\n\nwhen I receive [complete level v]\nset [bullet amount v] to [0]\nset [gun number v] to [0]\nif <(lv number) = [13]> then\n repeat (3)\n change [gun number v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(lv number) = [13]>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nset size to (15) %\nif <(gun number) = [1]> then\n go to x: (220) y: (-143)\n delete left\nend\nif <(gun number) = [2]> then\n go to x: (-28) y: (-116)\n delete right\nend\nif <(gun number) = [3]> then\n go to x: (178) y: (-83)\n delete left\nend\n\ndefine look left\nswitch costume to (download \(82\)2 v)\nwait (pick random (.2) to (.5)) seconds\nswitch costume to (download \(78\)2 v)\nwait (pick random (.2) to (.5)) seconds\nswitch costume to (download \(77\)2 v)\nwait (pick random (.2) to (.5)) seconds\nswitch costume to (download \(76\)2 v)\nwait (pick random (.2) to (.5)) seconds\nset [gun position x v] to (x position)\nset [gun position y v] to (y position)\nset [shoot right v] to [0]\nbroadcast (shoot v)\n\ndefine look right\nswitch costume to (download \(82\) v)\nwait (pick random (.2) to (.5)) seconds\nswitch costume to (download \(78\) v)\nwait (pick random (.2) to (.5)) seconds\nswitch costume to (download \(77\) v)\nwait (pick random (.2) to (.5)) seconds\nswitch costume to (download \(76\) v)\nwait (pick random (.2) to (.5)) seconds\nset [gun position x v] to (x position)\nset [gun position y v] to (y position)\nset [shoot right v] to [1]\nbroadcast (shoot v)\n\nwhen I start as a clone\n\nif <(lv number) = [14]> then\n repeat (6)\n change [gun number v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nset size to (10) %\nshow\nif <(lv number) = [14]> then\n if <(gun number) = [1]> then\n forever\n go to x: (210) y: (-146)\n look left\n end\n end\n if <(gun number) = [2]> then\n forever\n go to x: (-153) y: (-119)\n look right\n end\n end\n if <(gun number) = [3]> then\n forever\n go to x: (-214) y: (-93)\n look right\n end\n end\n if <(gun number) = [4]> then\n forever\n go to x: (199) y: (-67)\n look left\n end\n end\n if <(gun number) = [5]> then\n forever\n go to x: (-200) y: (-40)\n look right\n end\n end\n if <(gun number) = [6]> then\n forever\n go to x: (202) y: (-13)\n look left\n end\n end\nend\n\ndefine delete left\nforever\n if <(lv number) = [14]> then\n delete this clone\n end\n if <(lv number) = [13]> then\n look left\n end\nend\n\ndefine delete right\nforever\n if <(lv number) = [14]> then\n delete this clone\n end\n if <(lv number) = [13]> then\n look right\n end\nend\n\n@bullet\n\nwhen flag clicked\nset size to (30) %\nhide\n\nwhen I receive [shoot v]\nif <(bullet amount) < [10]> then\n change [bullet amount v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (gun position x) y: ((gun position y) + (4.5))\nif <(shoot right) = [1]> then\n repeat until <<touching (_edge_ v)?> or <touching color (#000000)?>>\n move (10) steps\n end\n change [bullet amount v] by (-1)\n delete this clone\nend\nif <(shoot right) = [0]> then\n repeat until <<touching (_edge_ v)?> or <touching color (#000000)?>>\n move (-10) steps\n end\n change [bullet amount v] by (-1)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (bob v)?> then\n broadcast (death v)\n wait (.01) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(lv number) = [13]>> then\n delete this clone\n end\nend\n\n@head\n\nwhen flag clicked\ngo to x: (59) y: (90)\nhide\nset size to (50) %\nforever\n looking left\n looking right\nend\n\ndefine looking right\nif <(x position) > [0]> then\n show\n switch costume to (download \(86\)2 v)\n wait (.1) seconds\n switch costume to (download \(90\)2 v)\n wait (.1) seconds\n switch costume to (download \(91\)2 v)\n wait (.1) seconds\n switch costume to (download \(92\)2 v)\n wait (.1) seconds\n switch costume to (download \(93\)2 v)\n wait (.1) seconds\nend\n\ndefine looking left\nif <(x position) < [0]> then\n show\n switch costume to (download \(86\) v)\n wait (.1) seconds\n switch costume to (download \(93\) v)\n wait (.1) seconds\n switch costume to (download \(92\) v)\n wait (.1) seconds\n switch costume to (download \(91\) v)\n wait (.1) seconds\n switch costume to (download \(90\) v)\n wait (.1) seconds\nend\n\nwhen flag clicked\nforever\n if <(lv number) = [15]> then\n show\n end\n if <not <(lv number) = [15]>> then\n hide\n end\nend\n\nwhen I receive [complete level v]\nif <(lv number) = [15]> then\n forever\n end\nend\n\ndefine dash\n\ndefine swipe\n\ndefine hit\n\ndefine death\n\ndefine enter\nbroadcast (spawn hands v)\n\n@hand w/ sword\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (187) y: (125)\nhide\nset size to (50) %\nforever\n wait (.1) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <(lv number) = [15]> then\n show\n end\n if <not <(lv number) = [15]>> then\n hide\n end\nend\n\nwhen I receive [swipe v]\nrepeat (20)\n create clone of (_myself_ v)\n change x by (-2)\n create clone of (_myself_ v)\n change y by (-2)\n create clone of (_myself_ v)\n change x by (-7)\n create clone of (_myself_ v)\n change y by (-3)\nend\nrepeat (40)\n change x by (-3)\n create clone of (_myself_ v)\n change y by (3)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (.1) seconds\ndelete this clone\n\nwhen I receive [spawn hands v]\nset [ghost v] effect to (100)\nset size to (0) %\nrepeat (30)\n change size by (1.6)\n change [ghost v] effect by (-3.33333)\nend\n\n@hand w/ fist\n\nwhen flag clicked\nclear graphic effects\ngo to x: (67) y: (47)\nset size to (50) %\nhide\nforever\n wait (.1) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <(lv number) = [15]> then\n show\n end\n if <not <(lv number) = [15]>> then\n hide\n end\nend\n\nwhen I receive [swipe v]\nrepeat (20)\n create clone of (_myself_ v)\n change x by (-2)\n create clone of (_myself_ v)\n change y by (-2)\n create clone of (_myself_ v)\n change x by (-10)\n create clone of (_myself_ v)\n change y by (-2)\nend\n\nwhen [f v] key pressed\nset [lv number v] to [15]\n\nwhen I start as a clone\nwait (.1) seconds\ndelete this clone\n\nwhen I receive [spawn hands v]\nset [ghost v] effect to (100)\nset size to (0) %\nrepeat (30)\n change size by (1.6)\n change [ghost v] effect by (-3.33333)\nend\n\n@aura\n\nwhen flag clicked\nhide\nforever\n wait (.1) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <(lv number) = [15]> then\n show\n end\n if <not <(lv number) = [15]>> then\n hide\n end\nend\n\n@death count 1s\n\nwhen flag clicked\nswitch costume to (0 v)\npoint in direction (90)\ngo to x: (-137) y: (-173)\nset size to (27) %\nshow\n\nwhen flag clicked\nforever\n if <(deaths) = [0]> then\n switch costume to (0 v)\n end\n if <(deaths) = [1]> then\n switch costume to (1 v)\n end\n if <(deaths) = [2]> then\n switch costume to (2 v)\n end\n if <(deaths) = [3]> then\n switch costume to (3 v)\n end\n if <(deaths) = [4]> then\n switch costume to (4 v)\n end\n if <(deaths) = [5]> then\n switch costume to (5 v)\n end\n if <(deaths) = [6]> then\n switch costume to (6 v)\n end\n if <(deaths) = [7]> then\n switch costume to (7 v)\n end\n if <(deaths) = [8]> then\n switch costume to (8 v)\n end\n if <(deaths) = [9]> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [10]> then\n set [deaths v] to [0]\n end\nend\n\nwhen I receive [death v]\nchange [deaths v] by (1)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@death count 10s\n\nwhen flag clicked\nset [10s place v] to [0]\nset [number 10s v] to [0]\nswitch costume to (0 v)\npoint in direction (90)\ngo to x: (-147) y: (-173)\nhide\nset size to (27) %\nshow\n\nwhen I receive [death v]\nchange [10s place v] by (1)\n\nwhen flag clicked\nforever\n if <(number 10s) = [0]> then\n switch costume to (0 v)\n end\n if <(number 10s) = [1]> then\n switch costume to (1 v)\n end\n if <(number 10s) = [2]> then\n switch costume to (2 v)\n end\n if <(number 10s) = [3]> then\n switch costume to (3 v)\n end\n if <(number 10s) = [4]> then\n switch costume to (4 v)\n end\n if <(number 10s) = [5]> then\n switch costume to (5 v)\n end\n if <(number 10s) = [6]> then\n switch costume to (6 v)\n end\n if <(number 10s) = [7]> then\n switch costume to (7 v)\n end\n if <(number 10s) = [8]> then\n switch costume to (8 v)\n end\n if <(number 10s) = [9]> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(10s place) = [10]> then\n set [10s place v] to [0]\n change [number 10s v] by (1)\n end\n if <(number 10s) = [10]> then\n set [number 10s v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@death count 100s\n\nwhen flag clicked\nset [number 100s v] to [0]\nset [100s place v] to [0]\nswitch costume to (0 v)\npoint in direction (90)\ngo to x: (-157) y: (-173)\nhide\nset size to (27) %\nshow\n\nwhen flag clicked\nforever\n if <(number 100s) = [0]> then\n switch costume to (0 v)\n end\n if <(number 100s) = [1]> then\n switch costume to (1 v)\n end\n if <(number 100s) = [2]> then\n switch costume to (2 v)\n end\n if <(number 100s) = [3]> then\n switch costume to (3 v)\n end\n if <(number 100s) = [4]> then\n switch costume to (4 v)\n end\n if <(number 100s) = [5]> then\n switch costume to (5 v)\n end\n if <(number 100s) = [6]> then\n switch costume to (6 v)\n end\n if <(number 100s) = [7]> then\n switch costume to (7 v)\n end\n if <(number 100s) = [8]> then\n switch costume to (8 v)\n end\n if <(number 100s) = [9]> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(100s place) = [100]> then\n set [100s place v] to [0]\n change [number 100s v] by (1)\n end\n if <(number 100s) = [10]> then\n set [number 100s v] to [0]\n end\nend\n\nwhen I receive [death v]\nchange [100s place v] by (1)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@download - 2022-01-14T123622\n\nwhen flag clicked\nset size to (28) %\ngo to x: (-200) y: (-173)\nshow\n\nwhen flag clicked\nswitch costume to (download - 2022-01-14t123622 v)\nforever\n go to [front v] layer\nend\n\n@death count 1s2\n\nwhen flag clicked\nswitch costume to (0 v)\npoint in direction (90)\ngo to x: (218) y: (-173)\nset size to (27) %\nshow\n\nwhen flag clicked\nforever\n if <(timer) = [0]> then\n switch costume to (0 v)\n end\n if <(timer) = [1]> then\n switch costume to (1 v)\n end\n if <(timer) = [2]> then\n switch costume to (2 v)\n end\n if <(timer) = [3]> then\n switch costume to (3 v)\n end\n if <(timer) = [4]> then\n switch costume to (4 v)\n end\n if <(timer) = [5]> then\n switch costume to (5 v)\n end\n if <(timer) = [6]> then\n switch costume to (6 v)\n end\n if <(timer) = [7]> then\n switch costume to (7 v)\n end\n if <(timer) = [8]> then\n switch costume to (8 v)\n end\n if <(timer) = [9]> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n wait (1) seconds\n change [timer v] by (1)\n if <(timer) = [10]> then\n set [timer v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@death count 10s2\n\nwhen flag clicked\nset [10 of timer v] to [0]\nset [10s timer v] to [0]\nswitch costume to (0 v)\npoint in direction (90)\ngo to x: (208) y: (-173)\nhide\nset size to (27) %\nshow\n\nwhen flag clicked\nforever\n if <(10s timer) = [0]> then\n switch costume to (0 v)\n end\n if <(10s timer) = [1]> then\n switch costume to (1 v)\n end\n if <(10s timer) = [2]> then\n switch costume to (2 v)\n end\n if <(10s timer) = [3]> then\n switch costume to (3 v)\n end\n if <(10s timer) = [4]> then\n switch costume to (4 v)\n end\n if <(10s timer) = [5]> then\n switch costume to (5 v)\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [10 of timer v] by (1)\n if <(10 of timer) = [10]> then\n set [10 of timer v] to [0]\n change [10s timer v] by (1)\n end\n if <(10s timer) = [6]> then\n set [10s timer v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@death count 100s2\n\nwhen flag clicked\nset [100s timer v] to [0]\nset [100 of timer v] to [0]\nswitch costume to (0 v)\npoint in direction (90)\ngo to x: (188) y: (-173)\nhide\nset size to (27) %\nshow\n\nwhen flag clicked\nforever\n if <(100s timer) = [0]> then\n switch costume to (0 v)\n end\n if <(100s timer) = [1]> then\n switch costume to (1 v)\n end\n if <(100s timer) = [2]> then\n switch costume to (2 v)\n end\n if <(100s timer) = [3]> then\n switch costume to (3 v)\n end\n if <(100s timer) = [4]> then\n switch costume to (4 v)\n end\n if <(100s timer) = [5]> then\n switch costume to (5 v)\n end\n if <(100s timer) = [6]> then\n switch costume to (6 v)\n end\n if <(100s timer) = [7]> then\n switch costume to (7 v)\n end\n if <(100s timer) = [8]> then\n switch costume to (8 v)\n end\n if <(100s timer) = [9]> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [100 of timer v] by (1)\n if <(100 of timer) = [60]> then\n set [100 of timer v] to [0]\n change [100s timer v] by (1)\n end\n if <(100s timer) = [10]> then\n set [100s timer v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@death count 100s3\n\nwhen flag clicked\nset [1000 of timer v] to [0]\nset [1000s timer v] to [0]\nswitch costume to (0 v)\npoint in direction (90)\ngo to x: (179) y: (-173)\nhide\nset size to (27) %\nshow\n\nwhen flag clicked\nforever\n if <(1000s timer) = [0]> then\n switch costume to (0 v)\n end\n if <(1000s timer) = [1]> then\n switch costume to (1 v)\n end\n if <(1000s timer) = [2]> then\n switch costume to (2 v)\n end\n if <(1000s timer) = [3]> then\n switch costume to (3 v)\n end\n if <(1000s timer) = [4]> then\n switch costume to (4 v)\n end\n if <(1000s timer) = [5]> then\n switch costume to (5 v)\n end\n if <(1000s timer) = [6]> then\n switch costume to (6 v)\n end\n if <(1000s timer) = [7]> then\n switch costume to (7 v)\n end\n if <(1000s timer) = [8]> then\n switch costume to (8 v)\n end\n if <(1000s timer) = [9]> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nforever\n change [1000 of timer v] by (1)\n wait (1) seconds\n if <(1000 of timer) = [600]> then\n set [1000 of timer v] to [0]\n change [1000s timer v] by (1)\n end\n if <(1000s timer) = [6]> then\n set [number 100s v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@download - 2022-01-18T091928\n\nwhen flag clicked\nset size to (28) %\ngo to x: (135) y: (-173)\nshow\n\nwhen flag clicked\nswitch costume to (download - 2022-01-18t091928 v)\nforever\n go to [front v] layer\nend\n\n@download - 2022-01-18T091938\n\nwhen flag clicked\nswitch costume to (download - 2022-01-18t091938 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset size to (28) %\ngo to x: (198) y: (-173)\nshow\n\n
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Now in contest -https://scratch.mit.edu/projects/630053517/\n\nFirst time making a scratch game. Hope you enjoy. All levels are possible, Hate asking but plz heart.\nAdding new levels so can be broken at times. Finally understand variables and now use them for everything :)\nR - reset to last checkpoint or starthttps://scratch.mit.edu/explore/projects/all\nS - Skip (why would you do this though?) \nGreen - checkpoint\nPurple - Bounce pad\nBlue - Clear level\nBrown - Door\nYellow - Key\nRed - bad stuff\nGrey - more bad stuff
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⚡ Pikachu - A Platformer 2 ⚡
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@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Pokemon Spirtes\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (-215) y: (-75)\nswitch costume to ( v)\nforever\n change [my variable v] by (-1)\n set [xv v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) + ((xv) * (0.9)))\n change x by (xv)\n if <touching (level v)?> then\n change x by ((0) - (xv))\n if <key (up arrow v) pressed?> then\n set [my variable v] to [10]\n set [xv v] to ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (5))\n end\n end\n change y by (my variable)\n if <touching (level v)?> then\n change y by ((-1) - (my variable))\n set [my variable v] to ((12) * <<key (up arrow v) pressed?> and <touching (level v)?>>)\n change y by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (. v)\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [215]> then\n broadcast (Next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (oof v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-169) y: (-40)\n\nwhen I receive [oof v]\ngo to x: (-169) y: (-40)\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n change [my variable v] by (30)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-178]> then\n broadcast (oof v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n check\nend\n\ndefine check\nif <(costume [number v]) = [20]> then\n broadcast (lik fav v)\n wait (5) seconds\n stop [all v]\nend\n\n@Sprite3\n\nwhen I receive [lik fav v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\n
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Sorry for the long wait. I have not posted anything in a while, and I promised you guys this project for over 2 months. I have been very busy recently, but I have finished this project!! Please ❤+⭐ if you enjoyed.\n@prodannau liked and faved!!!\nGame 1 - https://scratch.mit.edu/projects/581520707\n -Instructions- \nUse the arrow keys to move. You can walljump, but you cannot double jump. Try to beat all of the levels!!!\n -Credits-\n@carot3 for some hard code\n@Invisity for the ground and spike sprites\n@Odd56fiftySixJJ (Me) for everything else\n -Tags-\n#Pokemon #Pokemon #Pokemon #Pokemon #Pokemon \n#All #All #All #All #All #All #All #All #All #All #All #All #All #Games #Games #Games #Games #Games #Games
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Christmas Journey | A Platformer | #games #all #platformer #music #stories #art #trending #christmas
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@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n if <(pick random (1) to (3)) = [1]> then\n play sound [A SAD CHRISTMAS SONG v] until done\n end\n if <(pick random (1) to (3)) = [2]> then\n play sound [Waterflame - Snow!.mp3 v] until done\n end\n if <(pick random (1) to (3)) = [3]> then\n play sound [Jingle Bells Remix v] until done\n end\nend\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Reset 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 color (#99ffff)?> or <touching color (#cd9b36)?>> then\n change y by (1)\n end\n if <<touching color (#99ffff)?> or <touching color (#cd9b36)?>> then\n change y by (1)\n end\n if <<touching color (#99ffff)?> or <touching color (#cd9b36)?>> then\n change y by (1)\n end\n if <<touching color (#99ffff)?> or <touching color (#cd9b36)?>> then\n change y by (1)\n end\n if <<touching color (#99ffff)?> or <touching color (#cd9b36)?>> 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 color (#99ffff)?> or <touching color (#cd9b36)?>> 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 color (#99ffff)?> or <touching color (#cd9b36)?>> 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 <touching color (#ffbb66)?> then\n set [y velocity v] to [20]\n end\n if <(x position) > [239]> then\n broadcast (Reset v)\n next backdrop\n end\n if <<<touching color (#ff0a0a)?> or <touching color (#800000)?>> or <touching color (#8cdfec)?>> then\n broadcast (Reset v)\n end\n if <(y position) < [-199]> then\n broadcast (Reset v)\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\n@Snow\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (pick random (-240) to (240)) y: (180)\nset size to (pick random (50) to (70)) %\nshow\nrepeat until <<touching (platform v)?> or <<(y position) < [-179]> or <<touching (danger v)?> or <touching (saw v)?>>>>\n change y by (-4)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.2)) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (snow v)?> then\n delete this clone\n end\nend\n\n@Player Trail\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Skip\n\nwhen flag clicked\ngo to x: (185) y: (-145)\nset size to (65) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (70) %\n else\n set size to (65) %\n end\nend\n\nwhen this sprite clicked\nstart sound [Start/Next Level v]\nnext backdrop\nbroadcast (Reset v)\n\nwhen flag clicked\nif <(backdrop [number v]) = [18]> then\n hide\nend\n\n@TB\n\nwhen flag clicked\nhide\n\n
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❄ CHRISTMAS JOURNEY ❄\n❄ A THEMED STORY PLATFORMER ❄\n\nReshared will credit this time sorry scratch team, I was on vacation.\nI gave credit, so sorry I forgot... please don't unshare.\n\nOne of my best platformers yet, with a themed story is \nhere!\n\nSHARED ON CHRISTMAS DAY!!! XD\n\nA part 2 will come! (Even though Christmas will be over at that point...)\n\nLike and fav! Follow @TrentonTNT for more games!\nPart 2 at 100 likes!\n\n❄ INSTRUCTIONS ❄\n\n❄ W or up arrow key to jump\n❄ Dodge spikes and ice water\n❄ Bounce on trampolines\n❄Get to the end to claim your present!\n❄ Have fun! xD\n\n❄ TAGS ❄\n\n#all #games #platformers #stories #music #art #trending #animations #christmas\n
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Space 2 - A mobile friendly platformer #games #all
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@Stage\n\nwhen flag clicked\nwait (0.20) seconds\nforever\n set volume to (65) %\n play sound [Vexento - Across The Ocean.mp3 v] until done\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n go [backward v] (2) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\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@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 (danger 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 (danger 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@Danger\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@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@Sprite1\n\n
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Welcome to Space Platformer 2!\nMOBILE FRIENDLY! \n-How to Play-\nWasd, Arrow keys, also mobile friendly\ns/down arrow to crouch\nAvoid Spikes and lava
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pokemon platformer part 2 (fixed)
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@Stage\n\n@Player\n\nwhen I receive [play v]\nshow\nforever\n engine [5]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nchange [frame v] by (0.5)\n\ndefine engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <(y position) < [-180]> then\n start sound [fall v]\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\nend\nScrolling Blocks\n\ndefine Reset Player\nshow\nset size to (40) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scrollx v] to [0]\nhide\n\ndefine Scrolling Blocks\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen flag clicked\nhide\nbroadcast (Transition In v) and wait\nbroadcast (Delete All Clones v) and wait\nbroadcast (SetUp v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\n\nwhen I receive [setup v]\nReset Player\n\ndefine Quick Scroll\nif <key (right arrow v) pressed?> then\n change [scrollx v] by (100)\nend\nif <key (left arrow v) pressed?> then\n change [scrollx v] by (-100)\nend\n\nQuick Scroll\n\nwhen flag clicked\nif <key (right arrow v) pressed?> then\n switch costume to (wartortle2 v)\nend\n\nwhen flag clicked\nif <key (left arrow v) pressed?> then\n switch costume to (wartortle v)\nend\n\nwhen flag clicked\nforever\n play sound [8d82b5_Pokemon_Theme_Song v] until done\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n change [speed v] by (0.1)\nend\n\nwhen flag clicked\nset [speed v] to [0]\n\nshow variable [speed v]\n\n@Level ART\n\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\ndefine Create\nFind Costume Number\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\n@Level HITBOX\n\ndefine Create\nwait (1) seconds\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\n@Transition\n\nwhen I receive [transition in v]\nswitch costume to (costume1 v)\nhide\nshow\nstart sound [Disconnect v]\nrepeat (16)\n next costume\nend\n\nwhen I receive [transition out v]\nswitch costume to (costume17 v)\nstart sound [Connect v]\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n hide\nend\n\nshow\n\n
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unshared to add timer and thumbnail (i will improve it)\n\npart 3 in progress\nuse arrow keys to move \npart 1 https://scratch.mit.edu/projects/619919535\n\nthis took so many hours to find out how to make this so pls like and favourite \nshoutout to @StickmanCoding for being first person to like and favourite\n#3 on trending for games letttttttsss gooooo
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Merry Christmas!! platformer!
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@Stage\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nswitch backdrop to (blue sky 2 v)\nforever\n play sound [クリスマスソング! v] until done\n play sound [Peacefully v] until done\n play sound [Dreams v] until done\nend\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@ばね\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (-125)\n switch costume to (ステージ)\nend\n\nwhen [timer v] > (0)\nhide\nhide variable [time v]\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\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 I receive [クリア v]\nshow variable [time v]\nif <(☁ 世界記録) > (time)> then\n set [☁ 世界記録 v] to (time)\nend\nshow variable [☁ 世界記録 v]\nchange [☁ クリア者 v] by (1)\n\nwhen flag clicked\nhide variable [time v]\nwait until <(costume [number v]) = [1]>\nrepeat until <(costume [number v]) = [11]>\n change [time v] by (0.1)\n wait (0.1) seconds\n if <<[7] = (ステージ)> and <<key (c v) pressed?> and <key (space v) pressed?>>> then\n wait (10) seconds\n end\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 [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [jump-cute1 v]\n set [y v] to [15]\n end\n change y by (1)\n if <<(y position) < [-165]> or <touching (マグマ v)?>> then\n start sound [Teleport2 v]\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <<[239] < (x position)> or <(x position) < [-239]>> then\n if <<not <(ステージ) = [11]>> and <<<(クリア数) = [6]> and <(ステージ) = [10]>> or <not <(ステージ) = [10]>>>> then\n if <not <<(ステージ) = [1]> and <(x position) < [-239]>>> then\n broadcast (NEXT v)\n hide\n clear graphic effects\n set [x v] to [0]\n set [y v] to [0]\n wait (0.1) seconds\n wait until <(ねくすと) = [0]>\n go to x: (-200) y: (0)\n show\n if <(ステージ) = [11]> then\n broadcast (クリア v)\n end\n end\n else\n if <<(x position) < [-239]> and <(ステージ) = [10]>> then\n hide\n clear graphic effects\n set [x v] to [0]\n set [y v] to [0]\n broadcast (NEXT v) and wait\n show\n end\n end\n end\n if <<key (c v) pressed?> and <key ((join [enter] []) v) pressed?>> then\n if <(ステージ) = [7]> then\n hide\n ask [※これはバグでできたものなので閉じてください] and wait\n if <(answer) = (join (username) [ワープ])> then\n broadcast (NEXT v)\n hide\n clear graphic effects\n set [x v] to [0]\n set [y v] to [0]\n wait (0.1) seconds\n wait until <(ねくすと) = [0]>\n set [クリア数 v] to [6]\n set [プレゼント v] to [0]\n set [ステージ v] to [11]\n go to x: (-200) y: (0)\n show\n broadcast (クリア v)\n end\n end\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n start sound [jump-anime1 v]\n set [y v] to [22.5]\n end\nend\n\nwhen flag clicked\nforever\n reset timer\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < [-50]> and <mouse down?>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen [r v] key pressed\ngo to x: (-200) y: (0)\n\n@家\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\n if <(item (ステージ) of [家取った v]) = [0]> then\n clear graphic effects\n else\n set [brightness v] effect to (20)\n end\nend\n\nwhen flag clicked\nset [クリア数 v] to [0]\nforever\n if <touching (プレイヤー v)?> then\n if <<(プレゼント) > [0]> and <[0] = (item (ステージ) of [家取った v])>> then\n change [クリア数 v] by (1)\n change [プレゼント v] by (-1)\n replace item (ステージ) of [家取った v] with [1]\n end\n end\nend\n\nwhen I receive [next v]\nclear graphic effects\n\n@プレゼント\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\n if <(item (ステージ) of [プレゼントとった v]) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [プレゼント v] to [0]\nforever\n if <touching (プレイヤー v)?> then\n change [プレゼント v] by (1)\n replace item (ステージ) of [プレゼントとった v] with [1]\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (5)\n end\n wait until <not <touching (プレイヤー v)?>>\n end\nend\n\nwhen I receive [next v]\nclear graphic effects\n\nwhen flag clicked\ndelete all of [プレゼントとった v]\nrepeat (11)\n add [0] to [プレゼントとった v]\nend\n\nwhen flag clicked\ndelete all of [家取った v]\nrepeat (11)\n add [0] to [家取った v]\nend\n\n@影?\n\nwhen flag clicked\nforever\n reset timer\n point in direction ([direction v] of [プレイヤー v])\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < [-50]> and <mouse down?>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nshow\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 flag clicked\nforever\n if <<(ステージ) = [11]> and <(y position) > [181]>> then\n broadcast (へー v)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [プレイヤー v]) y: ([y position v] of [プレイヤー v])\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (-150) y: (150)\nset [ghost v] effect to (50)\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nforever\n switch costume to (プレゼント)\nend\n\nwhen I start as a clone\nset x to (-200)\n\n@スプライト2\n\nwhen flag clicked\nset [ねくすと v] to [0]\nhide\n\nwhen I receive [next v]\nset [ねくすと v] to [1]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nif <([x position v] of [プレイヤー v]) > [180]> then\n change [ステージ v] by (1)\nelse\n change [ステージ v] by (-1)\nend\nset [ねくすと v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n
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*-----Merry christmas!! platformer!-----*\n\nMerry Christmas!!ということで、クリスマス記念のプラットフォーマーを作ってみました!\n\n・矢印キー、WASDキー、タッチで移動\n・モバイル対応してます!\n・rキーで最初の位置に戻る(埋まったとき用)\n・マグマ(薄いオレンジ)に触れると戻される\n・プレゼントをとって、家に運んでからゴールしないとクリアにならない\n・プレゼントと家は、それぞれいくつかある\n・左端に行くと、前のステージに戻れる\n・バグ多めだったりする\n\nていうわけで、世界記録目指してがんばってネ!\nちなみに、作者のtimeは50.1です\n\n一応言うけど、クリアチェックしてるよー\n(モバイルも)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n…え?ステージ使いまわしてるだろって?\n(((((((((((っ・ω・)っ ブーン\n\n…え?一番最初に作ったプラフォ使い回してるかって?\n(((;゚Д゚))))ガクガクブルブル\n\n…え?前作2つも使いまわしてるだろって?\n|д゚)チラッ<ソソソソソンナコトナナナナイヨ⁉
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Powerups - A Platformer #games #All #Trending #parachute #doublejump #teleport #music #confetti #art
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@Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (7)) until done\n play sound (pick random (1) to (7)) until done\nend\n\nwhen [z v] key pressed\nstop all sounds\n\nwhen I receive [play v]\nforever\n switch backdrop to (backdrop1 v)\n set volume to (MUSIC) %\nend\n\n@tb\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n reset timer\nend\n\nset [level v] to [8]\n\n@Player\n\ndefine Platformer\nif <(SETTING) = [0]> then\n switch costume to (clone v)\n create clone of (_myself_ v)\n switch costume to (0 v)\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 (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\n end\n if <touching (level v)?> then\n change x by ((xv) * (-1))\n change y by (-4)\n end\n if <(POWERUP) = [p]> then\n if <<key (space v) pressed?> and <(yv) < [0]>> then\n set [yv v] to [0]\n change [yv v] by (-1)\n set [para v] to [1]\n else\n set [para v] to [0]\n change [yv v] by (-1)\n end\n else\n set [para v] to [0]\n change [yv v] by (-1)\n end\n change y by (yv)\n if <touching (level v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <(POWERUP) = [d]> then\n if <touching (level v)?> then\n set [djump v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(djump) = [1]>> then\n set [djump v] to [2]\n set [yv v] to [15]\n create clone of (djump v)\n end\n end\n else\n if <touching (level v)?> 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 end\n change y by (1)\n if <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(djump) = [0]>> then\n set [djump v] to [1]\n end\n if <<(x position) > [240]> or <key (j v) pressed?>> then\n broadcast (next level v)\n hide\n wait (1) seconds\n reset\n end\n if <(POWERUP) = [t]> then\n if <key (space v) pressed?> then\n if <(RELOAD) = [0]> then\n if <(xv) < [0]> then\n set [tele clone v] to [0]\n else\n set [tele clone v] to [1]\n end\n create clone of (tele v)\n start sound [Teleport2 v]\n wait (0) seconds\n if <(xv) < [0]> then\n change x by (-100)\n else\n change x by (100)\n end\n set [reload v] to [3]\n end\n end\n if <touching (level v)?> then\n change x by (-1)\n if <touching (level v)?> then\n change x by (2)\n end\n end\n get up 2 [50]\n end\n if <<<key (r v) pressed?> or <<<touching (dangers v)?> or <(y position) < [-182]>> or <touching (lava v)?>>> or <<touching (level v)?> and <(POWERUP) = [t]>>> then\n if <<touching (level v)?> and <(POWERUP) = [t]>> then\n change x by (-1)\n end\n costume\n go to [front v] layer\n start sound [Punch Sound Effect v]\n set rotation style [all around v]\n set [yv v] to [12]\n change y by (yv)\n repeat until <(y position) < [-182]>\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 reset\n end\nend\n\nwhen flag clicked\nhide\n\ndefine costume\nif <(SETTING) = [0]> then\n if <(para) = [0]> then\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n point in direction (-90)\n switch costume to (1s v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n point in direction (90)\n switch costume to (1s v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n point in direction (90)\n switch costume to (left v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n point in direction (-90)\n switch costume to (left v)\n end\n if <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n point in direction (90)\n switch costume to (0 v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n point in direction (90)\n switch costume to (1 v)\n end\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n point in direction (-90)\n switch costume to (ps v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n point in direction (90)\n switch costume to (ps v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n point in direction (90)\n switch costume to (p left v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n point in direction (-90)\n switch costume to (p left v)\n end\n if <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n point in direction (90)\n switch costume to (p v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n point in direction (90)\n switch costume to (p1 v)\n end\n end\nend\n\ndefine reset\nset [xv v] to [0]\nset [reload v] to [0]\nset [yv v] to [0]\nset rotation style [left-right v]\nshow\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (-194) y: (-59)\nswitch costume to (0 v)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n get up\n end\nend\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n get up\n end\nend\nset [ghost v] effect to (0)\n\nget up\nget up\nget up\nget up\n\n\n\nwhen I start as a clone\nrepeat (10)\n if <(SETTING) = [0]> then\n change size by (-6)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\nset [level v] to [18]\n\nset [can para v] to [1]\n\ndefine get up\nrepeat until <not <touching (level v)?>>\n change y by (1)\nend\n\nset [level v] to [10]\n\nwhen flag clicked\nforever\n change [reload v] by (-0.1)\n if <(RELOAD) < [0]> then\n set [reload v] to [0]\n end\nend\n\nsay []\n\ndefine get up 2 (amount)\nif <touching (level v)?> then\n repeat (amount)\n change y by (1)\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\nend\nif <touching (level v)?> then\n change y by ((amount) * (-1))\nend\n\nset size to (100) %\ngo to x: (-194) y: (-59)\nswitch costume to (0 v)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n get up\n end\nend\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n get up\n end\nend\n\nwhen I receive [play v]\nshow\nset rotation style [left-right v]\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nset [can dj v] to [0]\nset [can para v] to [0]\ngo to [front v] layer\ngo [backward v] (4) layers\nreset\ngo to x: (-194) y: (-121)\nforever\n Platformer\n costume\nend\n\nwhen I receive [play v]\nforever\n set volume to (VOLUME) %\nend\n\n@Level\n\nwhen flag clicked\n\ngo to [front v] layer\ngo [backward v] (1) layers\n\nset [level v] to [10]\n\nset [level v] to [3]\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (LEVEL)\nend\n\nset [level v] to [24]\n\n@Dangers\n\nwhen flag clicked\n\nset [level v] to [8]\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n switch costume to (LEVEL)\nend\n\n@djump\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nstart sound [Boing v]\ngo to (player v)\nshow\nrepeat (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n set volume to (VOLUME) %\nend\n\n@Next Level\n\nwhen I receive [next level v]\ngo to [front v] layer\nset size to (1) %\nshow\nswitch costume to (costume1 v)\nstart sound [High Whoosh v]\nrepeat until <(round (size)) = [87]>\n change size by (((87) - (size)) / (5))\nend\nchange [level v] by (1)\nwait (0.5) seconds\nrepeat until <(round (size)) = [1]>\n change size by (((1) - (size)) / (5))\nend\nhide\n\nwhen flag clicked\nhide\n\nrepeat (10)\n change size by (10)\nend\n\ngo to [front v] layer\nshow\n\nset size to (90) %\n\ngo to [front v] layer\nset size to (1) %\nshow\nswitch costume to (costume1 v)\nstart sound [High Whoosh v]\n\nrepeat until <(round (size)) = [87]>\n change size by (((87) - (size)) / (5))\nend\n\nwhen I receive [play v]\nforever\n set volume to (VOLUME) %\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nset [timer v] to [0]\nforever\n switch costume to (LEVEL)\n change [timer v] by ((1) / (30))\n set y to (([sin v] of ((timer) * (200)) ) * (6))\nend\n\n@powerups\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [xv v] to (pick random (3) to (2))\nset [yv v] to (pick random (-1) to (1))\nset [timer v] to [0]\nforever\n if <(LEVEL) = (level#)> then\n show\n if <(costume [name v]) = [dj]> then\n repeat until <touching (player v)?>\n if <(LEVEL) = (level#)> then\n show\n change [yv v] by (-0.5)\n change y by (yv)\n if <<touching (level v)?> or <touching (_edge_ v)?>> then\n set [yv v] to ((yv) * (-0.9))\n change y by ((yv) * (1.1))\n end\n change x by (xv)\n if <<touching (level v)?> or <touching (_edge_ v)?>> then\n set [xv v] to ((xv) * (-1))\n change x by ((xv) * (1.1))\n end\n else\n hide\n end\n end\n start sound [Collect v]\n set [powerup v] to [d]\n set [can dj v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(costume [name v]) = [para]> then\n repeat until <touching (player v)?>\n if <(LEVEL) = (level#)> then\n show\n else\n hide\n end\n end\n start sound [Collect v]\n set [powerup v] to [p]\n set [can para v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(costume [name v]) = [tele]> then\n repeat until <touching (player v)?>\n change [timer v] by ((1) / (30))\n change y by (([sin v] of ((timer) * (600)) ) * (2))\n if <(LEVEL) = (level#)> then\n show\n else\n hide\n end\n end\n start sound [Collect v]\n set [powerup v] to [t]\n set [can tele v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\n else\n hide\n end\nend\n\ndefine clone (x) (y) (level) (type)\ngo to x: (x) y: (y)\nset [level# v] to (level)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nset [yv v] to ((yv) * (0.9))\nif <<touching (level v)?> or <touching (_edge_ v)?>> then\n set [yv v] to ((yv) * (-1))\nend\n\nchange x by (xv)\n\nstart sound [Collect v]\nset [powerup v] to [d]\nset [can dj v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nset [can para v] to [1]\n\nset [powerup v] to [t]\nset [can tele v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [play v]\nclone [-8] [-91] [3] [dj]\nclone [-180] [-147] [10] [para]\nclone [-35] [-125] [18] [tele]\n\nwhen I receive [play v]\nforever\n set volume to (VOLUME) %\nend\n\nwhen I start as a clone\nforever\n set volume to (VOLUME) %\nend\n\n@Powerup\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(POWERUP) = (costume [name v])> then\n go to [front v] layer\n show\n go to x: (-144) y: (120)\n set [ghost v] effect to (50)\n else\n hide\n end\nend\n\ndefine stuff\nswitch costume to ( v)\nrepeat (5)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nswitch costume to ( v)\ngo to x: (-200) y: (120)\nset [ghost v] effect to (50)\n\nwhen I receive [play v]\nforever\n if <key (0 v) pressed?> then\n set [powerup v] to [n]\n end\n if <key (1 v) pressed?> then\n if <(CAN DJ) = [1]> then\n set [powerup v] to [d]\n end\n end\n if <key (2 v) pressed?> then\n if <(CAN PARA) = [1]> then\n set [powerup v] to [p]\n end\n end\n if <key (3 v) pressed?> then\n if <(CAN TELE) = [1]> then\n set [powerup v] to [t]\n end\n end\nend\n\nwhen I receive [play v]\nset [powerup v] to [n]\nset [can tele v] to [0]\nstuff\nforever\n show\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to ( v)\n go to x: (-200) y: (120)\n set [ghost v] effect to (50)\nend\n\n@word\n\nwhen flag clicked\n\nwait until <(LEVEL) > [1]>\n\nwait until <(LEVEL) > [2]>\n\nwait until <(LEVEL) > [3]>\n\nwait until <(LEVEL) > [4]>\n\nwait until <(LEVEL) > [5]>\n\nwait until <(LEVEL) > [6]>\n\nwait until <(LEVEL) > [17]>\n\nwait until <(LEVEL) > [19]>\n\ndefine smooth to (x) (y) (amount)\nstart sound [High Whoosh v]\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n erase all\n change x by (((x) - (x position)) / (amount))\n change y by (((y) - (y position)) / (amount))\n set [brightness v] effect to (80)\n change y by (-5)\n change x by (-5)\n stamp\n set [brightness v] effect to (0)\n change y by (5)\n change x by (5)\n change [ghost v] effect by (-10)\nend\nset [brightness v] effect to (80)\nchange y by (-5)\nchange x by (-5)\nstamp\nset [brightness v] effect to (0)\nchange y by (5)\nchange x by (5)\n\nwhen flag clicked\nerase all\n\nerase all\n\nwhen flag clicked\nhide\n\nset [level v] to [10]\n\nwhen I receive [next level v]\nhide\nwait (1.4) seconds\nshow\nif <(LEVEL) = [1]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n smooth to [0] [85] [5]\nend\nif <(LEVEL) = [2]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n smooth to [0] [85] [5]\nend\nif <(LEVEL) = [3]> then\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (130) y: (0)\n smooth to [130] [85] [5]\nend\nif <(LEVEL) = [4]> then\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (0) y: (0)\n smooth to [0] [85] [5]\nend\nif <(LEVEL) = [5]> then\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (0) y: (-200)\n smooth to [0] [-100] [5]\nend\nif <(LEVEL) = [6]> then\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (80) y: (-150)\n smooth to [80] [-80] [5]\nend\nif <(LEVEL) = [7]> then\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (0) y: (100)\n smooth to [0] [130] [5]\nend\nif <(LEVEL) = [18]> then\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (0) y: (0)\n smooth to [0] [130] [5]\nend\nif <(LEVEL) = [19]> then\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (0) y: (0)\n smooth to [0] [130] [5]\nend\nif <(LEVEL) = [25]> then\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (-84) y: (20)\n smooth to [-84] [69] [5]\nend\nif <(LEVEL) = [26]> then\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (0) y: (0)\n smooth to [0] [78] [5]\nend\n\nif <(LEVEL) = [26]> then\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (0) y: (78)\n smooth to [0] [0] [5]\nend\n\nwhen I receive [play v]\nshow\nset [level# v] to [1]\nforever\n go to [back v] layer\n if <not <(level#) = (LEVEL)>> then\n erase all\n set [level# v] to (LEVEL)\n end\nend\n\nwhen I receive [play v]\nswitch costume to (backdrop1 v)\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n smooth to [0] [85] [5]\n wait until <not <(LEVEL) = [1]>>\n stop [this script v]\nend\n\nwhen I receive [play v]\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [play v]\nforever\n set volume to (VOLUME) %\nend\n\n@particle\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [blue]> then\n show\n go to [back v] layer\n set [ghost v] effect to (pick random (50) to (80))\n go to x: (300) y: (pick random (-180) to (180))\n glide (pick random (1) to (3)) secs to x: (-246) y: (pick random (-180) to (180))\n delete this clone\nend\nif <not <(costume [name v]) = [blue]>> then\n if < (costume [name v]) contains [cloudycloud]?> then\n show\n set [cos v] to (costume [name v])\n set [ghost v] effect to (pick random (10) to (50))\n switch costume to (big v)\n if <(pick random (1) to (2)) = [2]> then\n go to x: (-350) y: (pick random (75) to (155))\n point in direction (90)\n else\n go to x: (350) y: (pick random (75) to (155))\n point in direction (-90)\n end\n switch costume to (cos)\n if <(x position) < [0]> then\n repeat until <(x position) > [350]>\n switch costume to (big v)\n move (pick random (0.5) to (2)) steps\n switch costume to (cos)\n end\n else\n repeat until <(x position) < [-350]>\n switch costume to (big v)\n move (pick random (0.5) to (2)) steps\n switch costume to (cos)\n end\n end\n switch costume to (cos)\n delete this clone\n else\n show\n go to [back v] layer\n set [ghost v] effect to (pick random (10) to (40))\n set [x v] to (pick random (0.9) to (-0.9))\n set [y v] to (pick random (1) to (3))\n repeat (50)\n change [ghost v] effect by (2)\n change x by (x)\n change y by (y)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\n\nwhen I receive [play v]\nforever\n wait (0.05) seconds\n switch costume to (blue v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\nforever\n if <(LEVEL) = [2]> then\n go to x: (pick random (62) to (173)) y: (-119)\n switch costume to (pick random (2) to (4))\n wait (0.025) seconds\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [6]> then\n go to x: (pick random (-11) to (216)) y: (-155)\n switch costume to (pick random (2) to (4))\n wait (0.01) seconds\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [11]> then\n go to x: (pick random (-190) to (216)) y: (-155)\n switch costume to (pick random (2) to (4))\n wait (0) seconds\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [13]> then\n go to x: (pick random (28) to (240)) y: (-155)\n switch costume to (pick random (2) to (4))\n wait (0) seconds\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [17]> then\n go to x: (pick random (-143) to (150)) y: (-123)\n switch costume to (pick random (2) to (4))\n wait (0) seconds\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [24]> then\n go to x: (pick random (-131) to (-46)) y: (22)\n switch costume to (pick random (2) to (4))\n wait (0) seconds\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (pick random (2) to (5)) seconds\n switch costume to (pick random (5) to (7))\n create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\nif <not < (costume [name v]) contains [cloudycloud]?>> then\n delete this clone\nend\n\n@yayy\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (-240) to (240)) y: (180)\nset [xv v] to (pick random (-5.0) to (5.0))\nset [yv v] to (pick random (-1) to (-7))\nshow\nrepeat until <<(y position) < [-175]> or <<(x position) > [235]> or <(x position) < [-235]>>>\n turn right (xv) degrees\n change y by (yv)\n change x by (xv)\nend\ndelete this clone\n\nset [level v] to [26]\n\nwhen I receive [play v]\nwait (1) seconds\nwait until <(LEVEL) = [26]>\nforever\n wait until <key (c v) pressed?>\n start sound [Cheer v]\n repeat (50)\n switch costume to (pick random (1) to (2))\n set [ghost v] effect to (30)\n set [color v] effect to (pick random (1) to (200))\n create clone of (_myself_ v)\n end\n wait until <not <key (c v) pressed?>>\nend\n\n@Level#\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n go to [front v] layer\n set x to ((-195) + ((clone#) * (12)))\n switch costume to (letter (clone#) of (LEVEL))\nend\n\ndefine stuff\nset [clone# v] to [0]\nrepeat (4)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\nshow\nset [ghost v] effect to (50)\ngo to x: (-215) y: (150)\nstuff\nforever\n switch costume to (level v)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\ngo to [front v] layer\n\nwhen [timer v] > (0)\nhide\n\n@fake\n\nwhen flag clicked\nhide\n\nwait (1) seconds\n\nwhen I receive [play v]\nforever\n go to [front v] layer\n go [backward v] (6) layers\n switch costume to (LEVEL)\n if <(LEVEL) = [10]> then\n repeat until <not <(LEVEL) = [10]>>\n show\n if <touching (player v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\n end\n else\n hide\n end\nend\n\n@fake2\n\nwhen flag clicked\n\nset [level v] to [9]\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (LEVEL)\n if <(LEVEL) = [10]> then\n show\n repeat until <not <(LEVEL) = [10]>>\n show\n if <touching (player v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\n end\n else\n hide\n end\nend\n\n@sun\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nset [timer v] to [0]\nswitch costume to (costume1 v)\nforever\n change [timer v] by ((1) / (30))\n go to [back v] layer\n set [ghost v] effect to (20)\n set size to ((([sin v] of ((timer) * (50)) ) * (40)) + (100)) %\nend\n\n@tele\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (TELE CLONE)\nshow\ngo to (player v)\nrepeat (25)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nset [level v] to [18]\n\nwhen I start as a clone\nforever\n set volume to (VOLUME) %\nend\n\nwhen I receive [play v]\nforever\n set volume to (VOLUME) %\nend\n\n@love\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\ndefine clone\nset [type v] to [og]\ngo to x: (-190) y: (80)\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (-190) y: (-90)\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (140) y: (80)\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (140) y: (-90)\ncreate clone of (_myself_ v)\nnext costume\n\nrepeat (4)\n\nwhen I start as a clone\nif <(type) = [og]> then\n set [timer v] to [0]\n show\n forever\n change [timer v] by ((1) / (30))\n set [ghost v] effect to (30)\n point in direction ((([sin v] of ((timer) * (400)) ) * (10)) + (90))\n set size to ((([cos v] of ((timer) * (400)) ) * (10)) + (100)) %\n end\nelse\n switch costume to (pick random (1) to (4))\n show\n point in direction (pick random (0) to (360))\n set size to (50) %\n repeat (20)\n move (5) steps\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nnext costume\n\nforever\n wait (0.01) seconds\n go to (mouse-pointer v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\nwait (1) seconds\nwait until <(LEVEL) = [26]>\nclone\nset [type v] to [yes]\nforever\n wait (0.01) seconds\n go to (mouse-pointer v)\n create clone of (_myself_ v)\nend\n\n@Timer#\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n set x to ((110) + ((clone#) * (12)))\n switch costume to (letter (clone#) of (TIMER))\nend\n\ndefine stuff\nset [clone# v] to [0]\nrepeat (10)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\ngo to x: (200) y: (150)\n\nwhen I receive [play v]\nshow\nset [ghost v] effect to (50)\nset [timer v] to [0]\nset [level v] to [1]\nwait (0) seconds\nwait until <not <<([x position v] of [player v]) = [-194]> and <([y position v] of [player v]) = [-121]>>>\nforever\n go to [front v] layer\n go to [front v] layer\n change [timer v] by ((1) / (30))\n set [timer v] to ((round ((TIMER) * (100))) / (100))\n if <<key (j v) pressed?> or <(TURBO) = [1]>> then\n set [timer v] to [c]\n stop [this script v]\n end\n if <(LEVEL) > [25]> then\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nshow\nset [ghost v] effect to (50)\ngo to x: (180) y: (150)\nset [timer v] to [0]\nstuff\nforever\n go to x: (140) y: (150)\n switch costume to (level v)\n go to [front v] layer\nend\n\nset [level v] to [26]\n\nwhen [timer v] > (0)\nhide\n\n@turbo mode checker (timmccool)\n\nwhen flag clicked\nset [tick v] to [0]\nforever\n change [tick v] by (1)\nend\n\nwhen flag clicked\nhide\nset [turbo v] to [0]\nset [1 v] to [0]\nforever\n set [2 v] to (tick)\n wait (0.01) seconds\n set [1 v] to ((((tick) - (2)) * (1)) * (1))\n set [turbo v] to <((1) * (1)) > [40]>\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [old time v] to [0]\nforever\n set [old time v] to (TIMER)\n wait (1) seconds\n if <([abs v] of ((old time) - (TIMER)) ) > [1.5]> then\n set [turbo v] to [1]\n end\nend\n\n@Buttons\n\nwhen flag clicked\nset size to (300) %\nclone\nhide\n\ndefine clone\ngo to x: (-100) y: (-70)\nswitch costume to (play v)\ncreate clone of (_myself_ v)\ngo to x: (100) y: (-70)\nswitch costume to (highscore v)\ncreate clone of (_myself_ v)\ngo to x: (-170) y: (-150)\nswitch costume to (home v)\ncreate clone of (_myself_ v)\n\nswitch costume to (play v)\n\nwhen I start as a clone\nshow\nset [timer v] to [0]\nforever\n if <(show) = [1]> then\n change [timer v] by (1)\n if <(costume [number v]) = [1]> then\n point in direction ((([sin v] of ((timer) * (400)) ) * (7)) + (90))\n else\n point in direction ((([sin v] of ((timer) * (400)) ) * (7)) + (90))\n end\n if <(costume [number v]) = [3]> then\n if <touching (mouse-pointer v)?> then\n change size by (((300) - (size)) / (7))\n else\n change size by (((200) - (size)) / (7))\n end\n else\n if <touching (mouse-pointer v)?> then\n change size by (((400) - (size)) / (7))\n else\n change size by (((300) - (size)) / (7))\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nset [timer v] to [0]\nforever\n if <(show) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n start sound [Clock Ticking v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nset [page v] to [home]\nforever\n if <(show) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [page v] to (costume [name v])\n play sound [Wood Tap v] until done\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nset [timer v] to [0]\nforever\n if <(PAGE) = [home]> then\n if <(costume [number v]) = [3]> then\n set [show v] to [0]\n else\n set [show v] to [1]\n end\n end\n if <(PAGE) = [play]> then\n set [show v] to [0]\n end\n if <(PAGE) = [highscore]> then\n if <(costume [number v]) = [3]> then\n set [show v] to [1]\n else\n set [show v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nshow\nset [timer v] to [0]\nforever\n if <(show) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nwait (0) seconds\nforever\n if <(PAGE) = [play]> then\n broadcast (play v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n set volume to (VOLUME) %\nend\n\nwhen I receive [play v]\nforever\n set volume to (VOLUME) %\nend\n\n@heading\n\nwhen flag clicked\nshow\nforever\n change [timer v] by ((1) / (30))\n switch costume to (PAGE)\n point in direction ((([sin v] of ((timer) * (200)) ) * (7)) + (90))\n set size to ((([cos v] of ((timer) * (200)) ) * (7)) + (100)) %\nend\n\ngo to x: () y: (100)\n\nset [timer v] to [0]\n\n@cloud highscore\n\ndefine decode\nset [decode v] to []\nforever\n if <(join (letter (#) of (encode)) (letter ((#) + (1)) of (encode))) < [1]> then\n stop [this script v]\n end\n set [decode v] to (join (decode) (letter (join (letter (#) of (encode)) (letter ((#) + (1)) of (encode))) of (letters)))\n change [# v] by (2)\nend\n\ndefine encode (something)\nset [letters v] to [abcdefghijklmnopqrstuvwxyz1234567890+-. _]\nset [# v] to [1]\nrepeat (length of (something))\n set [#2 v] to [1]\n repeat until <(letter (#2) of (letters)) = (letter (#) of (something))>\n change [#2 v] by (1)\n end\n if <(length of (#2)) = [1]> then\n set [encode v] to (join (encode) (join [0] (#2)))\n else\n set [encode v] to (join (encode) (#2))\n end\n change [# v] by (1)\nend\nset [encode v] to (join (encode) [00])\n\ndefine begin decode of (encoded)\nset [encode v] to (encoded)\nset [# v] to [1]\n\nwhen flag clicked\nforever\n thingy\n if <(FASTEST TIME) = []> then\n set [fastest dude v] to [No one yet]\n set [fastest time v] to [Try to be the first!]\n else\n set [fastest time v] to (join (FASTEST TIME) [s])\n end\nend\n\ndefine thingy\nset [fastest time v] to []\nbegin decode of (☁ FASTEST TIME)\ndecode\nset [fastest time v] to (decode)\nset [fastest dude v] to []\nbegin decode of (☁ FASTEST DUDE)\ndecode\nset [fastest dude v] to (decode)\n\ndefine check\nthingy\nif <not <(TIMER) = [c]>> then\n if <(FASTEST TIME) = []> then\n set [encode v] to []\n encode (TIMER)\n set [☁ fastest time v] to (encode)\n set [encode v] to []\n encode (username)\n set [☁ fastest dude v] to (encode)\n else\n if <(TIMER) < (FASTEST TIME)> then\n set [encode v] to []\n encode (TIMER)\n set [☁ fastest time v] to (encode)\n set [encode v] to []\n encode (username)\n set [☁ fastest dude v] to (encode)\n end\n end\nend\n\nset [encode v] to []\nencode []\n\nwhen flag clicked\nforever\n if <(PAGE) = [highscore]> then\n show\n show variable [fastest dude v]\n show variable [fastest time v]\n else\n hide\n hide variable [fastest dude v]\n hide variable [fastest time v]\n end\nend\n\nthingy\n\nset [page v] to [0]\n\nset [☁ fastest dude v] to []\nset [☁ fastest time v] to []\n\nwhen I receive [play v]\nforever\n if <(LEVEL) > [25]> then\n check\n end\nend\n\n@settings\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [setting v] to [0]\nswitch costume to (costume1 v)\ngo to x: (210) y: (150)\nshow\nset size to (70) %\nforever\n go to [front v] layer\n if <touching (player v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (30)\n end\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (6))\n set [brightness v] effect to (20)\n else\n change size by (((70) - (size)) / (6))\n set [brightness v] effect to (0)\n end\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (6))\n set [brightness v] effect to (20)\n else\n change size by (((70) - (size)) / (6))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\ngo to x: (210) y: (150)\nshow\nset size to (70) %\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 receive [play v]\nset [setting v] to [0]\nswitch costume to (costume1 v)\ngo to x: (210) y: (150)\nshow\nset size to (70) %\nforever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [setting v] to [1]\n start sound [Wood Tap v]\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [play v]\nset [setting v] to [0]\nswitch costume to (costume1 v)\ngo to x: (210) y: (150)\nshow\nset size to (70) %\nforever\n go to [front v] layer\n if <(SETTING) = [1]> then\n hide\n else\n show\n end\nend\n\n@setting\n\nwhen flag clicked\nset [music v] to [100]\nset [volume v] to [100]\nhide\n\ngo to [front v] layer\n\nwhen I receive [play v]\nforever\n if <(SETTING) = [1]> then\n switch costume to (back v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n switch costume to (close v)\n go to x: (140) y: (100)\n create clone of (_myself_ v)\n switch costume to (slider back v)\n go to x: (0) y: (20)\n create clone of (_myself_ v)\n go to x: (0) y: (-70)\n create clone of (_myself_ v)\n switch costume to (front v)\n go to x: (0) y: (20)\n create clone of (_myself_ v)\n go to x: (0) y: (-70)\n create clone of (_myself_ v)\n switch costume to (music v)\n go to x: (-100) y: (70)\n create clone of (_myself_ v)\n switch costume to (volume v)\n go to x: (-100) y: (-30)\n create clone of (_myself_ v)\n wait until <(SETTING) = [0]>\n else\n broadcast (delete clone v)\n end\nend\n\nwhen I receive [delete clone v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [1]> then\n go to [back v] layer\n go [forward v] (3) layers\n end\n if <(costume [number v]) = [2]> then\n go to [back v] layer\n go [forward v] (6) layers\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (7))\n set [brightness v] effect to (20)\n else\n change size by (((100) - (size)) / (7))\n set [brightness v] effect to (0)\n end\n end\n if <(costume [number v]) = [3]> then\n go to [back v] layer\n go [forward v] (6) layers\n end\n if <(costume [number v]) = [4]> then\n go to [back v] layer\n go [forward v] (9) layers\n if <(y position) > [0]> then\n set x to (((MUSIC) * (2)) - (100))\n else\n set x to (((VOLUME) * (2)) - (100))\n end\n forever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat until <not <mouse down?>>\n set x to (mouse x)\n if <(x position) < [-100]> then\n set x to (-100)\n else\n if <(x position) > [100]> then\n set x to (100)\n end\n end\n if <(y position) > [0]> then\n set [music v] to (((x position) + (100)) / (2))\n else\n set [volume v] to (((x position) + (100)) / (2))\n end\n end\n end\n end\n if <(costume [number v]) = [5]> then\n go to [back v] layer\n go [forward v] (10) layers\n go to x: (-100) y: (70)\n end\n if <(costume [number v]) = [6]> then\n go to [back v] layer\n go [forward v] (10) layers\n go to x: (-100) y: (-30)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n start sound [Clock Ticking v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwait until <not <mouse down?>>\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [2]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Wood Tap v]\n set [setting v] to [0]\n wait (0) seconds\n wait (0) seconds\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [play v]\nforever\n set volume to (VOLUME) %\nend\n\nwhen I start as a clone\nforever\n set volume to (VOLUME) %\nend\n\n@setting#\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(SETTING) = [1]> then\n show\n set x to ((50) + ((clone#) * (12)))\n if <(type) = [m]> then\n set y to (70)\n switch costume to (letter (clone#) of (round (MUSIC)))\n else\n set y to (-30)\n switch costume to (letter (clone#) of (round (VOLUME)))\n end\n else\n hide\n end\nend\n\ndefine stuff\nset [type v] to [m]\nset [clone# v] to [0]\nrepeat (3)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\nset [type v] to [s]\nset [clone# v] to [0]\nrepeat (3)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\ngo to x: (200) y: (150)\n\nwhen I receive [play v]\nshow\nset [ghost v] effect to (0)\nstuff\n\ngo to x: (180) y: (150)\n\nwhen [timer v] > (0)\nhide\n\n
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----------------------------------Powerups-----------------------------\nThis is made for @JackPigPro 's competition.\nREAD THE INSTRUCTIONS\nDOUBLE CLICK THE GREEN FLAG\nREAD THE COMMENTS BEFORE YOU REQUEST FOR SOLUTION FOR LEVELS\n\nCheck out my new game! https://scratch.mit.edu/projects/704970973/\n\nCheck out part 2!:\nhttps://scratch.mit.edu/projects/659373191/\n\n> What this game contains:\n This game contains powerups such as double jumping, parachute, and teleportation. It involves parkour too.\n\n> Instructions:\n Move with WASD or arrow keys.\n Go to the end of the level to progress to the next level.\n Collect powerups.\n For double jump, press up twice. Use can also jump midair.\n For parachute, hold space to slow fall.\n For teleportation, press space to teleport once. There is a teleport cooldown. If you teleport and end up in a wall, you will die.\n Press R to reset.\n Press J to skip a level.\n\n> Cloud Highscore ☁️\n To see the cloud highscore, click the green flag and click highscore. If you skip or go more than 40 fps, your score won't be recorded. New scratchers' scores won't be recorded. Try to beat the highscore!\n\n> Credits:\n Music belongs to their rightful owners.\n @Timmccool for the turbo mode sensor.\n @mfyy (me) for everything else\n\n> You can slide the slider in the settings to change the volume of the in-game sounds and music.\n\n> Comment levels that you think are difficult and I might tell you how to finish it.\n\n> If you want Part 2, comment "Part 2" and state the powerup you want to add.\n\n> Yes, the parachute can be found.\n\n> Please like and favourite this project and follow me @mfyy. Add this to studios too.\n\n> Please tell me if there are any glitches and give me constructive feedback.\n\n> Switch powerups by pressing 1, 2, or 3.\n\n> Join my contest https://scratch.mit.edu/projects/632261655/\n\n> Hope you enjoy. Bye! :)\n\n> If you want to know clues on how to finish levels, look below.\n\n\n\n\n> Powerup list (Comment):\n1. Fly\n2. Invisibility\n3. Water\n4. Shooting\n5. Ghost\n6. Super speed\n7. Switch gravity\n8. Shrink \n9. Boomerang\n10. Laser\n11. Ice breath\n12. Shop\n13. Heat sensor\n14. Walljump\n15. Size Change\n16. Fire Ball\n\n\n> Tags:\n#games #All #Trending #parachute #doublejump #teleport #music #confetti #art #lava #bored #fun #mfyy #spikes #shadow #powerups #platformer\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n> Parachute is at Level 10. Jump into the spikes and you will see the secret tunnel. When you go inside it, turn left to get the parachute.\n\n> At level 5, fall through the platform and double jump. You can double jump mid-air. After that, just spam up.\n\n> At level 6, double jump over the spike first. After that, jump so that you're on the right of the little platform above the words. After that, double jump up to the little platform and go to the end of the level.\n\n> For level 12, you'll need the parachute found in level 10.\n\nI'm kinda busy with school now so part 2 won't be coming up so soon.\n\nTysm for the views and the likes.\n\n\n\n\n\n\n\n\n\n\n\n\nComment ":))" if you reached here.
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SnowMan A Platformer #games #explore #Capt_Boanerges
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@Stage\n\n@Snow Particles\n\nwhen flag clicked\nhide\nset size to (100) %\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [brightness v] effect to (pick random (80) to (100))\nset [ghost v] effect to (pick random (50) to (100))\nset size to (pick random (50) to (100)) %\nshow\nset x to (pick random (-230) to (230))\nset y to (180)\nset [snow x v] to (pick random (-5) to (5))\nset [snow y v] to (pick random (-5) to (-3))\nrepeat until <<(y position) < [-170]> or <touching (ground v)?>>\n turn right (snow x) degrees\n change x by (snow x)\n change y by (snow y)\n change [snow x v] by (pick random (-0.1) to (0.1))\n change [snow y v] by (pick random (-0.1) to (0.1))\n if <(snow y) > [-0.1]> then\n set [snow y v] to [-0.1]\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\n@Intro\n\nwhen flag clicked\n\ngo to x: (0) y: (0)\nhide\nwait (2) seconds\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\nshow\nswitch costume to (costume2 v)\nNEXT WORD\nNEXT WORD\nNEXT WORD\nbroadcast (Play! v)\n\ndefine NEXT WORD\nnext costume\nset [my variable v] to [-0.1]\nrepeat (40)\n change [ghost v] effect by (my variable)\n change [brightness v] effect by ((my variable) * (-1))\n change [my variable v] by (-0.1)\nend\nwait (1) seconds\nset [my variable v] to [0.1]\nrepeat (40)\n change [ghost v] effect by (my variable)\n change [brightness v] effect by ((my variable) * (-1))\n change [my variable v] by (0.1)\nend\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\n\nwhen flag clicked\nbroadcast (Play! v)\n\n@Character\n\nwhen flag clicked\n\ndefine starting position\nbroadcast (restart v)\nset [fallspeed v] to [0]\ngo to x: (-220) y: (0)\nshow\n\nwhen I receive [boing v]\nset [fallspeed v] to [18]\n\nwhen I receive [end of end v]\n\nwhen flag clicked\nhide\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\nwait (17) seconds\n\nwhen I receive [end intro v]\n\nstarting position\n\nwhen I receive [play! v]\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nshow\nset [ghost v] effect to (100)\nset [good v] to [1]\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\ngo to x: (0) y: (0)\nforever\n change [fallspeed v] by (-1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [runspeed v] to [-5]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [runspeed v] to [5]\n end\n if <not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [runspeed v] to [0]\n end\n if <touching (water v)?> then\n change x by ((runspeed) / (3))\n else\n change x by (runspeed)\n end\n if <<touching (ground v)?> or <touching (ice v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (ice v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (ice v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (ice v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (ice 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 (ice 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 (ice v)?>>> then\n set [fallspeed v] to [12]\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n if <(x position) > [230]> then\n if <not <(level) = [16]>> then\n change [level v] by (1)\n starting position\n end\n end\n if <touching (spikes v)?> then\n starting position\n end\n if <touching (chainsaw v)?> then\n starting position\n end\n if <key (n v) pressed?> then\n if <not <(level) = [16]>> then\n change [level v] by (1)\n starting position\n wait until <not <key (n v) pressed?>>\n end\n end\n if <[-180] > (y position)> then\n starting position\n end\n if <touching (falling icycles v)?> then\n starting position\n end\n if <touching (trampoline v)?> then\n broadcast (boing v)\n set [fallspeed v] to [18]\n end\n if <(level) = [16]> then\n go to x: (-200) y: (-50)\n repeat (20)\n change x by (5)\n end\n change x by (4)\n wait (0.04) seconds\n change x by (4)\n wait (0.04) seconds\n change x by (3)\n wait (0.04) seconds\n change x by (3)\n wait (0.04) seconds\n change x by (2)\n wait (0.04) seconds\n change x by (2)\n wait (0.04) seconds\n change x by (1)\n wait (0.04) seconds\n change x by (1)\n broadcast (DEATH BULLDOZER v)\n wait until <touching (bulldozer v)?>\n broadcast (explode v)\n wait (5) seconds\n broadcast (The End v)\n stop [this script v]\n end\nend\n\ngo to [front v] layer\n\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nset [restart v] to [0]\nset [restart v] to [1]\n\nwhen I receive [die v]\nstarting position\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [play! v]\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@Animated Character\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\nhide\nforever\n go to (character v)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n next costume\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n next costume\n end\n if <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (costume2 v)\n end\n set [x of snowman v] to (x position)\n set [y of snowman v] to (y position)\nend\n\nset size to (75) %\n\nwhen I receive [play! v]\nshow\n\nwhen I receive [explode v]\nhide\n\n@Assets\n\n@Shadow\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset rotation style [left-right v]\nforever\n set size to ((100) - ((distance to [animated character v]) / (3))) %\n set [ghost v] effect to ((30) + ((distance to [animated character v]) / (5)))\n set x to (x of snowman)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n end\n assign y position\nend\n\ndefine assign y position\nset y to (y of snowman)\nrepeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (ice v)?>>>\n change y by (-1)\nend\nchange y by (-15)\n\nset y to (-30)\n\nwhen I receive [explode v]\nhide\n\n@Decor\n\nwhen flag clicked\nforever\n show\n switch costume to (level)\n go to x: (0) y: (0)\nend\n\ngo to [front v] layer\n\n@Spikes\n\nwhen I receive [play! v]\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@MOON\n\nwhen flag clicked\ngo to [back v] layer\nset [quadratic multiplier v] to [-0.0006]\nforever\n go to x: (-300) y: (0)\n repeat until <(x position) = [300]>\n go to [back v] layer\n change x by (0.2)\n set y to (((quadratic multiplier) * ((x position) * (x position))) + (y position of quadratic))\n end\n set x to (-300)\nend\n\nset [y position of quadratic v] to [100]\n\nset [brightness v] effect to (0)\n\n@Chainsaw\n\nwhen flag clicked\nset size to (90) %\ngo to [front v] layer\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n show\n go to x: (0) y: (-25)\n end\n next costume\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n show\n go to x: (70) y: (-25)\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (0) y: (60)\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n show\n go to x: (150) y: (-65)\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\nend\n\nturn right (5) degrees\n\ngo to [back v] layer\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@ICE\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\nbroadcast (reception v)\n\nwhen I receive [reception v]\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nforever\n go to [back v] layer\n switch costume to (level)\n if <touching (animated character v)?> then\n repeat (20)\n change [ghost v] effect by (4)\n end\n broadcast (SHATTER v)\n repeat (10)\n change [ghost v] effect by (2)\n end\n hide\n wait (1) seconds\n wait until <not <touching (animated character v)?>>\n show\n repeat (50)\n change [ghost v] effect by (-2)\n end\n end\nend\n\nwhen I receive [play! v]\nbroadcast (reception v)\n\n@falling icycles\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(level) = [6]> then\n go to x: (0) y: (40)\n create clone of (_myself_ v)\n go to x: (34) y: (40)\n create clone of (_myself_ v)\n go to x: (15) y: (40)\n create clone of (_myself_ v)\n wait until <<not <(level) = [6]>> or <(restart) = [1]>>\n end\n if <(level) = [7]> then\n go to x: (-130) y: (135)\n create clone of (_myself_ v)\n go to x: (-110) y: (135)\n create clone of (_myself_ v)\n go to x: (-90) y: (135)\n create clone of (_myself_ v)\n wait until <<not <(level) = [7]>> or <(restart) = [1]>>\n end\n if <(level) = [14]> then\n go to x: (40) y: (110)\n create clone of (_myself_ v)\n go to x: (55) y: (110)\n create clone of (_myself_ v)\n go to x: (25) y: (110)\n create clone of (_myself_ v)\n wait until <<not <(level) = [14]>> or <(restart) = [1]>>\n end\n if <(level) = [15]> then\n go to x: (200) y: (120)\n create clone of (_myself_ v)\n go to x: (160) y: (120)\n create clone of (_myself_ v)\n go to x: (120) y: (120)\n create clone of (_myself_ v)\n wait until <<not <(level) = [15]>> or <(restart) = [1]>>\n end\n set [restart v] to [0]\n broadcast (eliminate v)\nend\n\nwhen I start as a clone\nshow\nforever\n if <<((x position) + (-20)) < (x of snowman)> and <(x of snowman) < ((x position) + (20))>> then\n set [ice gravity v] to [-1]\n repeat until <(y position) < [-180]>\n change y by (ice gravity)\n change [ice gravity v] by (-1)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ice clone level v] to (level)\nforever\n if <not <(ice clone level) = (level)>> then\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [restart v] to [1]\n\nwhen I receive [eliminate v]\ndelete this clone\n\n@Trampoline\n\nwhen I receive [boing v]\nswitch costume to (costume1 v)\nrepeat (8)\n next costume\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n show\n go to x: (-100) y: (28)\n end\n if <(level) = [7]> then\n show\n go to x: (-100) y: (28)\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (-150) y: (28)\n end\n if <(level) = [10]> then\n show\n go to x: (0) y: (28)\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n show\n go to x: (-43) y: (-15)\n end\n if <(level) = [13]> then\n show\n go to x: (75) y: (-75)\n end\n if <(level) = [14]> then\n show\n go to x: (-40) y: (30)\n end\n if <(level) = [15]> then\n show\n go to x: (-20) y: (-2)\n end\n if <(level) = [16]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [1]\nset [luv myself v] to [0]\nforever\n hide\n if <(level) = [8]> then\n go to x: (-200) y: (100)\n show\n switch costume to (costume1 v)\n wait (0.4) seconds\n create clone of (_myself_ v)\n repeat (6)\n wait (0.1) seconds\n next costume\n end\n broadcast (GO v)\n repeat (3)\n next costume\n end\n switch costume to (costume1 v)\n wait (1.5) seconds\n end\n if <(level) = [10]> then\n go to x: (-200) y: (100)\n show\n switch costume to (costume1 v)\n wait (0.4) seconds\n create clone of (_myself_ v)\n repeat (6)\n wait (0.1) seconds\n next costume\n end\n broadcast (GO v)\n repeat (3)\n next costume\n end\n switch costume to (costume1 v)\n wait (1.5) seconds\n end\n if <(level) = [12]> then\n go to x: (200) y: (100)\n show\n switch costume to (costume1 v)\n wait (0.4) seconds\n create clone of (_myself_ v)\n repeat (6)\n wait (0.1) seconds\n next costume\n end\n broadcast (GO v)\n repeat (3)\n next costume\n end\n switch costume to (costume1 v)\n wait (1.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n point towards (character v)\n if <not <<(level) = [8]> or <<(level) = [10]> or <(level) = [12]>>>> then\n hide\n end\nend\n\nwhen I start as a clone\nset [stop it arrow v] to [1]\nset [luv myself v] to [1]\nswitch costume to (costume11 v)\nset [clone level sprite v] to (level)\nrepeat until <(stop it arrow) = [0]>\n point towards (character v)\nend\n\nwhen I receive [go v]\nset [ghost v] effect to (0)\nif <(luv myself) = [1]> then\n set [stop it arrow v] to [0]\n repeat until <<touching (_edge_ v)?> or <<touching (ground v)?> or <touching (character v)?>>>\n move (15) steps\n end\n if <touching (character v)?> then\n broadcast (DIE v)\n delete this clone\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <not <(clone level sprite) = (level)>> then\n delete this clone\n end\nend\n\n@Bulldozer\n\nwhen flag clicked\nhide\n\nwhen I receive [death bulldozer v]\nshow\ngo to x: (450) y: (10)\nrepeat (90)\n change x by (-10)\n next costume\nend\n\n@particles more\n\nwhen flag clicked\nhide\n\nwhen I receive [explode v]\nclone\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (pick random (75) to (125)) %\ngo to (animated character v)\nset [snow particle fallspeed v] to (pick random (4) to (8))\nset [snow particle x v] to (pick random (-8) to (8))\nrepeat until <touching (ground v)?>\n change x by (snow particle x)\n change y by (snow particle fallspeed)\n turn right (snow particle x) degrees\n change [snow particle fallspeed v] by (-0.5)\n set [snow particle x v] to ((snow particle x) * (0.9))\nend\ndelete this clone\n\ndefine clone\nrepeat (10)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (10) seconds\nstop [all v]\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Sled_Ride v] until done\nend\n\n
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❅ ❅ ❅ SnowMan ❅ ❅ ❅ \n_________________________________________________\n: WASD and Arrow Keys N to skip\nLove and Favorite for more fun games!\nPlay as a snowman who meets a not althogether bad demise.\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
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Storm night [Platformer]
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@Stage\n\nwhen flag clicked\nstop all sounds\nbroadcast (スタート v)\nstop all sounds\nswitch backdrop to (lv11~20 v)\nforever\n play sound [音2 v] until done\nend\n\n@主人公\n\nwhen flag clicked\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nrepeat (7)\n change [ghost v] effect by (7)\n change size by (-7)\nend\ndelete this clone\n\nwhen I receive [スタート v]\ngo to x: (-230) y: (-93)\nset size to (90) %\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (-93)\ngo to [front v] layer\nforever\n set rotation style [left-right v]\n if <<(y position) < [-185]> or <<touching (動く針 v)?> or <touching (針 v)?>>> then\n go to x: (-216) y: (-59)\n set [yv v] to [0]\n set [y v] to [0]\n set [xv v] to [0]\n set [x v] to [0]\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [xv v] by (-0.8)\n end\n if <<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 (0.8)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (地面 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n go to x: (-216) y: (-59)\n broadcast (次へ v)\n hide\n wait (1) seconds\n set [yv v] to [0]\n set [y v] to [0]\n set [xv v] to [0]\n set [x v] to [0]\n show\n end\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n set [yv v] to [22]\n end\nend\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (ステージ1 v)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I receive [次へ v]\nwait (0.6) seconds\nnext costume\n\n@針\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (針1 v)\n\nwhen I receive [次へ v]\nwait (0.6) seconds\nnext costume\n\n@動く針\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nwait until <([costume # v] of [地面 v]) = [3]>\ngo to x: (0) y: (30)\nrepeat until <([costume # v] of [地面 v]) = [4]>\n show\n turn left (4) degrees\nend\nhide\nwait until <([costume # v] of [地面 v]) = [7]>\npoint in direction (90)\ngo to x: (0) y: (30)\nswitch costume to (コスチューム2 v)\nrepeat until <([costume # v] of [ボタン v]) = [2]>\n show\nend\nhide\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [次へ v]\nshow\ngo to x: (-590) y: (0)\nrepeat (9)\n change x by (40)\n go to [front v] layer\nend\nrepeat (9)\n change x by (20)\n go to [front v] layer\nend\nrepeat (9)\n change x by (10)\n go to [front v] layer\nend\ngo to [front v] layer\nrepeat (2)\n change x by (20)\n go to [front v] layer\nend\nrepeat (2)\n change x by (35)\nend\nrepeat (10)\n change x by (50)\nend\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\n\n@影\n\nwhen flag clicked\nset size to (90) %\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n go to (主人公 v)\n go to (主人公 v)\nend\n\nwhen flag clicked\nforever\n go to (主人公 v)\n go to (主人公 v)\nend\n\nwhen flag clicked\nforever\n repeat (10)\n go to (主人公 v)\n go to (主人公 v)\n end\nend\n\n@雨\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (コスチューム1 v)\nhide\nswitch costume to (コスチューム2 v)\nforever\n point in direction (-135)\n go to x: (pick random (-115) to (225)) y: (165)\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen I start as a clone\nshow\nrepeat (pick random (10) to (20))\n move (20) steps\nend\nswitch costume to (コスチューム3 v)\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nforever\n point in direction (-135)\n go to x: (225) y: (pick random (165) to (0))\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\n@雷\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nforever\n wait (pick random (0) to (10)) seconds\n set [ghost v] effect to (0)\n start sound [雷 v]\n go to x: (pick random (-20) to (20)) y: (pick random (-20) to (20))\n switch costume to (pick random (1) to (4))\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\n@ボタン\n\nwhen flag clicked\ngo to [back v] layer\nhide\nswitch costume to (コスチューム1 v)\nwait until <([costume # v] of [地面 v]) = [7]>\nshow\npoint in direction (90)\ngo to x: (-200) y: (30)\nwait until <touching (主人公 v)?>\nswitch costume to (コスチューム2 v)\nwait until <([costume # v] of [地面 v]) = [8]>\nhide\n\n@ばね\n\nwhen flag clicked\nhide\ngo to x: (-47) y: (-100)\nwait until <([costume # v] of [地面 v]) = [9]>\nshow\nrepeat until <([costume # v] of [地面 v]) = [10]>\n if <touching (主人公 v)?> then\n repeat (3)\n switch costume to (コスチューム2 v)\n end\n else\n switch costume to (コスチューム1 v)\n end\nend\nforever\n go to x: (190) y: (-100)\n if <touching (主人公 v)?> then\n repeat (3)\n switch costume to (コスチューム2 v)\n end\n else\n switch costume to (コスチューム1 v)\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n
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▼△▼△▼△▼△▼△▼△▼△▼△▼△▼△▼△▼△▼\n\nフォロー,★&❤︎よろしく!拡散してね!\n傾向2Pありがとう!\nfollow me! ★ and ❤︎ please! diffusion Please ♡!\nTrend 2P Thank you!\n\n△▼△▼△▼△▼△▼△▼△▼△▼△▼△▼△▼△▼△\n\n\n\nEnglish language↓\n___________________________________________________\n[操作方法]\n矢印キー\nWADキー\n画面をタッチ\n背景描くの頑張った!\n ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\n_________________________\n[Method of operation]\nArrow key\nWAD key\nTouch the screen\nI was particular about the design \n ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\n\n\n\n___________________________________________________\n\nクレジット\n音 FORUk_6様\n\n\n\n━━━━━━━━━━━━━━━━━━━━━━━━━
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Platformer game DEMO
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@Stage\n\n@Load\n\nwhen flag clicked\nbroadcast (GREEN FLAG v) and wait\nbroadcast (reset everything v) and wait\nbroadcast (start game v)\n\nwhen I receive [reset everything v]\nload\n\nwhen I receive [start game v]\nforever\n broadcast (position v)\nend\n\ndefine load\nset [world width v] to [12]\ndelete all of [ground_x v]\ndelete all of [ground_y v]\nset [y v] to [-1]\nrepeat (3)\n set [x v] to [-2]\n repeat (world width)\n add (x) to [ground_x v]\n add (y) to [ground_y v]\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\n@player\n\ndefine reset\nset size to (70) %\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [crouching v] to [0]\nset [direction v] to [0]\nset [flip v] to [0]\nset [sliding v] to [0]\nset [slipping v] to [0]\nset [motion v] to [-20]\nset [health v] to [5]\nset [energy v] to [50]\nset [speed v] to [0]\nset [falling speed v] to [0]\nset [attack type v] to [0]\nif <(level) = [0]> then\n set [player x v] to [-850]\n set [player y v] to [0]\nelse\n set [player x v] to [-1000]\n set [player y v] to [-420]\nend\n\ndefine touch ground\nset [touching ground? v] to [0]\nset [slope v] to [0]\nif <(falling speed) < [0]> then\n if < or <touching (ground \(tutorial\) v)?>> then\n set [falling speed v] to ((falling speed) * (0.7))\n end\n change y by (-1)\n repeat until <<(slope) = [60]> or <not < or <touching (ground \(tutorial\) v)?>>>>\n set [touching ground? v] to [1]\n change [slope v] by (1)\n change y by (1)\n end\n if <(slope) > [1]> then\n set [fall count v] to [0]\n end\nelse\n repeat until <<(slope) = [-60]> or <not < or <touching (ground \(tutorial\) v)?>>>>\n set [falling speed v] to [-1]\n change [slope v] by (-1)\n change y by (-1)\n end\nend\nif <(slope) = [60]> then\n change y by (((0) - (slope)) + (1))\n fix collision from (x position) (y position) [50]\n set [touching ground? v] to [0]\nelse\n if <(slope) = [-60]> then\n change y by (((0) - (slope)) + (-11))\n fix collision from (x position) (y position) [50]\n set [touching ground? v] to [0]\n end\nend\n\ndefine wall detection\nset [wall x v] to (x position)\nchange x by ((speed) / (1))\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not < or <touching (ground \(tutorial\) v)?>>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <<(slope) > [1]> and <(crouching) = [1]>> then\n if <(flip) = [roll]> then\n set [speed v] to ((speed) / ((slope) / (3)))\n else\n set [speed v] to ((speed) / (slope))\n end\nend\nif <(slope) = [8]> then\n if <(flip) = [active]> then\n set x to (wall x)\n change y by (() - (slope))\n set [speed v] to ((0) - (speed))\n else\n set x to (wall x)\n change y by (() - (slope))\n end\nend\nif <<(touching ground?) = [0]> and < or <touching (ground \(tutorial\) v)?>>> then\n change y by (2)\n repeat (8)\n change x by (-1)\n if <not < or <touching (ground \(tutorial\) v)?>>> then\n stop [this script v]\n end\n end\n change x by (8)\n repeat (8)\n change x by (1)\n if <not < or <touching (ground \(tutorial\) v)?>>> then\n stop [this script v]\n end\n end\n change x by (-8)\n change y by (-2)\n fix collision from (x position) (y position) [60]\nend\n\ndefine center camera\nchange [player x v] by (round ((x position) - (last x)))\nchange [player y v] by (round ((y position) - (last y)))\nchange [camera x v] by (round (((player x) - (camera x)) / (5)))\nchange [camera y v] by (round (((player y) - (camera y)) / (5)))\nif <(screen shake) > [0]> then\n change [camera x v] by (pick random (5) to (-5))\n change [camera y v] by (pick random (5) to (-5))\nend\nif <(camera x) < ((-2) * (480))> then\n set [camera x v] to ((-2) * (480))\nend\nif <(camera x) > (((world width) - (3)) * (480))> then\n set [camera x v] to (((world width) - (3)) * (480))\nend\nif <(camera y) < ((-1) * (360))> then\n set [camera y v] to ((-1) * (360))\nend\nif <(camera y) > ((1) * (360))> then\n set [camera y v] to ((1) * (360))\nend\ngo to x: ((player x) + (() - (camera x))) y: ((player y) + (() - (camera y)))\nif < or <touching (hurt \(tutorial\) v)?>> then\n if <(previous direction) > [0]> then\n set [idle costume v] to [slip l]\n set [speed v] to [-5]\n else\n set [idle costume v] to [slip r]\n set [speed v] to [5]\n end\n if <(falling speed) > [0]> then\n set [falling speed v] to [-2]\n else\n set [falling speed v] to [11]\n end\n change [health v] by (-1)\n if <<(health) < [1]> or <(player y) < [-530]>> then\n set [health v] to [0]\n start sound [Dead v]\n change y by (-5)\n switch costume to (dead v)\n broadcast (screen shake v)\n wait (1) seconds\n broadcast (reset v)\n stop [this script v]\n end\nend\nif <<(health) < [1]> or <(player y) < [-530]>> then\n set [health v] to [0]\n start sound [Dead v]\n change y by (2)\n switch costume to (dead v)\n broadcast (screen shake v)\n wait (1) seconds\n broadcast (reset v)\n stop [this script v]\nend\nif <(player x) > [4550]> then\n broadcast (win v)\nend\n\ndefine detect slope\nset [slipping v] to [0]\nchange y by (-3)\nchange x by (2)\nif <not < or <touching (ground \(tutorial\) v)?>>> then\n change [speed v] by (4)\n set [jump count v] to [4]\n set [touching ground? v] to [1]\n set [motion v] to [0]\n set [slipping v] to [1]\n set [idle costume v] to [slide l]\n start sound [Slip v]\nend\nchange x by (-4)\nif <not < or <touching (ground \(tutorial\) v)?>>> then\n change [speed v] by (-4)\n set [fall count v] to [4]\n set [touching ground? v] to [1]\n set [motion v] to [0]\n set [slipping v] to [1]\n set [idle costume v] to [slide r]\n start sound [Slip v]\nend\nchange y by (3)\nchange x by (2)\n\ndefine set costume\nset rotation style [left-right v]\nif <not <(attack type) = [0]>> then\n switch costume to ((attack type) + (33))\nelse\n if <(flip) = [roll]> then\n switch costume to (flip v)\n set rotation style [all around v]\n point in direction (direction)\n else\n if <(flip) = [active]> then\n switch costume to (flip v)\n if <(speed) > [0]> then\n set rotation style [all around v]\n point in direction ((timer) * (1100))\n else\n set rotation style [all around v]\n point in direction ((timer) * (-1100))\n end\n else\n if <(idle costume) = [punch]> then\n switch costume to (punch 1 v)\n else\n if <(idle costume) = [punch2]> then\n switch costume to (punch 2 v)\n else\n if <(idle costume) = [crouch]> then\n point in direction (previous direction)\n switch costume to (crouch v)\n else\n if <(idle costume) = [crouch r]> then\n point in direction (90)\n switch costume to (crouch left v)\n else\n if <(idle costume) = [crouch l]> then\n point in direction (90)\n switch costume to (crouch right v)\n else\n if <(idle costume) = [slide l]> then\n point in direction (90)\n switch costume to (slip left v)\n else\n if <(idle costume) = [slide r]> then\n point in direction (90)\n switch costume to (slip right v)\n else\n if <(idle costume) = [wall l]> then\n point in direction (90)\n switch costume to (slide left v)\n else\n if <(idle costume) = [wall r]> then\n point in direction (90)\n switch costume to (slide right v)\n else\n if <(round (falling speed)) > [1]> then\n switch costume to (jump v)\n else\n if <(fall count) > [10]> then\n switch costume to (fall v)\n else\n if <(round ([abs v] of (speed) )) > [0]> then\n change [motion costume v] by (1.5)\n switch costume to ((1) + ((round (motion costume)) mod (9)))\n else\n set [motion costume v] to [0]\n if <<(round ([abs v] of (speed) )) > [0]> and <(motion) > [2]>> then\n switch costume to (stand 1 v)\n else\n switch costume to (hitbox angle 1 v)\n repeat (4)\n if <not < or <touching (ground \(tutorial\) v)?>>> 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 1 v)\n end\n end\n end\n end\n end\n end\n if <(slipping) = [1]> then\n switch costume to (hitbox angle 1 v)\n repeat (4)\n if <not < or <touching (ground \(tutorial\) v)?>>> 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 1 v)\n end\n end\n end\n end\n end\n end\n if <<((timer) mod (0.2)) < [0.04]> and <<<(sliding) = [1]> or <(slipping) = [1]>> or <<([abs v] of (round (speed)) ) > [0]> and <(crouching) = [1]>>>> then\n create clone of (dust v)\n end\n end\n end\n end\n end\nend\n\ndefine wall jump\nset [idle costume v] to []\npoint in direction (90)\nswitch costume to (wall slide right v)\nif <<< or <touching (ground \(tutorial\) v)?>> and <(falling speed) < [5]>> and <(touching ground?) = [0]>> then\n change [sliding v] by (1)\n set [falling speed v] to [-3]\n set [idle costume v] to [wall r]\n if <<(sliding) > [3]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <((energy) - (4)) > [0]> then\n set [falling speed v] to [15]\n set [motion v] to [-20]\n set [speed v] to [-9]\n set [touching ground? v] to [0]\n change [energy v] by (-4)\n end\n end\n switch costume to (hitbox angle 0 v)\n point in direction (speed)\n stop [this script v]\nend\nswitch costume to (wall slide left v)\nif <<< or <touching (ground \(tutorial\) v)?>> and <(falling speed) < [5]>> and <(touching ground?) = [0]>> then\n change [sliding v] by (1)\n set [falling speed v] to [-3]\n set [idle costume v] to [wall l]\n if <<(sliding) > [3]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <((energy) - (4)) > [0]> then\n set [falling speed v] to [15]\n set [speed v] to [9]\n set [motion v] to [-20]\n set [touching ground? v] to [0]\n change [energy v] by (-4)\n end\n end\n switch costume to (hitbox angle 0 v)\n point in direction (speed)\n stop [this script v]\nend\nset [sliding v] to [0]\nswitch costume to (hitbox angle 0 v)\npoint in direction (speed)\n\nwhen [r v] key pressed\nreset\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nwait (0.8) seconds\nbroadcast (reset everything v)\nbroadcast (start game v)\nwait (2) seconds\n\nwhen I receive [start game v]\nbroadcast (sounds v)\nbroadcast (attacks v)\npoint in direction (90)\nclear graphic effects\nshow\nreset\nforever\n if <(energy) < [50]> then\n change [energy v] by (0.1)\n end\n if <<(crouching) = [1]> and <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n change y by (0)\n switch costume to (hitbox angle 0 v)\n if < or <touching (ground \(tutorial\) v)?>> then\n set [crouching v] to [1]\n if <(round ([abs v] of (speed) )) = [0]> then\n set [idle costume v] to [crouch]\n else\n if <(speed) > [0]> then\n set [idle costume v] to [crouch r]\n else\n set [idle costume v] to [crouch l]\n end\n end\n else\n set [crouching v] to [0]\n end\n change y by (0)\n end\n if <<<(slipping) = [0]> and <<(touching ground?) = [1]> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> and <not <(flip) = [roll]>>> then\n if <(speed) > [0]> then\n set [idle costume v] to [crouch r]\n else\n set [idle costume v] to [crouch l]\n end\n set [crouching v] to [1]\n set [speed v] to ((speed) * (0.97))\n else\n change y by (0)\n switch costume to (hitbox angle 0 v)\n if <<(crouching) = [1]> and <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n if < or <touching (ground \(tutorial\) v)?>> then\n set [crouching v] to [1]\n if <(round ([abs v] of (speed) )) = [0]> then\n set [idle costume v] to [crouch]\n else\n if <(speed) > [0]> then\n set [idle costume v] to [crouch r]\n else\n set [idle costume v] to [crouch l]\n end\n end\n end\n else\n if <<(flip) = [active]> or <(touching ground?) = [0]>> then\n set [speed v] to ((speed) * (0.98))\n else\n if <<(touching ground?) = [1]> and <(flip) = [roll]>> then\n set [speed v] to ((speed) * (0.98))\n else\n set [speed v] to ((speed) * (0.6))\n end\n end\n end\n end\n if <not <<(flip) = [roll]> or <(flip) = [active]>>> then\n change [flip v] by (-1)\n end\n if <<(touching ground?) = [1]> and <(flip) = [active]>> then\n set [flip v] to [0]\n end\n if <<not <(flip) = [roll]>> and <<(slipping) = [0]> and <<(round ([abs v] of (speed) )) = [0]> and <<(touching ground?) = [1]> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>>>>> then\n if <(energy) < [50]> then\n change [energy v] by ((0.25) / (6))\n end\n set [idle costume v] to [crouch]\n set [crouching v] to [1]\n set [speed v] to [0]\n set [flip v] to [3]\n end\n point in direction (speed)\n if <not <(direction) = [0]>> then\n set [previous direction v] to (direction)\n end\n if <<<(crouching) = [0]> and <<(motion) > [2]> and <<(attack type) = [0]> and <(touching ground?) = [1]>>>> and <not <(flip) = [active]>>> then\n if <((energy) - ((speed) / (40))) > [1]> then\n change [speed v] by ((<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>) * (2))\n change [energy v] by ((0) - ([abs v] of ((speed) / (40)) ))\n else\n set [speed v] to [0]\n end\n end\n change [motion v] by (1)\n set [last y v] to (y position)\n set [last x v] to (x position)\n if <(crouching) = [0]> then\n switch costume to (hitbox angle 0 v)\n else\n switch costume to (hitbox angle 5 v)\n end\n change [falling speed v] by (-1)\n change [jump count v] by (1)\n if <<(slipping) = [0]> and <<(touching ground?) = [1]> and <<[1] < (jump count)> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>>> then\n if <(flip) > [0]> then\n if <((energy) - (10)) > [0]> then\n set [falling speed v] to [16]\n if <(previous direction) > [0]> then\n set [speed v] to [8]\n end\n if <[0] > (previous direction)> then\n set [speed v] to [-8]\n end\n set [flip v] to [active]\n change [energy v] by (-10)\n end\n else\n if <((energy) - (4)) > [0]> then\n set [falling speed v] to [10]\n change [energy v] by (-4)\n start sound [Jump v]\n end\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [jump count v] to [0]\n end\n if <(falling speed) < [-25]> then\n set [falling speed v] to [-25]\n end\n change [fall count v] by (1)\n change y by (falling speed)\n touch ground\n if <(touching ground?) = [1]> then\n detect slope\n end\n wall detection\n if <<not <(flip) = [active]>> and <<(crouching) = [0]> and <(slipping) = [0]>>> then\n wall jump\n end\n set costume\n center camera\nend\n\nwhen I receive [reset everything v]\nhide\n\nwhen [r v] key pressed\nstart sound [Connect v]\nbroadcast (reset v) and wait\n\nwhen I receive [sounds v]\nforever\n if <<(slipping) = [0]> and <<(touching ground?) = [1]> and <(falling speed) < [-5]>>> then\n if <((0) - (round ((([abs v] of (falling speed) ) - (12)) / (5)))) < [0]> then\n change [health v] by ((0) - (round ((([abs v] of (falling speed) ) - (12)) / (5))))\n end\n wait (0) seconds\n if <(crouching) = [1]> then\n set volume to (50) %\n play sound [Drop v] until done\n set volume to (100) %\n else\n set volume to (100) %\n start sound [Drop v]\n end\n wait until <not <<(touching ground?) = [1]> and <(falling speed) < [-5]>>>\n end\nend\n\nwhen [q v] key pressed\nif <[developer usernames v] contains (username)?> then\n change [player y v] by (100)\n set [falling speed v] to [0]\nend\n\nwhen I receive [attacks v]\nforever\n if <<<key (m v) pressed?> or <key (z v) pressed?>> and <not <<<(sliding) = [1]> or <(slipping) = [1]>> or <<(flip) = [roll]> or <(flip) = [active]>>>>> then\n if <((energy) - (2)) > [0]> then\n if <(crouching) = [1]> then\n change [energy v] by (-2)\n set [flip v] to [roll]\n start sound [Low Whoosh v]\n change [falling speed v] by (10)\n set [direction v] to [90]\n if <(previous direction) > [0]> then\n set [speed v] to [10]\n else\n set [speed v] to [-10]\n end\n repeat until <(touching ground?) = [1]>\n set [crouching v] to [1]\n set [flip v] to [roll]\n set [motion v] to [-1]\n change [direction v] by ((speed) * (3))\n end\n repeat until <not <key (z v) pressed?>>\n set [crouching v] to [1]\n set [flip v] to [roll]\n set [motion v] to [-1]\n change [direction v] by ((speed) * (3))\n end\n set [flip v] to [0]\n else\n if <(falling speed) > [0]> then\n change [energy v] by (-2)\n set [motion v] to [-5]\n change [falling speed v] by (5)\n set [attack type v] to [8]\n start sound [Low Whoosh v]\n wait (0.3) seconds\n set [attack type v] to [9]\n wait (0.1) seconds\n set [attack type v] to [0]\n wait until <<(sliding) = [1]> or <(touching ground?) = [1]>>\n else\n if <(attack combo) > [3]> then\n change [energy v] by (-2)\n set [motion v] to [-5]\n set [attack type v] to [6]\n start sound [Low Whoosh v]\n wait (0.1) seconds\n set [attack type v] to [7]\n wait (0.4) seconds\n set [attack combo v] to [-1]\n else\n if <(attack combo) > [0]> then\n change [energy v] by (-2)\n set [motion v] to [-5]\n set [attack type v] to [3]\n start sound [Low Whoosh v]\n wait (0.1) seconds\n set [attack type v] to [4]\n wait (0.1) seconds\n set [attack type v] to [5]\n wait (0.1) seconds\n set [attack combo v] to [6]\n else\n change [energy v] by (-2)\n set [motion v] to [-5]\n set [attack type v] to [1]\n start sound [Low Whoosh v]\n wait (0.1) seconds\n set [attack type v] to [2]\n wait (0.1) seconds\n set [attack type v] to [1]\n wait (0.1) seconds\n set [attack combo v] to [4]\n end\n end\n end\n end\n end\n end\n change [attack combo v] by (-1)\n set [attack type v] to [0]\n wait until <not <<key (m v) pressed?> or <key (z v) pressed?>>>\nend\n\ndefine check for tight space\nif < or <touching (ground \(tutorial\) v)?>> then\n set [crouching v] to [1]\n if <(round ([abs v] of (speed) )) = [0]> then\n set [idle costume v] to [crouch]\n else\n if <(speed) > [0]> then\n set [idle costume v] to [crouch r]\n else\n set [idle costume v] to [crouch l]\n end\n end\nelse\n set [crouching v] to [0]\nend\n\nwhen I receive [win v]\nstart sound [Win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [green flag v]\nset [level v] to [0]\n\ndefine fix collision from (x) (y) (max)\nset rotation style [don't rotate v]\nset [original v] to (direction)\nset [change v] to [1]\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (change) steps\n if <not < or <touching (ground \(tutorial\) v)?>>> then\n point in direction (original)\n set rotation style [all around v]\n stop [this script v]\n end\n turn right ((360) / (16)) degrees\n end\n change [change v] by (1)\nend\nset rotation style [all around v]\n\nfix collision from (x position) (y position) [100]\n\nwhen [e v] key pressed\nif <[developer usernames v] contains (username)?> then\n broadcast (win v) and wait\nend\n\nwhen [t v] key pressed\nif <[developer usernames v] contains (username)?> then\n set [energy v] to [50]\n set [health v] to [5]\nend\n\n@Dust\n\nwhen I receive [reset everything v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nset [x v] to (player x)\nset [y v] to ((player y) - (15))\ngo to x: ((x) - (camera x)) y: ((y) - (camera y))\nturn left (1) degrees\nclear graphic effects\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [position v]\ngo to x: ((x) - (camera x)) y: ((y) - (camera y))\nturn left (1) degrees\n\n@Health\n\nwhen flag clicked\nhide\nclone\n\ndefine clone\nswitch costume to (costume2 v)\ngo to x: (-196) y: (-136)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume5 v)\ngo to x: (-124) y: (-120)\ncreate clone of (_myself_ v)\nswitch costume to (costume7 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume5 v)\ngo to x: (-124) y: (-150)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\ngo to x: (-196) y: (-136)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(costume [number v]) = [3]> then\n forever\n go to x: ((-190) + (((health) + (1)) * (11))) y: (-120)\n end\nend\nif <(costume [number v]) = [4]> then\n go to x: ((-190) + (((health) + (1)) * (11))) y: (-120)\n forever\n change x by ((((-190) + (((health) + (1)) * (11))) - (x position)) / (5))\n end\nend\nif <(costume [number v]) = [5]> then\n forever\n go to x: ((-190) + (((((energy) + (10)) * (11)) / (10)) - (1))) y: (-150)\n end\nend\nif <(costume [number v]) = [6]> then\n go to x: (-123) y: (-150)\n forever\n change x by ((((-190) + (((((energy) + (10)) * (11)) / (10)) - (1))) - (x position)) / (5))\n end\nend\n\nwhen I receive [win v]\nhide\n\n@Transition\n\ndefine clone\nif <(clones?) = [0]> then\n set [clones? v] to [1]\n hide\n go to x: (-240) y: (180)\n repeat (10)\n set x to (-240)\n repeat (13)\n create clone of (_myself_ v)\n change x by (40)\n end\n change y by (-40)\n end\nend\n\nwhen I start as a clone\nturn right (180) degrees\nset [ghost v] effect to (0)\nset size to (0) %\ngo to [front v] layer\nwait ((((y position) + (180)) + ((x position) + (240))) / (1500)) seconds\nshow\nrepeat (15)\n change size by (((101) - (size)) / (3))\nend\nwait (0.5) seconds\nrepeat (6)\n change size by (((0) - (size)) / (4))\nend\ndelete this clone\n\nwhen I receive [reset v]\nclone\nwait (1.7) seconds\nset [clones? v] to [0]\n\nwhen I receive [win v]\nclone\nwait (2.5) seconds\nstop [all v]\n\nwhen I receive [reset everything v]\nset [clones? v] to [0]\n\n@Backdrop\n\nwhen flag clicked\nset size to (150) %\nforever\n go to x: (((camera x) / (-5)) mod (30)) y: (((camera y) / (-5)) mod (30))\n go to [back v] layer\n switch costume to ((level) + (1))\nend\n\n@Ground (Tutorial)\n\nwhen I receive [reset everything v]\nset [ghost v] effect to (100)\nhide\ndelete this clone\n\nwhen I receive [start game v]\nif <(level) = [0]> then\n clone ground\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nset [ghost v] effect to (0)\n\ndefine clone ground\nset [id v] to [0]\nset [constant id v] to [0]\nset [constant id y v] to [0]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\n change [constant id v] by (1)\nend\nset [id v] to (world width)\nset [constant id v] to [0]\nset [constant id y v] to [1]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\n change [constant id v] by (1)\nend\n\nwhen I receive [position v]\nset size to (100) %\ngo to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nif <((-480) + ((constant ID) * (480))) > (x position)> then\n change [id v] by (1)\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nif <(x position) > ((0) + ((constant ID) * (480)))> then\n change [id v] by (-1)\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nif <((-360) + ((constant ID y) * (360))) > (y position)> then\n change [id v] by (world width)\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nif <(y position) > ((0) + ((constant ID y) * (360)))> then\n change [id v] by ((0) - (world width))\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nswitch costume to (ID)\n\n@Background (Tutorial)\n\nwhen I receive [reset everything v]\nset [ghost v] effect to (100)\nhide\ndelete this clone\n\nwhen I receive [start game v]\nif <(level) = [0]> then\n clone ground\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\n\ndefine clone ground\nset [id v] to [0]\nset [constant id v] to [0]\nset [constant id y v] to [0]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\n change [constant id v] by (1)\nend\nset [id v] to (world width)\nset [constant id v] to [0]\nset [constant id y v] to [1]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\n change [constant id v] by (1)\nend\n\nwhen I receive [position v]\nset size to (100) %\ngo to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nif <((-480) + ((constant ID) * (480))) > (x position)> then\n change [id v] by (1)\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nif <(x position) > ((0) + ((constant ID) * (480)))> then\n change [id v] by (-1)\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nif <((-360) + ((constant ID y) * (360))) > (y position)> then\n change [id v] by (world width)\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nif <(y position) > ((0) + ((constant ID y) * (360)))> then\n change [id v] by ((0) - (world width))\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nswitch costume to (ID)\n\n@Hurt (Tutorial)\n\nwhen I receive [reset everything v]\nset [ghost v] effect to (100)\nhide\ndelete this clone\n\nwhen I receive [start game v]\nif <(level) = [0]> then\n clone ground\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nset [ghost v] effect to (100)\n\ndefine clone ground\nset [id v] to [0]\nset [constant id v] to [0]\nset [constant id y v] to [0]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\n change [constant id v] by (1)\nend\nset [id v] to (world width)\nset [constant id v] to [0]\nset [constant id y v] to [1]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\n change [constant id v] by (1)\nend\n\nwhen I receive [position v]\nset size to (100) %\ngo to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nif <((-480) + ((constant ID) * (480))) > (x position)> then\n change [id v] by (1)\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nif <(x position) > ((0) + ((constant ID) * (480)))> then\n change [id v] by (-1)\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nif <((-360) + ((constant ID y) * (360))) > (y position)> then\n change [id v] by (world width)\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nif <(y position) > ((0) + ((constant ID y) * (360)))> then\n change [id v] by ((0) - (world width))\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nswitch costume to (ID)\n\n@Background Level 1\n\nwhen I receive [reset everything v]\nset [ghost v] effect to (100)\nhide\ndelete this clone\n\nwhen I receive [start game v]\nif <(level) = [1]> then\n clone ground\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\n\ndefine clone ground\nset [id v] to [0]\nset [constant id v] to [0]\nset [constant id y v] to [0]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\n change [constant id v] by (1)\nend\nset [id v] to (world width)\nset [constant id v] to [0]\nset [constant id y v] to [1]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\n change [constant id v] by (1)\nend\n\nwhen I receive [position v]\nset size to (100) %\ngo to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nif <((-480) + ((constant ID) * (480))) > (x position)> then\n change [id v] by (1)\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nif <(x position) > ((0) + ((constant ID) * (480)))> then\n change [id v] by (-1)\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nif <((-360) + ((constant ID y) * (360))) > (y position)> then\n change [id v] by (world width)\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nif <(y position) > ((0) + ((constant ID y) * (360)))> then\n change [id v] by ((0) - (world width))\n go to x: (((item (ID) of [ground_x v]) * (480)) - (camera x)) y: (((item (ID) of [ground_y v]) * (360)) - (camera y))\nend\nswitch costume to (ID)\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\n\nwhen I receive [win v]\nwait (1) seconds\nshow\nclear graphic effects\nswitch costume to (costume2 v)\n\n
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Instructions are in game, but there's kind of a lot of them, so I'll put them here too:\n\nBASIC CONTROLS:\nArrows/WASD to move/jump\nS to crouch\nZ to attack\nSPECIAL CONTROLS:\nHold crouch and then jump to do a flip\nHold crouch while moving to slide\nJump while sliding on a wall to wall jump\nCONTROL COMBINATIONS:\nHold crouch + attack to roll\nJump and then press Z to high jump\n\nYour green energy bar will deplete as you do various activities. It will refill by standing still, and it will refill faster if you crouch.\nDon't touch any sharp points or fall out of the world\nGet to the glowing side of the screen to win!
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Scratch Cat's Platformer | Hard parkour
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@Stage\n\nwhen flag clicked\nset [pitch effect v] to [0]\nset [music v] to [100]\n\nwhen flag clicked\nforever\n set volume to (Music) %\n set [pitch v] effect to (PITCH EFFECT)\nend\n\nwhen I receive [main menu v]\nforever\n play sound [griffpatch v] until done\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 - Ceiling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed y) ) + ([abs v] of (speed x) ))\nSlide\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <(STICK Y) > [0.5]>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <not <(STICK X) = [0]>> then\n set [key x v] to (round (STICK X))\nend\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 if <not <<key (down arrow v) pressed?> or <(STICK Y) < [-0.5]>>> then\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)\n end\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin level\nset [music v] to [100]\nset [invulnerable v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to 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 <(Slide) = [1]> then\n switch costume to (slide v)\n stop [this script v]\nend\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 <<key (down arrow v) pressed?> or <(STICK Y) < [-0.5]>> then\n switch costume to (crouch v)\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)\n\nwhen I receive [lose life v]\nset [music v] to [100]\nset [pitch effect v] to [0]\nset [frame v] to [0]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [hurt v]\nset [speed y v] to [20]\nrepeat until <(y position) < [-160]>\n change [pitch effect v] by (-1)\n change [speed y v] by (-1)\n change y by (speed y)\n change [frame v] by (0.25)\n switch costume to ((35) + ([floor v] of ((frame) mod (3)) ))\nend\nhide\nwait (0.5) seconds\nshow\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n set [pitch effect v] to [0]\n Reset and Begin level\nelse\n broadcast (Game Over v)\nend\nsay []\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\nstop [this script v]\n\nwhen I receive [start game v]\nshow\nset [slide v] to [0]\nset [gravity v] to [-1.2]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-125]\nset [spawn y v] to [55]\nReset and Begin level\n\ndefine Slide\nset [slide v] to [0]\nswitch costume to (hit angle 0 v)\nCheck Touching Solid\nif <(touching) = [1]> then\n if <<key (down arrow v) pressed?> or <(STICK Y) < [-0.5]>> then\n set [slide v] to [1]\n if <<(direction) = [90]> or <(STICK X) > [0]>> then\n change [speed x v] by (2)\n point in direction (90)\n else\n change [speed x v] by (-2)\n point in direction (-90)\n end\n end\n stop [this script v]\nend\nset [slide v] to [0]\n\nwhen I receive [player bounce v]\nset [speed y v] to [16]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nif <(SCENE #) = [3]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (rectange v)\ngo to [back v] layer\nhide\nif <(SCENE #) = [4]> then\n Spawn [Key 1] at [-24] [52] dir [90] turn []\n Door at [-24] [52] key [Key 1]\nend\nif <(SCENE #) = [3]> then\n Spawn [Key 2] at [42] [-45] dir [90] turn []\nend\nif <(SCENE #) = [0]> then\n Spawn [Square] at [-95] [-20] dir [90] turn [10]\n Spawn [Circle] at [0] [0] dir [90] turn [10]\n Spawn [Circle] at [95] [-20] dir [90] turn [10]\nend\nif <(SCENE #) = [2]> then\n Spawn [Plunk] at [0] [-20] dir [90] turn [7]\nend\n\ndefine Animate Platform\nswitch costume to (square v)\nshow\nforever\n wait (1) seconds\n glide (2) secs to x: (x position) y: ((y position) - (90))\n wait (1) seconds\n glide (1) secs to x: (x position) y: ((y position) + (90))\n wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nswitch costume to (rectange v)\ngo to x: (102) y: (87)\npoint in direction (0)\nforever\n wait (0.5) seconds\n glide (0.5) secs to x: (102) y: (-25)\n wait (1) seconds\n glide (2) secs to x: (102) y: (87)\nend\n\ndefine Animate 3\nswitch costume to (rectange v)\ngo to x: (-130) y: (-64)\npoint in direction (90)\nforever\n wait (1) seconds\n glide (2) secs to x: (15) y: (-64)\n wait (1) seconds\n glide (2) secs to x: (-130) y: (-64)\nend\n\ndefine Animate 4\nswitch costume to (wide v)\ngo to x: (-198) y: (-54)\npoint in direction (90)\nforever\n wait (1) seconds\n glide (5) secs to x: (219) y: (-54)\n wait (1) seconds\n glide (5) secs to x: (-198) y: (-54)\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\ndefine Animate (x) (y) (x2) (y2) (time)\nshow\npoint in direction (90)\ngo to x: (x) y: (y)\nforever\n wait (0.5) seconds\n glide (time) secs to x: (x2) y: (y2)\n wait (0.5) seconds\n glide (time) secs to x: (x) y: (y)\nend\n\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@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)\n if < (costume [name v]) contains [Coin]?> then\n switch costume to ((7) + ([floor v] of ((((frame) / (7)) + (0.1)) mod (6)) ))\n end\nend\nset [my scene v] to []\nif < (costume [name v]) contains [Coin]?> then\n start sound [Collect v]\n change [apples v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [apples v] to [0]\nset [frame v] to [0]\nhide\nPlace [Coin] scene [1] xy [155] [-25]\nPlace [Coin] scene [1] xy [-27] [43]\nPlace [Coin] scene [2] xy [16] [-65]\nPlace [Coin] scene [103] xy [-132] [48]\nPlace [Key 1] scene [103] xy [192] [4]\nPlace [Key 2] scene [0] xy [-160] [-75]\nPlace [Coin] scene [104] xy [124] [-150]\nPlace [apple big] scene [5] xy [100] [-4]\nPlace [Green Flag] scene [2] xy [160] [-50]\nPlace [Green Flag] scene [4] xy [138] [57]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Splash Screen\n\nwhen flag clicked\nwait (0) seconds\ngo to x: (0) y: (0)\nswitch costume to (slide v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-78)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n set [brightness v] effect to (10)\n else\n change size by ((0.2) * ((100) - (size)))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nset [pitch effect v] to [0]\nbroadcast (Start Game v)\n\n@Enemy\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] [-87] dir [-90] type [Red]\n else\n Spawn [Red] at [100] [0] dir [90] type [Red]\n end\n Spawn [Red] at [120] [0] dir [90] type [Red]\nend\nif <(SCENE #) = [2]> then\n Spawn [Red] at [162] [-76] dir [-90] type [Red]\n Spawn [Red] at [100] [-76] dir [90] type [Red]\nend\nif <(SCENE #) = [4]> then\n Spawn [Red] at [101] [50] dir [-90] type [Red]\nend\nif <(SCENE #) = [5]> then\n Spawn [Red] at [115] [-72] dir [-90] type [Red]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n change [frame v] by (0.25)\n set rotation style [don't rotate v]\n Move Down\n Move Left - Right\n switch costume to ((1) + (([floor v] of (frame) ) mod (3)))\n set rotation style [left-right v]\n Find Closest Space to (x position) (y position) max [16]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\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 - Right\nmove (2) steps\nrepeat (4)\n if <not <<<<touching (level v)?> or <touching (_edge_ v)?>> or <touching (platform v)?>> or <touching (danger v)?>>> then\n if <not <touching (safe zone 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 <([falling v] of [player v]) < [1]> then\n if <([slide v] of [player v]) = [0]> then\n broadcast (Lose Life v)\n else\n Squish\n end\nelse\n Squish\nend\n\ndefine Spawn (type) at (x) (y) dir (dir) type (type)\ngo to x: (x) y: (y)\npoint in direction (dir)\nset [type v] to (type)\ncreate clone of (_myself_ v)\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 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)\nSquish\nstop [this script v]\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 Squish\nbroadcast (Player Bounce v)\nstart sound [Squish Pop v]\nswitch costume to (red4 v)\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Safe Zone\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nif <(SCENE #) = [3]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@Control Stick\n\nwhen flag clicked\ngo to [front v] layer\nset [myself v] to [Control Stick]\nset size to (140) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (50)\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
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Use the arrow key to move. \nSo I update the slide and crouch so you can press the key down at the slope and you slide, if you are not at the slope you crouch.\nI also update a new effect when die.\nThe new update, mobile-friendly\nHard game.
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Generic 2 | A Mobile Friendly Platformer | #games #music #all #art #animations #stories #tutorial
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@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [>> intro done v]\nswitch backdrop to (backdrop1 v)\nforever\n if <(pick random (1) to (3)) = [1]> then\n play sound [We Are One v] until done\n end\n if <(pick random (1) to (3)) = [2]> then\n play sound [World 1 v] until done\n end\n if <(pick random (1) to (3)) = [3]> then\n play sound [Vexento - Syndrome v] until done\n end\nend\n\n@Player\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 [ghost v] effect to (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nhide\n\nwhen I receive [>> intro done v]\nwait (1) seconds\ngo to x: (-216) y: (40)\nset size to (150) %\nshow\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.5)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1.5)\n switch costume to (right v)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <<<touching color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8c5900)?>> then\n change y by (1)\n end\n if <<<touching color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8c5900)?>> then\n change y by (1)\n end\n if <<<touching color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8c5900)?>> then\n change y by (1)\n end\n if <<<touching color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8c5900)?>> then\n change y by (1)\n end\n if <<<touching color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8c5900)?>> 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)>>> 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 color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8c5900)?>> 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 color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8c5900)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y velocity v] to [15]\n end\n if <<touching color (#ff1600)?> or <touching color (#ff6a5d)?>> then\n set [y velocity v] to [20]\n end\n change y by (1)\n if <(x position) > [239]> then\n next backdrop\n broadcast (Reset v)\n end\n if <<touching color (#b4b4b4)?> or <touching color (#d4d4d4)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <(y position) = [-182]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <<touching color (#ef1a06)?> or <touching color (#fd9b23)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\nwhen I receive [>> intro done v]\ngo to [back v] layer\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@TB\n\nwhen flag clicked\nhide\n\n@>> Intro\n\ndefine >> Smooth || X pos: (x) Y pos: (y) Size: (size) Direction: (direction) Speed: (speed)\nrepeat until <<<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <(round (size)) = (size)>> and <(round (direction)) = (direction)>>\n set [costume v] to (costume [number v])\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\n change size by (((size) - (size)) / (speed))\n if <(size) > [100]> then\n switch costume to (|| size hack v)\n end\n switch costume to (Costume)\nend\n\nwhen I receive [intro v]\nset rotation style [all around v]\nhide\n\ndefine >> Call - (item)\nif <(item) = [Intro]> then\n switch costume to (|| logo v)\n create clone of (_myself_ v)\nend\nif <(item) = [Name]> then\n switch costume to (|| name v)\n create clone of (_myself_ v)\nend\n\ndefine >> Frame wait: (wait)\nwait until <(timer) > (wait)>\n\nwhen I receive [intro v]\nplay sound [Mike Williams - Wait For You v] until done\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [>> Particles - Lead]> then\n go to [front v] layer\n show\n set [ghost v] effect to (pick random (0) to (25))\n set size to (pick random (100) to (120)) %\n switch costume to (join [|| Particles - ] (pick random (1) to (4)))\n point in direction (pick random (0) to (360))\n go to x: (Clone.X) y: (Clone.y)\n set [movement v] to (pick random (5) to (30))\n set [dir v] to (pick random (50) to (80))\n repeat (pick random (25) to (35))\n change size by (((Dir) - (size)) / (4))\n move (Movement) steps\n turn right ((Dir) / (25)) degrees\n set [movement v] to ((Movement) * (0.85))\n end\n set [intro extra << particles v] to (pick random (-3) to (-5))\n repeat (5)\n change size by (Intro extra << Particles)\n change [intro extra << particles v] by ((Intro extra << Particles) / (3))\n move (Movement) steps\n turn right ((Dir) / (25)) degrees\n set [movement v] to ((Movement) * (0.85))\n end\n repeat (3)\n change [ghost v] effect by (34)\n change size by (Intro extra << Particles)\n change [intro extra << particles v] by ((Intro extra << Particles) / (3))\n move (Movement) steps\n turn right ((Dir) / (25)) degrees\n set [movement v] to ((Movement) * (0.85))\n end\n delete this clone\nend\n\ndefine Effects (type)\nif <(type) = [Particles]> then\n set [clone.y v] to (y position)\n set [clone.x v] to (x position)\n set [costume v] to (costume [number v])\n repeat (pick random (10) to (20))\n switch costume to (>> particles - lead v)\n create clone of (_myself_ v)\n end\n switch costume to (Costume)\nend\n\nwhen I receive [intro v]\nset [delete all v] to [0]\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nwait (1) seconds\n>> Call - [Intro]\nwait (2.6) seconds\n>> Call - [Name]\nwait (0.4) seconds\nset [delete v] to [0]\nset [clone.y v] to [-130]\nrepeat (4)\n set [clone.x v] to [-204]\n repeat (15)\n switch costume to (|| panels v)\n create clone of (_myself_ v)\n change [clone.x v] by (76)\n end\n set [clone.x v] to [-204]\n change [clone.y v] by (105)\nend\nset [clone.y v] to [300]\nset [clone.x v] to [-204]\nset [delete 2 v] to [0]\nrepeat (8)\n switch costume to (|| lines v)\n create clone of (_myself_ v)\n change [clone.x v] by (83)\nend\nset [delete v] to [1]\nswitch costume to (|| tnt v)\ncreate clone of (_myself_ v)\n\nwhen I receive [>> intro done v]\nrepeat (50)\n delete this clone\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I start as a clone\nset size to (100) %\nif <(costume [name v]) = [|| Logo]> then\n set size to (0) %\n hide\n go to x: (0) y: (0)\n show\n >> Smooth || X pos: [0] Y pos: [0] Size: [100] Direction: [90] Speed: [6]\n >> Smooth || X pos: [-130] Y pos: [0] Size: [80] Direction: [90] Speed: [5]\n Effects [Particles]\n wait (3) seconds\n delete this clone\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I start as a clone\nif <(costume [name v]) = [|| Name]> then\n go to x: (0) y: (-20)\n point in direction (90)\n set size to (100) %\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [|| Panels]> then\n go to x: (Clone.X) y: (Clone.y)\n point in direction (0)\n >> Smooth || X pos: (x position) Y pos: (y position) Size: (size) Direction: [90] Speed: [4]\n wait until <(Delete) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [|| Panels]> then\n set [ghost v] effect to (75)\n repeat (7)\n change [ghost v] effect by (-10)\n end\n change [ghost v] effect by (-5)\n stop [this script v]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [|| Lines]> then\n set [ghost v] effect to (75)\n repeat (7)\n change [ghost v] effect by (-10)\n end\n change [ghost v] effect by (-5)\n stop [this script v]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [|| Lines]> then\n go to x: (Clone.X) y: (Clone.y)\n point in direction (90)\n >> Smooth || X pos: (x position) Y pos: [0] Size: (size) Direction: [90] Speed: [4]\n wait until <(Delete 2) = [1]>\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [|| TNT]> then\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (75)\n repeat (7)\n change [ghost v] effect by (-10)\n end\n change [ghost v] effect by (-5)\n wait (0.3) seconds\n set [delete 2 v] to [1]\n Effects [Particles]\n repeat (10)\n change [brightness v] effect by (10)\n end\n wait (0.5) seconds\n change size by (10)\n >> Smooth || X pos: [0] Y pos: [-400] Size: [100] Direction: [180] Speed: [15]\n broadcast (>> Intro done v)\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Back]> then\n point in direction (90)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n show\n go to x: (0) y: (0)\n go to [back v] layer\n end\nend\n\nwhen I receive [>> intro done v]\nstop [other scripts in sprite v]\nQuick Delete\nstop [this script v]\n\ndefine Quick Delete\nrepeat (50)\n delete this clone\nend\n\n
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==GENERIC 2 A PLATFORMER=================\n==MOBILE FRIENDLY========================\n\nNOTE: This is MEANT to be generic, so you can comment it's generic ALL. YOU. WANT. xD\n\nNEW MULTIPLAYER PLATFORMER OUT! https://scratch.mit.edu/projects/626264510\n\n#13th on Trending Games!\nTop remixed!\n\nWelcome to my new (generic) game!\nA ❤️ and a ⭐ I would be thankful for!\n\nFULLSCREEN RECOMMENDED!\n\nFollow @TrentonTNT for more games and platformers!\nEnjoy the platformer! :)\n\n\n==INSTRUCTIONS===========================\n\n• Arrow keys or A, D to move\n• Up arrow key or W to jump\n• Dodge them generic spikes\n• Jump on them generic trampolines\n• Beat this generic platformer! xD\n\n==CREDITS================================\n\n• @--AwesomeCode-- for platformer engine\n• @TheCactusMaster for assets\n• @TrentonTNT everything else\n\n==TAGS===================================\n\n#games #all #platformers #music #art #stories #tutorials #animations #trending #generic\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLOL?!?! Comment "This is SO generic!" like and fav!
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ScratchCat Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (false v)\n\nwhen I receive [change scene v]\nif <(Scene#) = [205]> then\n switch backdrop to (bühnenbild1 v)\nelse\n switch backdrop to (false v)\nend\n\n@Player\n\nwhen flag clicked\nset size to (65) %\nhide\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed X) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall\n end\n set [last value v] to (y position)\n change y by ((Speed Y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceilling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\nSet Costume\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<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 (0.4)\n end\nelse\n change [speed x v] by ((Key X) * (ACCELERATION))\n point in direction ((Key X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((Speed X) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [scene# v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [ghost v] effect to (0)\ngo to [front v] layer\nBegin Scene # (Spawn Scene) go to x and y: (Spawn X) (Spawn Y)\n\nwhen I receive [game loop v]\nshow\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 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: [] [-180]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((Scene#) + (-100)) go to x and y: [] [180]\nend\nif <touching (lava v)?> then\n broadcast (Lose Life durch Lava v)\nend\nif <touching (spikes 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 (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 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 Wllslide\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 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 - Ceilling 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 Wllslide\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 Controls - Up and Down\nif <key (up arrow v) pressed?> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (Jump Force)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (Gravity)\nif <(wall slide) > [0]> then\n Check Can Wllslide\n if <(Speed Y) < [0]> then\n set [speed y v] to ((Speed Y) * (0.6))\n end\nend\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nstart sound [Pluck v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (0.5) seconds\nReset and Begin Level\n\ndefine Moved - by Moving Platform\nchange x by (Platform DX)\nchange y by (Platform DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life durch Platform 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 [change scene v]\ngo to [front v] layer\n\nwhen I receive [lose life durch lava v]\nstop [other scripts in sprite v]\nstart sound [Glug v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (0.5) seconds\nReset and Begin Level\n\nwhen I receive [lose life durch platform v]\nstop [other scripts in sprite v]\nstart sound [Pew v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (0.5) seconds\nReset and Begin Level\n\nwhen I receive [start game v]\ngo to x: (-140) y: (50)\nset [jump duration v] to [5]\nset [resistance v] to [0.87]\nset [acceleration v] to [1.5]\nset [jump force v] to [15]\nset [gravity v] to [-1.5]\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\n@Level\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene#))\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (0) y: (0)\nerase all\nStamp Outline\nStamp Shadow\n\ndefine Stamp Outline\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp Shadow\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nwait (0.1) seconds\nshow\n\n@Spikes\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene#))\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\n@Lava\n\nwhen I receive [change scene v]\ngo to [back v] layer\nswitch costume to (join [Scene] (Scene#))\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start game v]\nwait (0.1) seconds\nshow\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Platform\n\nwhen I receive [change scene v]\nhide\ngo to [back v] layer\nif <(Scene#) = [104]> then\n show\n Animate Platform\nend\nif <(Scene#) = [101]> then\n show\n Animate 2\nend\nif <(Scene#) = [203]> then\n show\n Animate3\nend\nif <(Scene#) = [4]> then\n Door at [126] [-76] Key [Key2]\nend\nif <(Scene#) = [204]> then\n Door at [111] [-20] Key [Key1]\nend\nif <(Scene#) = [402]> then\n point in direction (90)\n Door at [-58] [-64] Key [Key3]\nend\nif <(Scene#) = [304]> then\n show\n Animate4\nend\nif <(Scene#) = [401]> then\n show\n Animate5\nend\n\ndefine Animate Platform\nswitch costume to (kostüm1 v)\npoint in direction (90)\ngo to x: (-50) y: (-117)\nforever\n wait (0.5) seconds\n glide (1) secs to x: (58) y: (-112)\n wait (0.5) seconds\n glide (1) secs to x: (69) y: (74)\n wait (0.5) seconds\n glide (1.5) secs to x: (-50) y: (-117)\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 change [platform dx v] by ((new x) - (last x))\n change [platform dy v] by ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nswitch costume to (kostüm1 v)\ngo to x: (162) y: (-49)\npoint in direction (0)\nforever\n wait (0.5) seconds\n glide (1) secs to x: (162) y: (40)\n wait (0.5) seconds\n glide (1) secs to x: (162) y: (-49)\nend\n\ndefine Door at (x) (y) Key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <(Scene#) = [4]> then\n point in direction (90)\n if <[collected v] contains [Key2]?> then\n start sound [Buzz Whir v]\n repeat (31)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (31)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n end\n if <(Scene#) = [204]> then\n point in direction (90)\n if <[collected v] contains [Key1]?> then\n start sound [Buzz Whir v]\n repeat (26)\n change x by (-4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (26)\n change x by (4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n end\n if <(Scene#) = [402]> then\n point in direction (90)\n if <[collected v] contains [Key3]?> then\n start sound [Buzz Whir v]\n repeat (26)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (26)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\ndefine Animate3\nswitch costume to (kostüm2 v)\npoint in direction (90)\ngo to x: (-98) y: (-32)\nforever\n wait (0.5) seconds\n glide (1) secs to x: (-98) y: (-120)\n wait (0.5) seconds\n glide (1) secs to x: (-98) y: (36)\nend\n\ndefine Animate4\nswitch costume to (kostüm2 v)\npoint in direction (90)\ngo to x: (-118) y: (-45)\nforever\n wait (0.5) seconds\n glide (1) secs to x: (-118) y: (-118)\n wait (0.5) seconds\n glide (2) secs to x: (-118) y: (47)\nend\n\ndefine Animate5\nswitch costume to (kostüm1 v)\ngo to x: (111) y: (-27)\npoint in direction (0)\nforever\n wait (0.5) seconds\n glide (1) secs to x: (112) y: (-59)\n wait (0.5) seconds\n glide (1) secs to x: (109) y: (65)\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 ((0.7) * ([sin v] of (frameV2) ))\n change [framev2 v] by (5)\nend\nset [my scene v] to []\nif <<(costume [name v]) = [Key1]> or <<(costume [name v]) = [Key2]> or <(costume [name v]) = [Key3]>>> then\n start sound [Wand v]\n add (costume [name v]) to [collected v]\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Connect v]\n wait (0.1) seconds\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 [Coin 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 [ghost v] effect to (0)\nset [framev2 v] to [0]\nhide\nPlace [apple] scene [1] xy [73] [-13]\nPlace [apple] scene [2] xy [62] [98]\nPlace [apple] scene [401] xy [-28] [103]\nPlace [apple] scene [5] xy [102] [-100]\nPlace [apple] scene [302] xy [0] [20]\nPlace [Bananas] scene [1] xy [191] [-16]\nPlace [Bananas] scene [2] xy [-39] [90]\nPlace [Bananas] scene [203] xy [-79] [52]\nPlace [Bananas] scene [105] xy [-158] [-10]\nPlace [Taco] scene [301] xy [53] [84]\nPlace [Strawberry-b] scene [102] xy [-115] [-106]\nPlace [Strawberry-b] scene [303] xy [-5] [40]\nPlace [Key1] scene [104] xy [150] [62]\nPlace [Key2] scene [402] xy [66] [26]\nPlace [Key3] scene [202] xy [85] [-24]\nPlace [Green Flag] scene [102] xy [-150] [37]\nPlace [Green Flag] scene [4] xy [-70] [67]\nPlace [Green Flag] scene [204] xy [102] [-97]\nPlace [Green Flag] scene [301] xy [-42] [-88]\n\ndefine Place (costume) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\ngo to [back v] layer\nswitch costume to (costume)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\n@Game Button\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\nshow\ngo to x: (-2) y: (-106)\nset size to (10) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n hide\n broadcast (Start Game v)\n stop [this script v]\n end\nend\n\n@Titel Screen\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [start game v]\nhide\n\n
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Hey guys, \na new amazing game is out!!\nPlay with the arrow keys.Avoid Lava and Spikes, collect all things you can find like apples, bananas and strawberrys!! Can you get keys to open all doors and to come out of the cave??\nAll levels are possible!!\nHave fun
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Christmas Rescue | Pen Platformer #all #games #art #platformer #trending
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@Stage\n\n@Blank\n\n@Blank2\n\n@Pen\n\nwhen flag clicked\nsetup\n\ndefine render\nif <not <(Level) = [1]>> then\n sim snow\nend\n\ndefine sim snow\nset pen color to (#ffffff)\nset pen size to (pick random (5) to (5.5))\nadd (pick random (-1.5) to (-0.5)) to [snow movement v]\nadd (pick random (-240) to (240)) to [snow x v]\nadd [180] to [snow y v]\nset [snow # v] to [1]\nrepeat (length of [snow movement v])\n if <(item (snow #) of [snow y v]) < (y end)> then\n else\n pen up\n go to x: (item (snow #) of [snow x v]) y: (item (snow #) of [snow y v])\n replace item (snow #) of [snow y v] with ((item (snow #) of [snow y v]) + (item (snow #) of [snow movement v]))\n pen down\n end\n change [snow # v] by (5)\nend\n\ndefine setup\ndelete all of [snow movement v]\ndelete all of [snow x v]\ndelete all of [snow y v]\nset [y end v] to [-165]\nrepeat (pick random (50) to (100))\n add (pick random (-1.5) to (-0.5)) to [snow movement v]\n add (pick random (-240) to (240)) to [snow x v]\n add [180] to [snow y v]\nend\n\ndefine Draw From: (x) (y) To: (x2) (y2) Size (size) Colour (c) Saturation (s) Brightness (b)\npen up\nset pen (color v) to (c)\nset pen (saturation v) to (s)\nset pen (brightness v) to (b)\nset pen size to (size)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\ndefine Level 2\nSpikes: [0] [-95] Diagonal Line [-20] [-95] Flip: [2] [-95] DL2: [22] [-95]\nSpikes: [130] [-95] Diagonal Line [110] [-95] Flip: [132] [-95] DL2: [152] [-95]\nGround\n\ndefine Background\nDraw From: [-240] [0] To: [240] [0] Size [1000] Colour [52] Saturation [75] Brightness [99]\n\ndefine Draw Square: (xs) (ys) Colour (cs) Saturation (ss) Brightness (bs) Size (sizes) Change: (xc) (yc) To: (xc2) (yc2)\npen up\nset pen (color v) to (cs)\nset pen (saturation v) to (ss)\nset pen (brightness v) to (bs)\nset pen size to (sizes)\ngo to x: (xs) y: (ys)\npen down\nchange y by (yc)\nchange x by (xc)\nchange y by (yc2)\nchange x by (xc2)\n\ndefine Level 1\nGround\n\ndefine Ground\nDraw From: [-240] [-155] To: [240] [-155] Size [80] Colour [11] Saturation [74] Brightness [80]\nDraw From: [-240] [-110] To: [240] [-110] Size [12] Colour [11] Saturation [74] Brightness [69]\nDraw From: [-240] [-100] To: [240] [-100] Size [20] Colour [55] Saturation [75] Brightness [100]\n\ndefine Lava (x) Change: (x2) (y2) To: (x3) (y3) (y)\nDraw Square: (x) (y) Colour [0] Saturation [97] Brightness [100] Size [5] Change: (x2) (y2) To: (x3) (y3)\nFill\n\ndefine Fill\npen up\nset pen color to (#fd2020)\nset pen size to (40)\nset [x~pos v] to [-70]\nset [y~pos v] to ((([cos v] of ((timer) * (170)) ) * (5)) - (100))\ngo to x: (X~pos) y: (Y~pos)\nrepeat (63)\n pen down\n change x by (140)\n pen up\n change y by (2)\n set x to (X~pos)\nend\n\nwhen I receive [tick v]\nBackground\nrender\nif <(Level) = [1]> then\n Level 1\nelse\n if <(Level) = [2]> then\n Level 2\n else\n if <(Level) = [3]> then\n Level 3\n else\n if <(Level) = [4]> then\n Level 4\n else\n if <(Level) = [5]> then\n Level 5\n else\n if <(Level) = [6]> then\n Level 6\n else\n if <(Level) = [7]> then\n Level 7\n else\n if <(Level) = [8]> then\n Level 8\n else\n if <(Level) = [9]> then\n Level 9\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Spikes: (x) (y) Diagonal Line (xd) (yd) Flip: (x2) (y2) DL2: (xd2) (yd2)\npen up\nset pen size to (5)\nset pen color to (#c02828)\ngo to x: (x) y: (y)\npen down\nchange y by (40)\ngo to x: (xd) y: (yd)\npen up\ngo to x: ((x) - (3)) y: (y)\npen down\nchange y by (30)\ngo to x: ((xd) + (5)) y: (yd)\npen up\ngo to x: ((x) - (6)) y: (y)\npen down\nchange y by (20)\ngo to x: ((xd) + (10)) y: (yd)\nsay []\npen up\nset pen size to (5)\nset pen color to (#f91212)\ngo to x: (x2) y: (y2)\npen down\nchange y by (40)\ngo to x: (xd2) y: (yd2)\npen up\ngo to x: ((x2) + (3)) y: (y2)\npen down\nchange y by (30)\ngo to x: ((xd2) - (5)) y: (yd2)\npen up\ngo to x: ((x2) + (6)) y: (y2)\npen down\nchange y by (20)\ngo to x: ((xd2) - (10)) y: (yd2)\n\ndefine Level 3\nLava [-100] Change: [190] [-150] To: [-190] [150] ((([cos v] of ((timer) * (170)) ) * (5)) + (45))\nDraw Square: [-120] [-100] Colour [11] Saturation [74] Brightness [80] Size [5] Change: [40] [160] To: [-40] [-160]\nDraw From: [-100] [-100] To: [-100] [50] Size [40] Colour [11] Saturation [74] Brightness [80]\nDraw Square: [-121] [53] Colour [11] Saturation [74] Brightness [69] Size [3] Change: [41] [2.4] To: [-41] [-2.4]\nDraw Square: [-120] [60] Colour [55] Saturation [75] Brightness [100] Size [5] Change: [40] [20] To: [-40] [-20]\nDraw From: [-110] [70] To: [-90] [70] Size [24] Colour [55] Saturation [75] Brightness [100]\nDraw Square: [70] [-100] Colour [11] Saturation [74] Brightness [80] Size [5] Change: [40] [160] To: [-40] [-160]\nDraw From: [90] [-100] To: [90] [50] Size [40] Colour [11] Saturation [74] Brightness [80]\nDraw Square: [69] [53] Colour [11] Saturation [74] Brightness [69] Size [3] Change: [41] [2.4] To: [-41] [-2.4]\nDraw Square: [70] [60] Colour [55] Saturation [75] Brightness [99] Size [5] Change: [40] [20] To: [-40] [-20]\nDraw From: [80] [70] To: [100] [70] Size [24] Colour [55] Saturation [75] Brightness [99]\nGround\n\nDraw Square: [69] [53] Colour [11] Saturation [74] Brightness [69] Size [3] Change: [41] [2.4] To: [-41] [-2.4]\n\ndefine Level 4\nSpikes: [-55] [-95] Diagonal Line [-75] [-95] Flip: [-53] [-95] DL2: [-33] [-95]\nSpikes: [-15] [-95] Diagonal Line [-35] [-95] Flip: [-13] [-95] DL2: [8] [-95]\nSpikes: [28] [-95] Diagonal Line [8] [-95] Flip: [30] [-95] DL2: [50] [-95]\nDraw Square: [-120] [-100] Colour [11] Saturation [74] Brightness [80] Size [5] Change: [40] [160] To: [-40] [-160]\nDraw From: [-100] [-100] To: [-100] [50] Size [40] Colour [11] Saturation [74] Brightness [80]\nDraw Square: [-121] [53] Colour [11] Saturation [74] Brightness [69] Size [3] Change: [41] [2.4] To: [-41] [-2.4]\nDraw Square: [-120] [60] Colour [55] Saturation [75] Brightness [100] Size [5] Change: [40] [20] To: [-40] [-20]\nDraw From: [-110] [70] To: [-90] [70] Size [24] Colour [55] Saturation [75] Brightness [100]\nGround\n\ndefine Level 5\nSpikes: [-105] [-95] Diagonal Line [-125] [-95] Flip: [-103] [-95] DL2: [-83] [-95]\nSpikes: [-147] [-95] Diagonal Line [-167] [-95] Flip: [-145] [-95] DL2: [-125] [-95]\nDraw Square: [-80] [-100] Colour [11] Saturation [74] Brightness [80] Size [5] Change: [40] [160] To: [-40] [-160]\nDraw From: [-60] [-100] To: [-60] [50] Size [40] Colour [11] Saturation [74] Brightness [80]\nDraw Square: [-81] [53] Colour [11] Saturation [74] Brightness [69] Size [3] Change: [41] [2.4] To: [-41] [-2.4]\nDraw Square: [-80] [60] Colour [55] Saturation [75] Brightness [100] Size [5] Change: [40] [20] To: [-40] [-20]\nDraw From: [-70] [70] To: [-50] [70] Size [24] Colour [55] Saturation [75] Brightness [100]\nGround\n\ndefine Level 6\nSpikes: [-50] [-95] Diagonal Line [-70] [-95] Flip: [-48] [-95] DL2: [-28] [-95]\nSpikes: [-10] [-95] Diagonal Line [-30] [-95] Flip: [-8] [-95] DL2: [12] [-95]\nSpikes: [75] [-95] Diagonal Line [55] [-95] Flip: [77] [-95] DL2: [97] [-95]\nSpikes: [120] [-95] Diagonal Line [100] [-95] Flip: [122] [-95] DL2: [142] [-95]\nGround\n\ndefine Level 7\nSpikes: [-50] [-95] Diagonal Line [-70] [-95] Flip: [-48] [-95] DL2: [-28] [-95]\nSpikes: [-10] [-95] Diagonal Line [-30] [-95] Flip: [-8] [-95] DL2: [12] [-95]\nSpikes: [33] [-95] Diagonal Line [13] [-95] Flip: [35] [-95] DL2: [55] [-95]\nSpikes: [75] [-95] Diagonal Line [55] [-95] Flip: [77] [-95] DL2: [97] [-95]\nSpikes: [120] [-95] Diagonal Line [100] [-95] Flip: [122] [-95] DL2: [142] [-95]\nDraw Square: [-120] [-100] Colour [11] Saturation [74] Brightness [80] Size [5] Change: [40] [160] To: [-40] [-160]\nDraw From: [-100] [-100] To: [-100] [50] Size [40] Colour [11] Saturation [74] Brightness [80]\nDraw Square: [-121] [53] Colour [11] Saturation [74] Brightness [69] Size [3] Change: [41] [2.4] To: [-41] [-2.4]\nDraw Square: [-120] [60] Colour [55] Saturation [75] Brightness [100] Size [5] Change: [40] [20] To: [-40] [-20]\nDraw From: [-110] [70] To: [-90] [70] Size [24] Colour [55] Saturation [75] Brightness [100]\nDraw Square: [130] [-100] Colour [11] Saturation [74] Brightness [80] Size [5] Change: [40] [160] To: [-40] [-160]\nDraw From: [150] [-100] To: [150] [50] Size [40] Colour [11] Saturation [74] Brightness [80]\nDraw Square: [129] [53] Colour [11] Saturation [74] Brightness [69] Size [3] Change: [41] [2.4] To: [-41] [-2.4]\nDraw Square: [130] [60] Colour [55] Saturation [75] Brightness [99] Size [5] Change: [40] [20] To: [-40] [-20]\nDraw From: [140] [70] To: [160] [70] Size [24] Colour [55] Saturation [75] Brightness [99]\nGround\n\ndefine Level 8\nGround\n\ndefine Level 9\nDraw From: [240] [180] To: [240] [-180] Size [80] Colour [11] Saturation [74] Brightness [80]\nDraw From: [220] [180] To: [220] [-180] Size [12] Colour [11] Saturation [74] Brightness [69]\nDraw From: [210] [180] To: [210] [-180] Size [20] Colour [55] Saturation [75] Brightness [100]\nGround\n\n@Player\n\ndefine Looks\nif <<mouse down?> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (jumpright 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 (jumpleft v)\n end\n else\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 <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (jump v)\n end\n end\nelse\n switch costume to (still 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) > (x position)>>> then\n change [x velocity v] by (running speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <<touching color (#3fc5ff)?> or <<touching color (#cc9835)?> or <touching color (#af832d)?>>> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <<touching color (#3fc5ff)?> or <<touching color (#cc9835)?> or <touching color (#af832d)?>>>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <<touching color (#3fc5ff)?> or <<touching color (#cc9835)?> or <touching color (#af832d)?>>> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <<touching color (#3fc5ff)?> or <<touching color (#cc9835)?> or <touching color (#af832d)?>>> then\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n end\n end\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(x position) > [-215]> then\n set [y velocity v] to [10]\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-15]\n else\n set [x velocity v] to [15]\n end\n else\n set [x velocity v] to [0]\n end\n end\nend\nchange y by (Y Velocity)\nif <<touching color (#3fc5ff)?> or <<touching color (#cc9835)?> or <touching color (#af832d)?>>> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <<touching color (#3fc5ff)?> or <<touching color (#cc9835)?> or <touching color (#af832d)?>>> then\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nif <(x position) > [230]> then\n change [level v] by (1)\n Next Level\n broadcast (Player - Level Placement v)\n broadcast (LF v)\nend\nif <<touching color (#fd1f1f)?> or <<touching color (#f91212)?> or <touching color (#c02828)?>>> then\n broadcast (Dead v)\nend\n\nwhen flag clicked\nSetup\nforever\n broadcast (TICk v)\n broadcast (TEXT v)\n if <(SRS) = [no]> then\n Platform (11) (-1) (0.7) (2.5)\n end\nend\n\nwhen I receive [tick v]\nif <not <(Level) = [9]>> then\n Looks\nelse\n stop [this script v]\nend\n\nwhen I receive [player - level placement v]\ngo to x: (-213) y: (45)\n\ndefine Setup\nset size to (75) %\nbroadcast (Player - Level Placement v)\nset [id v] to [0]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [srs v] to [no]\n\nwhen I receive [dead v]\nDead\n\ndefine Dead\nset [srs v] to [yes]\nbroadcast (Player - Level Placement v)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [srs v] to [no]\n\ndefine Next Level\nset [srs v] to [yes]\nbroadcast (Player - Level Placement v)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [srs v] to [no]\n\nwhen I receive [lf v]\nif <(Level) = [9]> then\n set [id v] to [1]\n switch costume to (love and fave v)\n create clone of (_myself_ v)\nend\nswitch costume to (still v)\nset size to (75) %\n\nwhen I start as a clone\nforever\n if <(ID) = [1]> then\n switch costume to (love and fave v)\n set size to (150) %\n glide (0.3) secs to x: (-10) y: ((([cos v] of ((timer) * (200)) ) * (20)) + (50))\n end\nend\n\n@PTE Lite+\n\nwhen I receive [text v]\nPrint | Pos (-225) (-160) Size (13) Width (1) RGB (1) (1) (1) Weight (1.5) CSpace (1) Align [l] Text (join [Level ] (Level))\nif <(Level) = [1]> then\n if <(username) = []> then\n Print | Pos (-225) (135) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text (join (join [Hi ] [person with no account]) [, Merry Christmas!])\n else\n Print | Pos (-225) (135) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text (join (join [Hi ] (join [@] (username))) [, Merry Christmas!])\n end\nelse\n if <(Level) = [2]> then\n Print | Pos (-225) (135) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text [It started to snow :D \(Watch out for spikes\)]\n else\n if <(Level) = [3]> then\n Print | Pos (-225) (135) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text [Who is messaging you? It's Santa! One of his]\n Print | Pos (-225) (110) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text [Reindeer got lost!]\n else\n if <(Level) = [4]> then\n Print | Pos (-225) (135) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text [Let's help Santa! The Reindeer mustn't be far]\n Print | Pos (-225) (110) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text [from his house!]\n else\n if <(Level) = [5]> then\n Print | Pos (-225) (135) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text [We gotta go faster! ]\n else\n if <(Level) = [6]> then\n Print | Pos (-225) (135) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text [I'll get a map to get to his house. \(BTW Santa]\n Print | Pos (-225) (110) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text [is your friend for a long time\)]\n else\n if <(Level) = [7]> then\n Print | Pos (-225) (135) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text [Ugh... Santa always loses one thing or the other]\n Print | Pos (-225) (110) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text [every year.]\n else\n if <(Level) = [8]> then\n Print | Pos (-225) (135) Size (12.5) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [l] Text [If not us finding those things every year!]\n else\n if <(Level) = [9]> then\n Print | Pos (-20) (135) Size (16) Width (1) RGB (1) (1) (1) Weight (1.3) CSpace (1) Align [c] Text [Love, Fave And Follow for Part 2]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) Weight (w) CSpace (cspace) Align (align) Text (text)\nSlow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) Weight (w) CSpace (cspace) Align (align) Text (text)\n\ndefine Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) Weight (w) CSpace (cspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_x v] to (x)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nINTERNAL | printText (text) (_y) (_i0) ((width) * (_i0)) (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (align) (_i1) ((_i1) + (1))\n\ndefine INTERNAL | printText (text) (y) (height) (width) (space) (align) (weight) (dotweight)\nif <<(align) = [c]> or <(align) = [r]>> then\n delete all of [_temp0 v]\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n repeat (length of (text))\n set [_i2 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i2)?> then\n switch costume to (_i2)\n change [_i1 v] by (((width) * (item (costume [number v]) of [_charwidths v])) + (space))\n add (costume [number v]) to [_temp0 v]\n else\n set [_i2 v] to (item # of (_i2) in [_chars v])\n if <not <(_i2) = [0]>> then\n change [_i1 v] by (((width) * (item (_i2) of [_charwidths v])) + (space))\n add (_i2) to [_temp0 v]\n end\n end\n change [_i0 v] by (1)\n end\n if <(align) = [c]> then\n change [_x v] by ((-0.5) * ((_i1) - (space)))\n else\n change [_x v] by ((-1) * ((_i1) - (space)))\n end\n set [_i0 v] to [1]\n repeat (length of [_temp0 v])\n INTERNAL | printChar (item (_i0) of [_temp0 v]) (height) (width) (_x) (y) (weight) (dotweight)\n change [_x v] by (space)\n change [_i0 v] by (1)\n end\nelse\n set [_i0 v] to [1]\n repeat (length of (text))\n set [_i7 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i7)?> then\n switch costume to (_i7)\n INTERNAL | printChar (costume [number v]) (height) (width) (_x) (y) (weight) (dotweight)\n change [_x v] by (space)\n else\n set [_i7 v] to (item # of (_i7) in [_chars v])\n if <not <(_i7) = [0]>> then\n INTERNAL | printChar (_i7) (height) (width) (_x) (y) (weight) (dotweight)\n change [_x v] by (space)\n end\n end\n change [_i0 v] by (1)\n end\nend\n\ndefine INTERNAL | loadFont (font)\nset [_i0 v] to [1]\nrepeat until <(_i0) > (length of (font))>\n set [_i1 v] to (letter (_i0) of (font))\n if <[_chars v] contains (_i1)?> then\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n set [_i4 v] to (costume [number v])\n else\n set [_i4 v] to (item # of (_i1) in [_chars v])\n end\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i5 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n replace item (_i2) of [_chardata v] with (_i5)\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n add (_i1) to [_chars v]\n add [0] to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n set [_i3 v] to ((length of [_chardata v]) + (1))\n set [_i4 v] to (length of [_chars v])\n end\n add [_] to [_chardata v]\n change [_i0 v] by (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n replace item (_i4) of [_charwidths v] with ((1) * (_i2))\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n delete (last) of [_chardata v]\nend\nset [_i0 v] to [1]\nrepeat (length of [_chars v])\n set [_i1 v] to (item (_i0) of [_chars v])\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i3 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n replace item (_i2) of [_chardata v] with (_i3)\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n change [_i0 v] by (1)\nend\n\ndefine Load Font | Name (font)\nset [_i0 v] to (item # of (font) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n INTERNAL | loadFont (item ((_i0) + (1)) of [_fonts v])\nend\n\ndefine INTERNAL | printChar (num) (height) (width) (x) (y) (weight) (dotweight)\nchange [_x v] by ((width) * (item (num) of [_charwidths v]))\nset [_i3 v] to (item (num) of [_charids v])\nset pen size to (weight)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n go to x: ((x) + ((width) * (item (_i3) of [_chardata v]))) y: ((y) + ((height) * (item ((_i3) + (1)) of [_chardata v])))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_chardata v])\n go to x: ((x) + ((width) * (item (_i3) of [_chardata v]))) y: ((y) + ((height) * (item ((_i3) + (1)) of [_chardata v])))\n change [_i3 v] by (2)\n end\n pen up\nend\nset pen size to (dotweight)\nchange [_i3 v] by (1)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n go to x: ((x) + ((width) * (item (_i3) of [_chardata v]))) y: ((y) + ((height) * (item ((_i3) + (1)) of [_chardata v])))\n pen down\n pen up\n change [_i3 v] by (2)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (sizebypass v)\nset size to (50000) %\nswitch costume to (pte lite+ v)\n\n@TN\n\nwhen flag clicked\nhide\n\n
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------------❤️ and ⭐️ this project for more games-----------\n\n░░░░░░░░░░░Christmas Rescue░░░░░░░░░░░\n\n80% Pen platformer\n\nInstructions:\n❯❯ Arrow keys, WSAD, or mobile controls.\n❯❯ Love and Fave for more Games.\n\n-STORY-\nYou are Santa's good friend. Santa always loses his things and calls you to find them after Christmas. But this year he lost his Reindeer! It's an emergency! Will you be able to save Christmas in time?\n\n\nGoals:\n100 views ✓\n500 views \n1000 views \n2000 views \n\n50 loves ✓\n100 loves \n200 loves \n\n50 favs \n100 favs \n200 favs
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❄️氷の世界❄️【platformer】
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@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen I receive [ツギ v]\nchange [ステージ v] by (1)\n\nwhen flag clicked\nforever\n if <<(ステージ) > [5]> and <[11] > (ステージ)>> then\n switch backdrop to (自作 v)\n else\n switch backdrop to (arctic v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (arctic v)\n\n@キャラクター\n\ndefine 初期位置\ngo to x: (-180) y: (-40)\nbroadcast (メッセージ1 v)\n\nwhen flag clicked\nbroadcast (メッセージ1 v)\n\nwhen I receive [メッセージ1 v]\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-180) y: (-40)\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.95))\n change x by (X)\n if <touching (sたげ v)?> then\n change y by (6)\n end\n if <touching (sたげ v)?> then\n change y by (-6)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n start sound [Jump v]\n set [y v] to [15]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (sたげ v)?> then\n change y by (() - (Y))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-180]> then\n start sound [Pew v]\n 初期位置\n end\nend\n\nwhen flag clicked\nforever\n if <touching (針 v)?> then\n start sound [Pew v]\n 初期位置\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n broadcast (ツギ v)\n end\nend\n\nwhen I receive [ツギ v]\n初期位置\n\n@sたげ\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\nset [ghost v] effect to (35)\n\nwhen I receive [ツギ v]\nnext costume\n\nwhen flag clicked\nshow\n\n@針\n\nwhen flag clicked\nswitch costume to (針1 v)\n\nwhen I receive [ツギ v]\nnext costume\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\n@スプライト2\n\nwhen I receive [ツギ v]\nstart sound [Rip v]\n\n@snow\n\nwhen flag clicked\nforever\n if <[5] > (ステージ)> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nshow\nset y to (150)\nset x to (pick random (-220) to (220))\nrepeat until <touching (_edge_ v)?>\n change y by (-8)\nend\ndelete this clone\n\n@ねxt\n\nwhen flag clicked\nhide\n\nwhen I receive [ツギ v]\ngo to x: (0) y: (0)\nshow\nwait (0.2) seconds\nhide\n\ngo to x: (500) y: (0)\nshow\nrepeat (21)\n change x by (-45)\nend\nhide\n\n@スプライト1\n\nwhen flag clicked\nforever\n if <(ステージ) = [11]> then\n show\n else\n hide\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\n
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矢印キーかタップで操作します。\nトゲに触れるとやられます。\nステージは全部で10ステージあります。\nバグが何個かあります(修正めんどい)\n(傾向載りてぇ〜)\n傾向2pから落とされたぁぁぁぁーー\nと思ったらまた上がってきたぁぁぁ\nと思ったらまた落とされたぁぁぁ\n坂を滑らかに登るプログラムを入れ忘れた自分氏\n(手抜きだぁー)
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Pies Hejko - Platformer [Demo]
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@Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\n\nwhen flag clicked\nforever\n if <<<<(Scene #) = [12]> or <<<(Scene #) = [101]> or <(Scene #) = [102]>> or <<<<(Scene #) = [103]> or <(Scene #) = [104]>> or <<(Scene #) = [108]> or <(Scene #) = [109]>>> or <<<(Scene #) = [110]> or <(Scene #) = [111]>> or <<(Scene #) = [112]> or <(Scene #) = [113]>>>>>> or <(Scene #) = [13]>> or <<<<(Scene #) = [1]> or <(Scene #) = [2]>> or <<(Scene #) = [3]> or <(Scene #) = [4]>>> or <<<(Scene #) = [8]> or <(Scene #) = [9]>> or <<(Scene #) = [10]> or <(Scene #) = [11]>>>>> then\n switch backdrop to (sky v)\n stop all sounds\n repeat until <not <<<<<(Scene #) = [1]> or <<(Scene #) = [2]> or <(Scene #) = [3]>>> or <<<(Scene #) = [4]> or <(Scene #) = [8]>> or <(Scene #) = [9]>>> or <<(Scene #) = [10]> or <(Scene #) = [11]>>> or <<<(Scene #) = [12]> or <<<(Scene #) = [101]> or <(Scene #) = [102]>> or <<<<(Scene #) = [103]> or <(Scene #) = [104]>> or <<(Scene #) = [108]> or <(Scene #) = [109]>>> or <<<(Scene #) = [110]> or <(Scene #) = [111]>> or <<(Scene #) = [112]> or <(Scene #) = [113]>>>>>> or <(Scene #) = [13]>>>>\n play sound [Video Game 1 v] until done\n end\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <<<(Scene #) = [5]> or <<(Scene #) = [6]> or <(Scene #) = [7]>>> or <<<(Scene #) = [105]> or <(Scene #) = [106]>> or <(Scene #) = [107]>>> then\n switch backdrop to (cave v)\n stop all sounds\n repeat until <not <<<(Scene #) = [5]> or <<(Scene #) = [6]> or <(Scene #) = [7]>>> or <<<(Scene #) = [105]> or <(Scene #) = [106]>> or <(Scene #) = [107]>>>>\n play sound [Dance Snare Beat v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Scene #) = [14]> or <<(Scene #) = [15]> or <(Scene #) = [16]>>> or <<(Scene #) = [17]> or >> then\n switch backdrop to (forest v)\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Scene #) = [20]> or <<(Scene #) = [21]> or <(Scene #) = [22]>>> or <<(Scene #) = [23]> or <<<(Scene #) = [24]> or <(Scene #) = [25]>> or <(Scene #) = [26]>>>> then\n switch backdrop to (desert v)\n stop all sounds\n repeat until <not <<<(Scene #) = [20]> or <<(Scene #) = [21]> or <(Scene #) = [22]>>> or <<(Scene #) = [23]> or <<<(Scene #) = [24]> or <(Scene #) = [25]>> or <(Scene #) = [26]>>>>>\n play sound [Dance Sitar v] until done\n end\n end\nend\n\nrepeat until <not <(Scene #) = [13]>>\n play sound [Video Game 1 v] until done\nend\n\nwhen flag clicked\nforever\n if <<<(Scene #) = [114]> or <<(Scene #) = [115]> or <(Scene #) = [116]>>> or <<(Scene #) = [117]> or <<(Scene #) = [118]> or <(Scene #) = [119]>>>> then\n switch backdrop to (sky v)\n end\n if <(Scene #) = [13]> then\n switch backdrop to (sky2 v)\n end\nend\n\nwhen flag clicked\n\n switch backdrop to (sky v)\n stop all sounds\n repeat until \n play sound [Video Game 1 v] until done\n end\nend\n\nwhen I receive [lose life v]\n\nstart sound [Laugh3 v]\n\nwait (0.9) seconds\n\nwhen flag clicked\nforever\n if <(Scene #) = [19]> then\n switch backdrop to (forest2 v)\n stop all sounds\n end\nend\n\n@Hejko\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 (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved By Moving Platform\nControls - Up and down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and down\nif <key (up arrow v) pressed?> 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 (Graviity)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [stop music v] to [0]\nset [invulnerable v] to [0]\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\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) = [-178]> then\n Begin Scene # ((Scene #) + (-100)) go to x, y: [] [180]\nend\nif <<touching (danger 2 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 #)\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 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix collision in directions [0]\nelse\n Fix collision in directions [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix collision in directions (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\ndefine Collide X - Slope or Wall?\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\nwhen I receive [tick - first v]\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\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 (jump 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 (5)) ))\nelse\n switch costume to (stand v)\nend\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 (jump 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 (5)) ))\nelse\n switch costume to (stand v)\nend\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nwait (0.76) seconds\nstart sound [Laugh3 v]\nswitch costume to (lose v)\nglide (1.5) secs to x: (x position) y: (180)\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]\npoint in direction (90)\ngo to [front v] layer\nset rotation style [left-right v]\nset [graviity v] to [-1.5]\nset [jump force v] to [15]\nset [jump duration v] to [6]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [5]\nset [spawn scene v] to [1]\nset [spawn x v] to [-50]\nset [spawn y v] to [20]\nReset and Begin Level\n\nwhen flag clicked\nhide variable [bones v]\nhide variable [lives v]\nhide variable [scene # v]\n\nwhen I receive [start game v]\nshow variable [bones v]\nshow variable [lives v]\nshow variable [scene # v]\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\nstop all sounds\n\n@Level\n\nwhen flag clicked\nset [scene # v] to [0]\nswitch costume to (0 v)\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 (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@Danger 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nif <(Scene #) = [3]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene #) = [4]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene #) = [107]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene #) = [23]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@Platform\n\ndefine Animated Platform\npoint in direction (90)\ngo to x: (-150) y: (83)\nforever\n glide (2) secs to x: (-151) y: (-73)\n wait (1) seconds\n glide (2) secs to x: (-151) y: (83)\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 (hejko v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nswitch costume to (costume2 v)\ngo to x: (-105) y: (-5)\nforever\n glide (2) secs to x: (-105) y: (150)\n wait (1) seconds\n glide (2) secs to x: (-105) y: (-5)\n wait (1) seconds\nend\n\nwhen I receive [change scene v]\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\nforever\n if <(Scene #) = [102]> then\n Door at [-58] [-114] key [Key 1]\n end\n if <(Scene #) = [1]> then\n show\n Animated Platform\n end\n if <(Scene #) = [3]> then\n show\n Animate 2\n end\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (hejko 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 (hejko v)?>>\nend\n\ndefine Animated 3\n\nif <(Scene #) = [24]> then\n show\n Animated 3\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 (hejko 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]) = [bone]> or <(costume [number v]) = [Apple]>> then\n start sound [Chomp v]\n change [bones v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Collect v]\n set [spawn scene v] to (Scene #)\n set [spawn x v] to ([x position v] of [hejko v])\n set [spawn y v] to ([y position v] of [hejko v])\n else\n start sound [Collect v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [bones v] to [0]\nhide\nPlace [bone] scene [1] xy [63] [-26]\nPlace [bone] scene [1] xy [190] [7]\nPlace [bone] scene [2] xy [-20] [48]\nPlace [bone] scene [101] xy [-115] [88]\nPlace [Key 1] scene [102] xy [216] [-83]\nPlace [golden bone] scene [101] xy [25] [-122]\nPlace [Green Flag] scene [3] xy [57] [69]\nPlace [Green Flag] scene [8] xy [-70] [-10]\nPlace [bone] scene [3] xy [195] [90]\nPlace [bone] scene [4] xy [-72] [25]\nPlace [bone] scene [4] xy [195] [30]\nPlace [bone] scene [5] xy [27] [-30]\nPlace [bone] scene [6] xy [55] [55]\nPlace [bone] scene [8] xy [100] [77]\nPlace [bone] scene [9] xy [100] [77]\nPlace [bone] scene [10] xy [-130] [-20]\nPlace [bone] scene [10] xy [-130] [40]\nPlace [bone] scene [10] xy [-65] [-20]\nPlace [bone] scene [10] xy [-65] [40]\nPlace [bone] scene [11] xy [-7] [15]\nPlace [bone] scene [11] xy [101] [85]\nPlace [bone] scene [11] xy [-39] [160]\nPlace [bone] scene [12] xy [-135] [-25]\nPlace [bone] scene [102] xy [-145] [-10]\nPlace [bone] scene [103] xy [-187] [-75]\nPlace [bone] scene [104] xy [-153] [-35]\nPlace [bone] scene [104] xy [162] [-55]\nPlace [bone] scene [105] xy [25] [0]\nPlace [bone] scene [106] xy [20] [80]\nPlace [bone] scene [108] xy [0] [0]\nPlace [bone] scene [109] xy [97] [-90]\nPlace [bone] scene [109] xy [-148] [15]\nPlace [Green Flag] scene [13] xy [33] [-20]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Splash Screen\n\nwhen flag clicked\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]\nstart sound [Lose 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: (-90)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Scene #) = [0]> then\n play sound [Dance Celebrate v] until done\n end\nend\n\nwhen this sprite clicked\nstop all sounds\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 [hejko v]) < [50]> then\n Spawn [Red] at [190] [-80] dir [-90]\n else\n Spawn [Red] at [66] [-80] dir [-90]\n end\n if <([x position v] of [hejko v]) < [50]> then\n Spawn [Red] at [185] [0] dir [-90]\n else\n Spawn [Red] at [145] [0] dir [-90]\n end\nend\nif <(Scene #) = [2]> then\n Spawn [Red] at [15] [-80] dir [-90]\nend\nif <(Scene #) = [4]> then\n Spawn [Red] at [-33] [43] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Down\n Move - Left or Right\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (hejko 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 [hejko 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@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (scene1 v)\nswitch costume to (join [Scene] (Scene #))\nforever\n if <(Scene #) = [1]> then\n switch costume to (scene1 v)\n switch costume to (join [Scene] (Scene #))\n end\n if <(Scene #) = [2]> then\n switch costume to (scene2 v)\n switch costume to (join [Scene] (Scene #))\n end\n if <(Scene #) = [4]> then\n switch costume to (scene4 v)\n switch costume to (join [Scene] (Scene #))\n end\nend\n\nset [ghost v] effect to (0)\n\n@Music\n\nwhen I receive [lose life v]\nstop all sounds\nwait (0.9) seconds\n\n@miniaturka\n\ngo to [front v] layer\n\nshow\n\nwhen flag clicked\nhide\n\n
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Pies Hejko Platformer [Demo]\n\n\n
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Shrunk: a platformer | #games #all #trending
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start game v]\nswitch backdrop to (backdrop2 v)\nset volume to (45) %\nforever\n play sound [Clutterfunk v] until done\nend\n\n@Blank\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (84)\nshow\nforever\n point in direction ((90) + (([sin v] of ((timer) * (23)) ) * (1.5)))\n set size to ((100) + (([sin v] of ((timer) * (250)) ) * (3))) %\nend\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\n@Start\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-65)\nforever\n set y to ((-65) + (([sin v] of ((timer) * (360)) ) * (1.5)))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n set size to ((size) + (((120) - (size)) / (5))) %\n else\n set [brightness v] effect to (0)\n set size to ((size) + (((102) - (size)) / (5))) %\n point in direction ((direction) + (((90) - (direction)) / (5)))\n end\nend\n\nwhen this sprite clicked\nbroadcast (start game v)\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nstart sound [blipSelect v]\nhide\n\nwhen flag clicked\nforever\n wait until <touching (mouse-pointer v)?>\n set [pitch v] effect to (pick random (-20) to (20))\n start sound [blipSelect \(1\) v]\n wait until <not <touching (mouse-pointer v)?>>\n set [pitch v] effect to (pick random (-20) to (20))\n start sound [blipSelect \(2\) v]\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nset size to (200) %\ngo to x: (-200) y: (-10)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n if <(size?) = [1]> then\n set size to (200) %\n physics [-1] [7] [15] [.75]\n else\n set size to (50) %\n physics [-.6] [3] [6.5] [.75]\n end\nend\n\ndefine physics (gravity) (speed) (jump power) (friction)\nswitch costume to (costume3 v)\nset [oldx v] to (x position)\nset [oldy v] to (y position)\nchange [yvel v] by (gravity)\nchange y by (yvel)\nif <not <<touching (level v)?> or <touching (door v)?>>> then\n set [ground? v] to [0]\nelse\n if <(yvel) > [1]> then\n set [ground? v] to [0]\n else\n set [ground? v] to [1]\n end\n set y to (oldy)\n set [yvel v] to [0]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume2 v)\n set [xvel v] to ((speed) * (-1))\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (costume1 v)\n set [xvel v] to (speed)\nend\nchange x by (xvel)\nif <<touching (level v)?> or <touching (door v)?>> then\n set x to (oldx)\nend\nset [xvel v] to ((xvel) * (friction))\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(ground?) = [1]>> then\n set [pitch v] effect to (0)\n start sound [jump v]\n set [yvel v] to (jump power)\nend\nif <(yvel) > [1]> then\n switch costume to (costume4 v)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume6 v)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (costume5 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n wait until <(x position) > [243]>\n broadcast (next level v)\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-10)\nset [xvel v] to [0]\nset [yvel v] to [0]\n\nwhen I receive [start game v]\nforever\n wait until <<touching (spring v)?> or <touching (lava v)?>>\n if <touching (spring v)?> then\n set [pitch v] effect to (-45)\n start sound [spring v]\n set [yvel v] to [19]\n wait until <not <touching (spring v)?>>\n end\n if <touching (lava v)?> then\n start sound [hitHurt \(7\) v]\n broadcast (dead v)\n hide\n wait (1.2) seconds\n go to x: (-200) y: (-10)\n set [xvel v] to [0]\n set [yvel v] to [0]\n show\n end\nend\n\nwhen I receive [start game v]\nset [size? v] to [1]\nforever\n wait until <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>\n wait until <<key (s v) pressed?> or <key (down arrow v) pressed?>>\n start sound [shrink v]\n change y by (-15)\n set [size? v] to [0]\n wait until <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>\n wait until <<key (s v) pressed?> or <key (down arrow v) pressed?>>\n start sound [grow v]\n change y by (15)\n set [size? v] to [1]\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-10)\nset [xvel v] to [0]\nset [yvel v] to [0]\n\ngo to x: (245) y: (0)\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@level\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nnext costume\ngo to [front v] layer\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start game v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n set y to (([sin v] of ((timer) * (350)) ) * (3))\nend\n\n@spring\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start game v]\nswitch costume to (costume2 v)\nshow\nforever\n go to [back v] layer\nend\n\nset [pitch v] effect to (-25)\n\n@button\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\nshow\nwait until <touching (player v)?>\nstart sound [click \(3\) v]\nbroadcast (door v)\nnext costume\n\nwhen I receive [start game v]\nshow\nswitch costume to (costume1 v)\n\n@door\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [door v]\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\nshow\n\n@dead\n\nwhen I receive [dead v]\nshow\nif <([size? v] of [player v]) = [1]> then\n set size to (200) %\nelse\n set size to (50) %\nend\ngo to (player v)\nset [xvel v] to [-7]\nset [yvel v] to [20]\nrepeat until <(y position) < [-170]>\n turn right (yvel) degrees\n change x by (xvel)\n change y by (yvel)\n set [xvel v] to ((xvel) * (.89))\n change [yvel v] by (-2)\n go to [front v] layer\nend\nhide\n\nwhen flag clicked\nhide\n\n
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Check out my new game!\nhttps://scratch.mit.edu/projects/646777774/\n\n-Use WAD or Arrow Keys to move around\n-Press R to restart a level
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Night | Platformer
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@Stage\n\nwhen I receive [start v]\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\nwhen I receive [reset v]\nshow\ngo [forward v] (1) layers\ngo to x: (-199) y: (0)\n\nwhen I receive [start v]\nforever\n Codes\n if <[] = [2]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (7.3)\n change [color v] effect by (7)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (player v)\nset [level v] to [1]\nbroadcast (Reset v)\n\ndefine Codes\nforever\n create clone of (_myself_ v)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-1)\n switch costume to (left v)\n else\n IDK\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (1)\n switch costume to (right v)\n else\n IDK\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\n else\n IDK\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left2 v)\n else\n IDK\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right2 v)\n else\n IDK\n end\n set [x speed v] to ((x speed) * (0.85))\n change x by (x speed)\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 speed) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x speed) > [0]> then\n set [x speed v] to [-7]\n else\n set [x speed v] to [7]\n end\n set [y speed v] to [9]\n else\n set [x speed v] to [0]\n end\n end\n change [y speed v] by (-0.5)\n change y by (y speed)\n if <touching (ground v)?> then\n change y by ((y speed) - ((y speed) * (2)))\n set [y speed v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y speed v] to [8]\n end\n change y by (1)\n change y by ((y speed) * (0.1))\n if <<(x position) > [239]> and <<(Level) > [0]> and <(Level) < [14]>>> then\n change [level v] by (1)\n go to x: (-220) y: (-95)\n end\n if <touching (spikes v)?> then\n switch costume to (player2 v)\n play sound [Rip v] until done\n go to x: (-220) y: (-95)\n wait (0.01) seconds\n switch costume to (player v)\n end\n if <touching (spikes2 v)?> then\n switch costume to (player2 v)\n play sound [Rip v] until done\n go to x: (-220) y: (-95)\n wait (0.01) seconds\n switch costume to (player v)\n end\n if <touching (enemy v)?> then\n switch costume to (player2 v)\n play sound [Rip v] until done\n go to x: (-220) y: (-95)\n wait (0.01) seconds\n switch costume to (player v)\n end\n if <touching (speed up v)?> then\n change [x speed v] by (6)\n end\n if <touching (trampoline v)?> then\n change [y speed v] by (8)\n end\n if <(y position) < [-180]> then\n switch costume to (player2 v)\n play sound [Rip v] until done\n go to x: (-220) y: (-95)\n wait (0.01) seconds\n switch costume to (player v)\n end\nend\n\ndefine IDK\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [n v]\ngo to x: (-220) y: (-95)\n\n@Ground\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@light\n\nwhen I receive [start v]\nforever\n go to (player v)\nend\n\n@light2\n\nwhen I receive [start v]\nforever\n go to (player v)\nend\n\n@SPikes\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@words\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo [forward v] (3) layers\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nclear graphic effects\nset [ghost v] effect to (100)\n\n@Speed up\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\n go to [front v] layer\nend\n\nset [level v] to [013]\n\n@SPikes2\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\nset [guess v] to [0]\nforever\n switch costume to (Level)\n if <(Level) = [9]> then\n show\n end\n if <(Level) = [11]> then\n show\n wait (pick random (0.5) to (0.8777)) seconds\n set [guess v] to (pick random (1) to (5))\n end\n if <(Level) = [12]> then\n hide\n end\n if <(guess) = [1]> then\n go to x: (0) y: (0)\n end\n if <(guess) = [2]> then\n go to x: (-107) y: (-11)\n end\n if <(guess) = [3]> then\n go to x: (-210) y: (-14)\n end\n if <(guess) = [4]> then\n go to x: (128) y: (-15)\n end\n if <(guess) = [5]> then\n go to x: (235) y: (-13)\n end\nend\n\nset [level v] to [9]\n\n@sword\n\nwhen flag clicked\nset [level v] to [1]\nset [enemy v] to [0]\nset [x speed v] to [0]\nset [y speed v] to [0]\nhide\npoint in direction (90)\nswitch costume to (sword v)\ngo [forward v] (1) layers\nset [s v] to [0]\ngo to x: (-1) y: (46)\nif <(S) = [1]> then\n switch costume to (sword2 v)\nend\nforever\n if <(Level) = [13]> then\n show\n end\n if <<(Level) = [14]> and <(S) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(S) = [1]> then\n go to (player v)\n if <key (space v) pressed?> then\n if <touching (enemy v)?> then\n set [enemy v] to [1]\n set [enemy v] to [0]\n end\n if <(costume [number v]) = [2]> then\n repeat (6)\n -360\n end\n else\n repeat (6)\n 360\n end\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (sword2 v)\n point in direction (49)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (sword3 v)\n point in direction (131)\n end\n end\nend\n\ndefine 360\nturn right (60) degrees\n\ndefine -360\nturn left (60) degrees\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [s v] to [1]\n switch costume to (sword2 v)\n point in direction (49)\n stop [this script v]\n end\nend\n\n@Fake\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (193) y: (-148)\nforever\n if <(Level) = [14]> then\n hide\n end\nend\n\nwhen this sprite clicked\nif <(Level) = [14]> then\nelse\n go to x: (193) y: (-148)\n change [level v] by (1)\n broadcast (n v)\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: ((mouse x) / (15)) y: ((mouse y) / (15))\nend\n\n
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Part 2 is out!\n- https://scratch.mit.edu/projects/625465495/\nPart 3 - https://scratch.mit.edu/projects/628351618\n\nHi, welcome to my new platformer, night!\n\nConsider leaving a like and love. Also, please follow me.\n\nIf you propose this to be featured, I will be very appreciated. :)\n\nYou can also put this project to whatever studio you want!\n\n✅How to play?\nWAD or arrows key to move! (No mobile control sorry)\nAvoid spikes!\nIt contains a parallax too!\nPress skip to skip!\nPress space to activate sword (No use at part 1)\nOthers are in-game!
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colours -- a platformer #games #all
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@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker, AuRa, Tomine Harket - Darkside v] until done\nend\n\n@guy\n\ndefine move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last val v] to (x position)\n change x by ((spd x) / (steps))\n if <touching (lvl v)?> then\n set x to (last val)\n set [spd x v] to [0]\n end\n set [last val v] to (y position)\n change y by ((spd y) / (steps))\n if <touching (lvl v)?> then\n set y to (last val)\n if <(spd y) < [0]> then\n set [falling v] to [0]\n end\n set [spd y v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (lets go bros v)\n\nwhen I receive [lets go bros v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume5 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n go to x: (-204) y: (-118)\n wait (0.3) seconds\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-184]> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n go to x: (-204) y: (-118)\n wait (0.3) seconds\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [244]> then\n broadcast (change scene v)\n end\nend\n\nwhen I receive [go to v]\ngo to x: (-204) y: (-52)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nset [scene# v] to [1]\nset [acceleration v] to [8]\nset [gravity v] to [-1.15]\nset [jump force v] to [12]\nset [spd y v] to [0]\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\ngo to x: (-204) y: (-52)\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(falling) < [3]> then\n set [spd y v] to (jump force)\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [spd x v] to [-8]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [spd x v] to [8]\n end\n set [spd x v] to ((spd x) * (0.8))\n change [spd y v] by (gravity)\n move in steps (([abs v] of (spd x) ) + ([abs v] of (spd y) ))\nend\n\n@lvl\n\nwhen flag clicked\nswitch costume to (scene1 v)\n\nwhen I receive [change scene v]\nnext costume\nbroadcast (go to v)\n\n@tb\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@danger\n\nwhen flag clicked\nshow\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [change scene v]\nnext costume\n\n@text\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n
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wasd or arrow keys to move \none of my better ones so pls try it :D\nHELP ME GET THIS ON TRENDING\nput this in all ur studios
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ᴅᴀʀᴋ ɴɪɢʜᴛ 8 || A platformer || #games #all #trending #music #art #animations #stories
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (stars v)\nend\n\n@Blank\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) = [15]>>> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (-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]\nset size to (45) %\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\nwhen flag clicked\nforever\n if <<touching (tranpoline v)?> or <touching (tranpoline2 v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (move left v)?> or <touching (move left2 v)?>> then\n set [x v] to [-20]\n end\n if <<<touching (move right v)?> or <touching (move right2 v)?>> or <touching (move right3 v)?>> then\n set [x v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mini v)?> then\n set size to (20) %\n end\nend\n\nset size to (45) %\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n set size to (45) %\n end\nend\n\nwhen I receive [next level v]\nset size to (45) %\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) = [?]> 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 (costume2 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 (costume9 v)\n show\n go to [back v] layer\n else\n if <(level) = [5]> then\n switch costume to (costume6 v)\n go to [back v] layer\n else\n if <(level) = [6]> then\n switch costume to (costume4 v)\n show\n go to [back v] layer\n else\n if <(level) = [7]> then\n switch costume to (costume7 v)\n show\n go to [back v] layer\n else\n if <(level) = [9]> then\n switch costume to (costume8 v)\n show\n go to [back v] layer\n else\n if <(level) = [13]> then\n switch costume to (costume10 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\n end\n end\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [5]> 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) = [7]> then\n switch costume to (costume3 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) = [?]> 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 switch costume to (costume4 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 else\n hide\n end\n end\n end\n end\nend\n\nforever\nend\n\nhide\ngo to x: (0) y: (-200)\nwait (1) seconds\nswitch costume to (costume4 v)\nshow\ngo to [back v] layer\nset y to ((3) * ([sin v] of ((timer) * (180)) ))\n\nglide (3) secs to x: (0) y: (170)\nwait (1) seconds\nglide (3) secs to x: (0) y: (-200)\n\n@Button2\n\nwhen flag clicked\nforever\n if <(level) = [6]> 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) = [- ]> 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) = [~]> 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@Saw\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n set size to (40) %\n go to x: (35) y: (150)\n turn right (20) degrees\n switch costume to (sharpy2 v)\n go to [back v] layer\n show\n else\n if <(level) = [7]> then\n set size to (130) %\n go to x: (29) y: (-70)\n turn right (6) degrees\n switch costume to (sharpy3 v)\n go to [back v] layer\n show\n else\n if <(level) = [9]> then\n show\n set size to (100) %\n go to x: (-21) y: (-110)\n turn right (15) degrees\n switch costume to (sharpy2 v)\n go [backward v] (1) layers\n else\n hide\n end\n end\n end\nend\n\n@Enemy\n\nwhen I receive [next level v]\nforever\n if <(level) = [3]> then\n show\n go to [front v] layer\n set size to (110) %\n go to x: (-35) y: (-75)\n repeat until <(level) = [4]>\n glide (0.8) secs to x: (65) y: (-75)\n wait (0.5) seconds\n glide (0.8) secs to x: (-35) y: (-75)\n wait (0.5) seconds\n end\n else\n if <(level) = [10]> then\n show\n go to x: (205) y: (-75)\n repeat until <(level) = [11]>\n glide (0.1) secs to x: (53) y: (-75)\n wait (0.1) seconds\n glide (0.1) secs to x: (205) y: (-75)\n wait (0.1) 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]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\n\nset [ghost v] effect to (0)\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) = [6]> then\n show\n set size to (100) %\n go to [front v] layer\n go to x: (-201) y: (110)\n switch costume to (off v)\nelse\n if <(level) = [,]> then\n show\n set size to (100) %\n go to [back v] layer\n go to x: (-196) y: (53)\n switch costume to (off v)\n else\n if <(level) = [`]> then\n show\n set size to (100) %\n go to [back v] layer\n go to x: (-201) y: (127)\n switch costume to (off v)\n else\n hide\n end\n end\nend\n\n@Door\n\nwhen I receive [on \(⊙o⊙\)? v]\nif <(level) = [3]> then\n show\n glide (1.5) secs to x: (188) y: (180)\n hide\nelse\n if <(level) = [6]> then\n show\n glide (1.5) secs to x: (224) y: (180)\n hide\n else\n show\n glide (1.5) secs to x: (-65) y: (180)\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [3]> then\n go to x: (-96) y: (-1)\n switch costume to (costume2 v)\n show\nelse\n if <(level) = [6]> then\n switch costume to (costume1 v)\n go to x: (224) y: (-62)\n show\n else\n if <(level) = [:\)]> then\n go to x: (-65) y: (135)\n switch costume to (costume1 v)\n show\n else\n hide\n end\n end\nend\n\n@Tranpoline\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n go to x: (-168) y: (-101)\n go to [back v] layer\n else\n if <(level) = [3]> then\n show\n go to x: (-182) y: (-93)\n go to [back v] layer\n else\n if <(level) = [5]> then\n go to x: (-133) y: (-93)\n go to [back v] layer\n show\n else\n if <(level) = [6]> then\n go to x: (174) y: (-83)\n go to [back v] layer\n show\n else\n if <(level) = [13]> then\n go to x: (37) y: (13)\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@Move right\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n set size to (100) %\n go to x: (135) y: (-81)\n else\n if <(level) = [6]> then\n show\n set size to (100) %\n go to x: (-89) y: (-73)\n else\n if <(level) = [11]> then\n show\n set size to (100) %\n go to x: (-114) y: (-64)\n else\n if <(level) = [?]> then\n show\n set size to (150) %\n go to x: (-29) y: (30)\n else\n hide\n end\n end\n end\n end\nend\n\n@Move left\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n set size to (60) %\n go to x: (180) y: (135)\n else\n if <(level) = [12]> then\n show\n go to x: (-102) y: (-61)\n set size to (100) %\n else\n hide\n end\n end\nend\n\n@Mini \n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n go to x: (-114) y: (150)\n else\n if <(level) = [6]> then\n show\n go to x: (-28) y: (-10)\n else\n if <(level) = [9]> then\n show\n go to x: (-10) y: (150)\n else\n if <(level) = [FOLLOW]> then\n show\n go to x: (158) y: (83)\n else\n hide\n end\n end\n end\n end\nend\n\n@Move right2\n\nwhen flag clicked\nforever\n if <(level) = [-=]> then\n show\n go to x: (-4) y: (92)\n else\n if <(level) = [11]> then\n show\n go to x: (18) y: (-60)\n else\n hide\n end\n end\nend\n\n@Move right3\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n set size to (100) %\n go to x: (148) y: (-58)\n else\n if <(level) = [l;']> then\n show\n set size to (90) %\n go to x: (137) y: (-57)\n else\n hide\n end\n end\nend\n\n@level2\n\nwhen I receive [next level v]\nif <(level) = [4]> then\n show\n set [brightness v] effect to (5)\n switch costume to (level6 v)\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@Crazy\n\nwhen flag clicked\nhide\nforever\n if <(level) = [9]> then\n go to [back v] layer\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\ngo [backward v] (1000000000000000000000) layers\n\nwhen I start as a clone\nshow\nset x to (240)\npoint in direction (90)\nset rotation style [left-right v]\nset y to (pick random (-180) to (180))\nset [ghost v] effect to (pick random (0) to (20))\nswitch costume to (pick random (1) to (6))\nset size to (pick random (90) to (100)) %\nrepeat (12)\n change x by (-40)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Move left2\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n show\n set size to (100) %\n go to x: (38) y: (-58)\n else\n hide\n end\nend\n\n@Move left3\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n show\n set size to (100) %\n go to x: (192) y: (-54)\n else\n hide\n end\nend\n\n
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#7 on #all #trending !!!\n600+ Game Contest https://scratch.mit.edu/projects/626392323/\n\nParts \nAll parts: https://scratch.mit.edu/studios/30666881/\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 5: https://scratch.mit.edu/projects/615294016/ \nPart 6: https://scratch.mit.edu/projects/619802021/ \nPart 7: https://scratch.mit.edu/projects/619763005/ \n\n ~ᴅᴀʀᴋ ɴɪɢʜᴛ 8~\nWelcome to ᴅᴀʀᴋ ɴɪɢʜᴛ 8! \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!\nTrampoline makes you go up.\nGreen makes you fast.\nRed makes you back.\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\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
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SPAMTON PLATFORMER
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@Stage\n\nwhen flag clicked\nswitch backdrop to (blank v)\n\nwhen I receive [change scene v]\nswitch backdrop to (join [Scene] (SCENE #))\n\n@Spamton\n\nwhen flag clicked\nshow\nswitch costume to (haha spamton go brrrrrr v)\nset [scene # v] to [0]\nset [gravity v] to [-1.5]\nset [jump force v] to [20]\nset [spawn scene v] to [1]\nset [spawn x v] to [-125]\nset [spawn y v] to [55]\nReset and Begin Level\n\nif <touching color (#ff0000)?> then\n go to x: (-66) y: (54)\nend\n\nrepeat until <not <touching color (#77b3ff)?>>\n change y by (1)\nend\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <touching color (#77b3ff)?> 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 (#77b3ff)?> 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 color (#77b3ff)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - Left and Right\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (1.5)\nend\nset [speed x v] to ((speed x) * (0.9))\n\ndefine Reset and Begin Level\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-69) y: (93)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - First v)\n broadcast (Tick - player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [374]> then\n change [scene # v] by (1)\n broadcast (Change Scene v)\n go to x: (-72) y: (55)\nend\nif <touching color (#ff1515)?> then\n broadcast (COMMIT TO GA GA AND DIE v)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\n\ndefine Set Costume\nswitch costume to (haha spamton go brrrrrr v)\n\nwhen I receive [commit to ga ga and die v]\ngo to x: (-83) y: (38)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\ngo to (no die v)\n\nwhen flag clicked\nplay sound [A cybers world v] until done\n\nwhen I receive [its pronoueced rules v]\nstop all sounds\nplay sound [roulx kaard v] until done\n\nwhen I receive [bye rouxls v]\nstop all sounds\nplay sound [A cybers world v] until done\n\nwhen I receive [the pandora's box v]\nstop all sounds\nplay sound [Deltarune OST_ 26 - Pandora Palace v] until done\n\nwhen I receive [mike neo v]\nforever\n if <touching (mike! v)?> then\n broadcast (MIKE GO BOOM BOOM v)\n end\nend\n\n@level\n\nwhen flag clicked\nswitch costume to (unused v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nchange [scene # v] by (1)\nnext costume\n\nwhen I receive [mike neo v]\nswitch costume to (scene22 v)\n\nwhen I receive [mike go boom boom v]\nswitch costume to (costume1 v)\n\n@Jevil\n\nwhen flag clicked\nhide\ngo to x: (-143) y: (167)\nswitch costume to (hahhah3 v)\n\nwhen I receive [change scene v]\nif <(SCENE #) = [11]> then\n show\nelse\n hide\nend\n\nwhen I receive [change scene v]\nif <(SCENE #) = [11]> then\n wait (1) seconds\n switch costume to (costume2 v)\n broadcast (jevil spit v)\nend\n\nwhen I receive [kromer collect v]\nplay sound [Bye Bye v] until done\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\n@kromer\n\nwhen I receive [change scene v]\nif <(SCENE #) = [11]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to (jevil v)\npoint towards (spamton v)\n\nwhen I receive [jevil spit v]\nshow\nglide (4) secs to x: (127) y: (49)\nwait until <touching (spamton v)?>\nplay sound [Collect v] until done\nrepeat (10)\n change [ghost v] effect by (10)\nend\ncreate clone of (_myself_ v)\nhide\nbroadcast (KROMER COLLECT v)\n\nwhen I start as a clone\nshow\ngo to (jevil v)\npoint towards (spamton v)\nglide (4) secs to x: (127) y: (49)\nwait until <touching (spamton v)?>\nplay sound [Collect v] until done\nchange [ghost v] effect by (100)\nhide\n\n@roulx kaard\n\nwhen I receive [change scene v]\nif <(SCENE #) = [23]> then\n show\n broadcast (ITS PRONOUECED RULES v)\nelse\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (125) y: (117)\nswitch costume to (roulx kaard v)\n\nwhen I receive [its pronoueced rules v]\nplay sound [recording1 v] until done\nwait (.1) seconds\nplay sound [recording2 v] until done\nwait (.1) seconds\nplay sound [recording3 v] until done\nwait (.1) seconds\nplay sound [recording4 v] until done\nrepeat (10)\n change [ghost v] effect by (25)\nend\nbroadcast (BYE ROUXLS v)\n\n@NO DIE\n\nwhen flag clicked\nhide\n\n@Mike Camera\n\nwhen I receive [change scene v]\nif <(SCENE #) = [31]> then\n show\n broadcast (THE PANDORA'S BOX v)\nend\n\nwhen flag clicked\nhide\n\n@Mike!\n\nwhen I receive [change scene v]\nif <(SCENE #) = [41]> then\n show\n stop all sounds\n broadcast (MIKE v)\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (77) y: (91)\nswitch costume to (mike v)\nhide\n\nwhen I receive [mike v]\nplay sound [recording1 v] until done\nwait (1) seconds\nplay sound [recording2 v] until done\nwait (1) seconds\nplay sound [recording3 v] until done\nwait (1) seconds\nplay sound [Deltarune Chapter 3 - Mike Voice Lines \(FAN-MADE\) v] until done\nbroadcast (MIKE NEO v)\n\nwhen I receive [mike neo v]\nswitch costume to (transform v)\nwait (1) seconds\nswitch costume to (mike neo v)\nstop all sounds\nplay sound [SHOWSTOPPING SHOWDOWN \(Fanmade Mike Theme\) | DELTARUNE v] until done\n\nwhen I receive [mike go boom boom v]\nstop all sounds\nswitch costume to (noooooo v)\n\nwhen I receive [mike go boom boom v]\nswitch costume to (noooooo v)\n\n@Cutscene\n\nwhen flag clicked\nhide\n\nwhen I receive [mike go boom boom v]\nwait (1) seconds\nshow\nswitch costume to (costume1 v)\nplay sound [recording1 v] until done\nwait (1) seconds\nswitch costume to (costume2 v)\nplay sound [recording2 v] until done\nwait (1) seconds\nswitch costume to (costume3 v)\nplay sound [recording7 v] until done\nwait (1) seconds\nswitch costume to (costume4 v)\nplay sound [recording3 v] until done\nwait (1) seconds\nswitch costume to (costume5 v)\nplay sound [recording8 v] until done\nwait (1) seconds\nswitch costume to (costume6 v)\nplay sound [recording4 v] until done\nwait (1) seconds\nswitch costume to (costume7 v)\nplay sound [recording5 v] until done\nwait (1) seconds\nswitch costume to (costume8 v)\nplay sound [recording6 v] until done\nwait (1) seconds\nswitch costume to (costume9 v)\nplay sound [Don't Forget v] until done\nwait (1) seconds\nforever\n switch costume to (costume10 v)\nend\n\n@Title\n\nwhen flag clicked\nhide\n\n
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arrow keys or WASD to move\n$$ STORY $$\nLong after Kris, Susie, and Ralsei left the cyber world [[Btw in this timeline they did not give Spamton his Empty Disk.]] Spamton was tired of being reduced to living in the trash can. Recently he heard that Mike was back and kidnapped The Queen so our spammy boi thought this is an opportunity to be a [[BIG SHOT]] again. So what are you waiting for..... Don't you wanna be a [[BIG SHOT]]? \n
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Generic - a generic platformer #games #trending #all #stories #art #music
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset volume to (25) %\nforever\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [zzzzu v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (-100)\nwait (1) seconds\nstart sound [smackck v]\n\nwhen I receive [zzzzt v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen I receive [zzzzr v]\nset volume to (25) %\nforever\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [zzzzn v]\nset volume to (5) %\n\nwhen I receive [zzzzj v]\nset volume to (25) %\n\nset volume to (100) %\n\nset volume to (15) %\n\nset volume to (100) %\n\nwhen I receive [zzzzi v]\nwait (1) seconds\nrepeat (25)\n change volume by (-1)\nend\n\nwhen I receive [zzzzi v]\nwait (1) seconds\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [zzzzg v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [zzzzg v]\nstop [other scripts in sprite v]\n\nwhen I receive [zzzzf v]\nswitch backdrop to (backdrop3 v)\nclear graphic effects\nset volume to (25) %\nstart sound [Super Mario RPG Music Victory Fanfare v]\n\n@hb\n\nwhen flag clicked\nhide\n\nwhen I receive [zzzzzmove v]\nset [movable? v] to [0]\nset [ghost v] effect to (99.99)\ngo to x: (170) y: (-65)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <not <(movable?) = [1]>> then\n if <not <(movable?) = [2]>> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching (ground v)?> then\n change y by (-2)\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 (-5)\n change x by ((-1) * (xv))\n if <not <(movable?) = [2]>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n broadcast (zzzzq v)\n set [yv v] to [4]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-4))\n else\n broadcast (zzzzp v)\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching (ground v)?> then\n if <(yv) = [-3]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <not <(movable?) = [2]>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n set [mode v] to [jump]\n set [yv v] to [7]\n end\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching (ground v)?> then\n change y by (-2)\n if <touching (ground v)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#ff4d4d)?>> then\n go to x: (-180) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#ff6bbc)?> then\n set [mode v] to [jump]\n if <key (w v) pressed?> then\n set [yv v] to [13]\n else\n set [yv v] to [11]\n end\n end\nend\n\nwhen I receive [zzzzzmove v]\nforever\n if <[230] < (x position)> then\n set x to (-250)\n broadcast (zzzzqNext v)\n end\nend\n\nwhen I receive [zzzzg v]\nstop [other scripts in sprite v]\n\n@al\n\nwhen flag clicked\nhide\n\nwhen I receive [zzzzzmove v]\nforever\n go to (hb v)\n point in direction ([direction v] of [hb v])\nend\n\nwhen I receive [zzzzv v]\npoint in direction (90)\nset rotation style [all around v]\nshow\nswitch costume to (costume1 v)\nset size to (30) %\ngo to x: (80) y: (180)\nset [clone# v] to [0]\nrepeat (13)\n create clone of (_myself_ v)\n change y by (-20)\nend\nbroadcast (zzzzu v)\n\nwhen I start as a clone\nif <(clone#) = [0]> then\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (13)\n end\n delete this clone\nend\n\nwhen I receive [zzzzt v]\nset rotation style [all around v]\nswitch costume to (costume1 v)\nrepeat (10)\n change [brightness v] effect by (0)\nend\ngo to x: (80) y: (-80)\npoint in direction (90)\nrepeat (10)\n turn right (80) degrees\n change x by (5)\n change y by (5)\nend\nrepeat (4)\n turn right (70) degrees\n change x by (4)\n change y by (1)\nend\nrepeat (4)\n change x by (2)\n turn right (60) degrees\n change y by (-1)\nend\nrepeat (9)\n change x by (1)\n turn right (50) degrees\n change y by (-5)\nend\nstart sound [Crunch v]\npoint in direction (105)\nswitch costume to (costume1 v)\nwait (2) seconds\nrepeat (3)\n go to x: (163) y: (-75)\n change x by (pick random (-2) to (2))\nend\nstart sound [getup v]\nset rotation style [left-right v]\npoint in direction (90)\nchange y by (-7)\nswitch costume to (costume2 v)\nrepeat (3)\n go to x: (170) y: (-82)\n change x by (pick random (-2) to (2))\nend\nwait (1) seconds\nrepeat (2)\n wait (0.05) seconds\n next costume\nend\nstart sound [High Whoosh v]\npoint in direction (-90)\nrepeat (3)\n wait (0.05) seconds\n next costume\nend\nwait (1) seconds\nbroadcast (zzzzs v)\n\nwhen I receive [zzzzzzzzzzanim v]\nforever\n if <(mode) = [climb]> then\n switch costume to (climb v)\n wait (0.2) seconds\n switch costume to (climb2 v)\n wait (0.2) seconds\n else\n if <(mode) = [wallslide]> then\n switch costume to (slide v)\n else\n if <(mode) = [jump]> then\n switch costume to (jump2 v)\n else\n if <(mode) = [fall]> then\n switch costume to (jump v)\n else\n if <(mode) = [skid]> then\n switch costume to (skid v)\n else\n if <<(mode) = [stand]> or <<[-1] < (xv)> and <[1] > (xv)>>> then\n switch costume to (idle v)\n wait (0.2) seconds\n switch costume to (idle2 v)\n wait (0.2) seconds\n else\n if <<(mode) = [run]> and <not <<[-1] < (xv)> and <[1] > (xv)>>>> then\n switch costume to (run v)\n wait (0.3) seconds\n repeat (2)\n next costume\n wait (0.1) seconds\n end\n switch costume to (run4 v)\n wait (0.3) seconds\n repeat (2)\n next costume\n wait (0.1) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [zzzzzmove v]\nbroadcast (zzzzzzzzzzanim v)\n\nwhen I receive [zzzzzzzzzzanim v]\nset [prev v] to (mode)\nwait until <<not <(prev) = (mode)>> or <<(mode) = [run]> and <<[-1] < (xv)> and <[1] > (xv)>>>>\nbroadcast (zzzzzzzzzzanim v)\n\nwhen I receive [zzzzq v]\nset [mode v] to [climb]\nwait until <not <touching (ground v)?>>\nset [mode v] to [fall]\n\nwhen I receive [zzzzp v]\nset [mode v] to [wallslide]\nwait until <not <touching (ground v)?>>\nset [mode v] to [fall]\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [zzzzh v]\n\nwhen I receive [zzzzh v]\nwait (1) seconds\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nwait (1) seconds\nstop [other scripts in sprite v]\nswitch costume to (jump2 v)\nstart sound [leave v]\nrepeat (3)\n change y by (-5)\nend\nrepeat (3)\n change y by (-2)\nend\nrepeat (3)\n change y by (-1)\nend\nrepeat (3)\n change y by (1)\nend\nrepeat (3)\n change y by (2)\nend\nrepeat (3)\n change y by (5)\nend\nrepeat (3)\n change y by (7)\nend\nrepeat until <[180] < (y position)>\n change y by (10)\nend\nhide\nwait (3) seconds\nbroadcast (zzzzg v)\n\nwhen I receive [zzzzg v]\nstop [other scripts in sprite v]\n\n@jerry\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait (2) seconds\nswitch costume to (side v)\nset size to (50) %\nshow\ngo to x: (-240) y: (-69)\nrepeat (21)\n change x by (10)\nend\nrepeat (3)\n change x by (5)\nend\nrepeat (3)\n change x by (2)\nend\nrepeat (2)\n change x by (1)\nend\nswitch costume to (idle v)\nwait (1) seconds\nbroadcast (zzzzw v) and wait\nswitch costume to (upside v)\nrepeat (2)\n change x by (1)\nend\nrepeat (3)\n change x by (4)\nend\nrepeat (2)\n change x by (6)\nend\nrepeat (2)\n change x by (1)\nend\nbroadcast (zzzzv v)\nwait (0.3) seconds\nswitch costume to (side v)\n\nwhen I receive [zzzzu v]\nset [brightness v] effect to (100)\n\nwhen I receive [zzzzt v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [zzzzr v]\ngo to [back v] layer\nglide (1) secs to x: ([x position v] of [al v]) y: (-69)\nstart sound [pop2 v]\nbroadcast (zzzzzmove v)\nwait (0.4) seconds\nhide\n\nwhen I receive [zzzzzmove v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (al v)\nclear graphic effects\nshow\nhide\npoint in direction ([direction v] of [al v])\nif <<key (w v) pressed?> and <<key (d v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (upside v)\nelse\n if <<key (d v) pressed?> or <key (a v) pressed?>> then\n switch costume to (side v)\n else\n if <key (w v) pressed?> then\n switch costume to (costume3 v)\n else\n switch costume to (idle v)\n end\n end\nend\nwait (0.4) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [zzzzqnext v]\ndelete this clone\n\nwhen I receive [zzzzi v]\nstop [other scripts in sprite v]\nbroadcast (zzzzh v)\npoint in direction (90)\ngo to (al v)\nshow\nswitch costume to (side v)\nrepeat (5)\n change x by (10)\nend\nrepeat (3)\n change x by (5)\nend\nrepeat (3)\n change x by (2)\nend\nrepeat (2)\n change x by (1)\nend\npoint in direction (-90)\n\nwhen I receive [zzzzh v]\ndelete this clone\n\nwhen I receive [zzzzh v]\nwait (1) seconds\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [zzzzg v]\nhide\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\n\nwhen I receive [zzzzu v]\ngo to [back v] layer\nset [brightness v] effect to (100)\nwait (1) seconds\nswitch costume to (costume2 v)\nrepeat (10)\n go to x: (0) y: (0)\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\nend\ngo to x: (0) y: (0)\nwait (0.5) seconds\nbroadcast (zzzzt v)\n\nwhen I receive [zzzzt v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [zzzzqnext v]\nnext costume\n\nwhen I receive [zzzzi v]\nwait (1) seconds\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [zzzzg v]\nhide\n\nwhen I receive [zzzzg v]\nstop [other scripts in sprite v]\n\n@TextBox\n\ndefine say (the thing) look (that) pixelated? (probably not) start/middle/finish/onetext (s/m/f/o)\nhide\nclear graphic effects\nif <(probably not) = [yes]> then\n set [pixelate v] effect to (15)\nend\nif <<(s/m/f/o) = [s]> or <(s/m/f/o) = [o]>> then\n set [person v] to (that)\n set [textclone v] to [0]\n create clone of (_myself_ v)\n wait (0.2) seconds\n set [textclone v] to [1]\n create clone of (_myself_ v)\n wait (0.2) seconds\nelse\n broadcast (zzzzzzzzzzzzzzzzzzzzzzzzzz v)\n set [person v] to (that)\n set [textclone v] to [1]\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nset [textx v] to [-220]\nset [texty v] to [-70]\nset [length v] to [0]\nrepeat (length of (the thing))\n change [length v] by (1)\n set [let t e r v] to (letter (length) of (the thing))\n set [textclone v] to [2]\n create clone of (_myself_ v)\n if < (that) contains [jerry]?> then\n set [pitch v] effect to (pick random (50) to (150))\n start sound [Pop v]\n end\n if < (that) contains [al]?> then\n set [pitch v] effect to (pick random (-10) to (25))\n start sound [al v]\n end\n change [textx v] by (12)\n if <(letter (length) of (the thing)) = [@]> then\n set [textx v] to [-220]\n change [texty v] by (-25)\n end\n if <key (q v) pressed?> then\n if <(s/m/f/o) = [s]> then\n broadcast (zzzzzzzzzzzzzzzz v)\n else\n if <<(s/m/f/o) = [f]> or <(s/m/f/o) = [o]>> then\n broadcast (zzzzzzzzzzzzzzz v)\n wait (0.2) seconds\n else\n broadcast (zzzzzzzzzzzzzzzz v)\n end\n end\n stop [this script v]\n end\nend\nwait until <<not <key (e v) pressed?>> or <key (q v) pressed?>>\nwait until <<key (e v) pressed?> or <key (q v) pressed?>>\nwait until <<not <key (e v) pressed?>> or <key (q v) pressed?>>\nif <(s/m/f/o) = [s]> then\n broadcast (zzzzzzzzzzzzzzzz v)\nelse\n if <<(s/m/f/o) = [f]> or <(s/m/f/o) = [o]>> then\n broadcast (zzzzzzzzzzzzzzz v)\n wait (0.2) seconds\n else\n broadcast (zzzzzzzzzzzzzzzz v)\n end\nend\n\nwhen I start as a clone\nshow\nif <(textclone) = [0]> then\n set size to (100) %\n switch costume to (paper v)\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (50)\n repeat (3)\n change y by (-10)\n change [ghost v] effect by (-10)\n end\n repeat (3)\n change y by (-5)\n change [ghost v] effect by (-10)\n end\n repeat (2)\n change y by (-2)\n change [ghost v] effect by (-10)\n end\n repeat (1)\n change y by (-1)\n change [ghost v] effect by (-20)\n end\nend\n\nwhen I receive [zzzzzzzzzzzzzzz v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(textclone) = [1]> then\n switch costume to (person)\n set size to (175) %\n go to x: (-200) y: (10)\n set [ghost v] effect to (100)\n repeat (3)\n change x by (10)\n change [ghost v] effect by (-10)\n end\n repeat (3)\n change x by (5)\n change [ghost v] effect by (-10)\n end\n repeat (2)\n change x by (2)\n change [ghost v] effect by (-10)\n end\n repeat (1)\n change x by (1)\n change [ghost v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(textclone) = [2]> then\n switch costume to (let t e r)\n set size to (100) %\n go to x: (textx) y: (texty)\n go to [front v] layer\n show\nend\n\nwhen flag clicked\nbroadcast (zzzzzzzzzzzzzzz v)\n\nwhen I receive [zzzzzzzzzzzzzzzz v]\nif <(textclone) = [2]> then\n delete this clone\nend\n\nwhen I receive [zzzzzzzzzzzzzzzzzzzzzzzzzz v]\nif <(textclone) = [1]> then\n delete this clone\nend\n\nwhen I receive [zzzzw v]\nsay [Ah, I sure do love being that @generic cube with one eye @that's in every generic @platformer ever.] look [jerryhappy] pixelated? [] start/middle/finish/onetext [s]\nsay [Hopefully nothing UN-generic happens!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [That would like, totally defeat the @purpose of a generic platformer.] look [jerrysus] pixelated? [] start/middle/finish/onetext [f]\n\nwhen I receive [zzzzs v]\nsay [Oh god where am I?] look [alwhat] pixelated? [] start/middle/finish/onetext [s]\nsay [Oh hello there! You're in world!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [What] look [alwhat] pixelated? [] start/middle/finish/onetext [m]\nsay [You're in world!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [What] look [alwhat] pixelated? [] start/middle/finish/onetext [m]\nsay [...] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [This isn't a generic platformer... @is it?] look [alwhat] pixelated? [] start/middle/finish/onetext [m]\nsay [Oh! Actually it is!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [......] look [alwhat] pixelated? [] start/middle/finish/onetext [m]\nsay [...] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [Oh dear god. How do I leave?] look [alohno] pixelated? [] start/middle/finish/onetext [m]\nsay [I'm not sure, but I guess the exit @would most likely be at the @'the end' screen!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [Right. I'll be off then.] look [alohno] pixelated? [] start/middle/finish/onetext [f]\nbroadcast (zzzzr v)\n\nwhen I receive [zzzzr v]\nwait until <([costume # v] of [ground v]) = [3]>\nwait (0.5) seconds\nset [movable? v] to [1]\nsay [So...the instructions are just...@floating in the sky.] look [alwhat] pixelated? [] start/middle/finish/onetext [s]\nsay [..yeah..?] look [jerrysus] pixelated? [] start/middle/finish/onetext [m]\nsay [Right.] look [alwhat] pixelated? [] start/middle/finish/onetext [f]\nwait (0.5) seconds\nset [movable? v] to [0]\n\nwhen I receive [zzzzr v]\nwait until <([costume # v] of [ground v]) = [4]>\nwait (0.5) seconds\nset [movable? v] to [1]\nsay [Lava.] look [alwhat] pixelated? [] start/middle/finish/onetext [s]\nsay [Lava.] look [jerrysus] pixelated? [] start/middle/finish/onetext [m]\nsay [Lemme guess. Spikes on the next @backdrop?] look [alohno] pixelated? [] start/middle/finish/onetext [m]\nsay [Yep!!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [Cool.] look [albrug] pixelated? [] start/middle/finish/onetext [f]\nwait (0.5) seconds\nset [movable? v] to [0]\n\nwhen I receive [zzzzr v]\nwait until <([costume # v] of [ground v]) = [6]>\nwait (0.5) seconds\nset [movable? v] to [1]\nsay [What's that pink thing.] look [alwhat] pixelated? [] start/middle/finish/onetext [s]\nsay [It's bouncy!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [Can't I just wall climb?] look [alwhat] pixelated? [] start/middle/finish/onetext [m]\nsay [Yes but sometimes you can't!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [what] look [albrug] pixelated? [] start/middle/finish/onetext [m]\nsay [Like up ahead here!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [Dang it. Curse those tiny ledges.] look [alohno] pixelated? [] start/middle/finish/onetext [f]\nwait (0.5) seconds\nset [movable? v] to [0]\n\nwhen I receive [zzzzr v]\nwait until <([costume # v] of [ground v]) = [8]>\nwait (0.5) seconds\nset [movable? v] to [1]\nsay [It's the same level.] look [alwhat] pixelated? [] start/middle/finish/onetext [s]\nsay [But this time with-] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [spikes. That's it.] look [alwhat] pixelated? [] start/middle/finish/onetext [m]\nsay [That makes it a new level!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [That makes the designer lazy.] look [albrug] pixelated? [] start/middle/finish/onetext [m]\nsay [Well that's not very nice.] look [jerrysus] pixelated? [] start/middle/finish/onetext [m]\nsay [*sigh* I just like it when things @are original.] look [alohno] pixelated? [] start/middle/finish/onetext [f]\nwait (0.5) seconds\nset [movable? v] to [0]\n\nwhen I receive [zzzzr v]\nwait until <([costume # v] of [ground v]) = [9]>\nwait (0.5) seconds\nset [movable? v] to [1]\nsay [So wait how come you're following @me?] look [alwhat] pixelated? [] start/middle/finish/onetext [s]\nsay [I'm a side character! I just follow @you and do nothing else!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [I mean you talk to me.] look [alwhat] pixelated? [] start/middle/finish/onetext [m]\nsay [So I'm not useless!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [m]\nsay [Nice.] look [albrug] pixelated? [] start/middle/finish/onetext [f]\nwait (0.5) seconds\nset [movable? v] to [0]\n\nwhen I receive [zzzzr v]\nwait until <([costume # v] of [ground v]) = [10]>\nwait (1) seconds\nbroadcast (zzzzo v)\nset [movable? v] to [2]\nwait (2) seconds\nsay [What...is that.] look [alwhat] pixelated? [] start/middle/finish/onetext [s]\nsay [The like favorite and follow thing?] look [jerrysus] pixelated? [] start/middle/finish/onetext [m]\nsay [Yeah.] look [alwhat] pixelated? [] start/middle/finish/onetext [m]\nsay [It's something that tells everyone to @like and favorite the game, and @to follow the creator!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [f]\nwait (2) seconds\nbroadcast (zzzzn v)\n\nwhen I receive [zzzzj v]\nwait (1) seconds\nsay [Yeah no.] look [alwhat] pixelated? [] start/middle/finish/onetext [o]\nset [movable? v] to [0]\n\nwhen I receive [zzzzr v]\nwait until <([costume # v] of [ground v]) = [17]>\nwait (0.2) seconds\nset [movable? v] to [2]\nsay [What do I even do here..?] look [alwhat] pixelated? [] start/middle/finish/onetext [s]\nsay [At this point in the game the backdrop @would tell you something is not @like the other!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [f]\nwait (0.5) seconds\nset [movable? v] to [0]\n\nwhen I receive [zzzzr v]\nwait until <([costume # v] of [ground v]) = [20]>\nwait (2) seconds\nset [movable? v] to [2]\nsay [Ok we're here. What now?] look [alwhat] pixelated? [] start/middle/finish/onetext [s]\nsay [This!!!] look [jerryhappy] pixelated? [] start/middle/finish/onetext [f]\nwait (1) seconds\nset [movable? v] to [1]\nbroadcast (zzzzi v)\n\n@text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [zzzzzmove v]\ngo to [back v] layer\nshow\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\nwhen I receive [zzzzg v]\nstop [other scripts in sprite v]\n\n@ground2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [zzzzqnext v]\nswitch costume to (costume2 v)\ngo to [back v] layer\n\nwhen I receive [zzzzg v]\nhide\n\nwhen I receive [zzzzg v]\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [zzzzo v]\ngo to x: (0) y: (180)\nshow\nstart sound [High Whoosh v]\nglide (0.2) secs to x: (0) y: (150)\n\nwhen I receive [zzzzj v]\nhide\n\n@hate1\n\nwhen flag clicked\nhide\n\nwhen I receive [zzzzn v]\ngo to x: (-594) y: (-187)\nswitch costume to (thing3 v)\nset size to (350) %\nswitch costume to (hate1 v)\nshow\n\nwhen I receive [zzzzm v]\ngo to x: (-594) y: (-187)\nswitch costume to (thing3 v)\nset size to (350) %\nswitch costume to (hate1 v)\nshow\nrepeat (3)\n change x by (1)\n change y by (1)\nend\nrepeat (3)\n change x by (1)\n change y by (5)\nend\nrepeat (3)\n change x by (2)\n change y by (15)\nend\nrepeat (3)\n change x by (2)\n change y by (25)\nend\nrepeat (4)\n change x by (5)\n change y by (30)\nend\n\nwhen I receive [zzzzl v]\nswitch costume to (thing2 v)\nchange x by (1)\nchange y by (1)\n\nwhen I receive [zzzzk v]\nrepeat (4)\n change x by (-5)\n change y by (-30)\nend\nrepeat (3)\n change x by (-2)\n change y by (-25)\nend\nrepeat (3)\n change x by (-2)\n change y by (-15)\nend\nrepeat (3)\n change x by (-1)\n change y by (-5)\nend\nrepeat (3)\n change x by (-1)\n change y by (-1)\nend\n\nwhen I receive [zzzzj v]\nhide\n\n@al2\n\nwhen flag clicked\nhide\n\nwhen I receive [zzzzn v]\nswitch costume to (idle v)\ngo to x: (92) y: (-50)\npoint in direction (-90)\ngo to [front v] layer\nset size to (40) %\nshow\nwait (1) seconds\nswitch costume to (jump2 v)\nstart sound [hop v]\ngo to x: (92) y: (-50)\nrepeat (3)\n change y by (20)\n change x by (-10)\nend\nrepeat (3)\n change y by (10)\n change x by (-7)\nend\nrepeat (3)\n change y by (2)\n change x by (-3)\nend\nrepeat (3)\n change x by (-1)\nend\nbroadcast (zzzzm v)\nrepeat (3)\n change y by (-1)\nend\nrepeat (3)\n change y by (-1)\nend\nrepeat (3)\n change y by (-2)\nend\nrepeat (3)\n change y by (-5)\nend\nrepeat (3)\n change y by (-10)\nend\nrepeat (5)\n change y by (-25)\nend\nchange y by (-20)\nswitch costume to (land v)\nplay sound [Crunch v] until done\nswitch costume to (idle v)\nwait (1) seconds\npoint in direction (90)\nswitch costume to (back v)\nwait (1) seconds\nswitch costume to (jumpback v)\nstart sound [Jump v]\nrepeat (3)\n change y by (10)\nend\nrepeat (3)\n change y by (7)\nend\nrepeat (3)\n change y by (5)\nend\nrepeat (3)\n change y by (3)\nend\nrepeat (3)\n change y by (2)\nend\nrepeat (3)\n change y by (1)\nend\nwait (0.5) seconds\nchange x by (20)\nstart sound [getup v]\nbroadcast (zzzzl v)\nwait (0.2) seconds\nchange x by (-20)\nrepeat (3)\n change y by (-1)\nend\nrepeat (3)\n change y by (-2)\nend\nrepeat (3)\n change y by (-3)\nend\nrepeat (3)\n change y by (-5)\nend\nrepeat (3)\n change y by (-7)\nend\nrepeat (3)\n change y by (-10)\nend\nswitch costume to (back v)\nwait (0.2) seconds\nswitch costume to (idle v)\nwait (0.5) seconds\nswitch costume to (land v)\nwait (0.2) seconds\nswitch costume to (jump2 v)\nstart sound [hop v]\nbroadcast (zzzzk v)\nrepeat (5)\n change y by (25)\nend\nrepeat (3)\n change y by (10)\nend\nrepeat (3)\n change y by (5)\nend\nrepeat (3)\n change y by (2)\nend\nrepeat (3)\n change y by (1)\nend\nrepeat (3)\n change y by (1)\nend\nrepeat (3)\n change x by (1)\nend\nrepeat (3)\n change y by (-2)\n change x by (3)\nend\nrepeat (3)\n change y by (-10)\n change x by (7)\nend\nrepeat (2)\n change y by (-20)\n change x by (10)\nend\nswitch costume to (land v)\nstart sound [Crunch v]\nwait (0.2) seconds\nswitch costume to (idle v)\npoint in direction (-90)\nwait (1) seconds\nbroadcast (zzzzj v)\nhide\n\n@jerry2\n\nwhen flag clicked\nhide\n\nwhen I receive [zzzzn v]\nswitch costume to (side v)\ngo to x: (-25) y: (-50)\npoint in direction (90)\ngo to [front v] layer\nset size to (75) %\nshow\n\nwhen I receive [zzzzm v]\nswitch costume to (side v)\ngo to x: (-25) y: (-50)\npoint in direction (90)\ngo to [front v] layer\nset size to (75) %\nshow\nrepeat (3)\n change x by (1)\n change y by (1)\nend\nrepeat (3)\n change x by (1)\n change y by (5)\nend\nrepeat (3)\n change x by (2)\n change y by (15)\nend\nrepeat (3)\n change x by (2)\n change y by (25)\nend\nrepeat (4)\n change x by (5)\n change y by (30)\nend\nhide\n\nwhen I receive [zzzzk v]\nshow\nchange x by (-5)\nchange y by (0)\nrepeat (3)\n change x by (-5)\n change y by (-30)\nend\nrepeat (3)\n change x by (-2)\n change y by (-25)\nend\nrepeat (3)\n change x by (-2)\n change y by (-15)\nend\nrepeat (5)\n change x by (-1)\n change y by (-5)\nend\nrepeat (3)\n change x by (-1)\n change y by (-1)\nend\n\nwhen I receive [zzzzj v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (-248)\npoint in direction (90)\nhide\n\nwhen I receive [zzzzg v]\nset size to (100) %\ngo to x: (0) y: (-248)\npoint in direction (90)\nstart sound [High Whoosh v]\nhide\nswitch costume to (costume1 v)\nshow\nrepeat (5)\n turn right (25) degrees\n change y by (25)\nend\nrepeat (5)\n turn right (25) degrees\n change y by (20)\nend\nrepeat (3)\n turn right (25) degrees\n change y by (15)\nend\nrepeat (3)\n turn right (25) degrees\n change y by (10)\nend\nrepeat (3)\n turn right (25) degrees\n change y by (7)\nend\nrepeat (3)\n turn right (25) degrees\n change y by (3)\nend\nrepeat (3)\n turn right (25) degrees\n change y by (-1)\nend\nrepeat (3)\n turn right (25) degrees\n change y by (-5)\nend\nrepeat (3)\n turn right (25) degrees\n change y by (-15)\nend\nrepeat (4)\n turn right (25) degrees\n change y by (-25)\nend\nturn right (15) degrees\nchange y by (-15)\nswitch costume to (costume2 v)\nstart sound [Squeaky Toy v]\nwait (0.1) seconds\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (costume3 v)\nstart sound [recording1 v]\nset size to (200) %\npoint in direction (150)\ngo to x: (-155) y: (-199)\nrepeat (4)\n turn left (15) degrees\nend\nrepeat (2)\n turn left (3) degrees\nend\nrepeat (2)\n turn left (1) degrees\nend\nrepeat (2)\n turn left (-1) degrees\nend\nrepeat (2)\n turn left (-3) degrees\nend\nrepeat (1)\n turn left (2) degrees\nend\nrepeat (1)\n turn left (1) degrees\nend\nrepeat (1)\n turn left (-1) degrees\nend\nrepeat (1)\n turn left (-2) degrees\nend\nwait (2) seconds\nhide\nbroadcast (zzzzf v)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n
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arrow keys to move\ne to continue text\n\n\n\nlike and favorite and follow me
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Scratch Cat: A Platformer v1.0
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@Stage\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [13]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\ngo to x: (-150) y: (50)\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(falling) < [3]> then\n set [speed y v] to [13]\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by ((0) - (acceleration))\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (acceleration)\n end\n set [speed x v] to ((SPEED X) * (RESISTANCE))\n change [speed y v] by (GRAVITY)\n Move- in steps (([abs v] of (speed y) ) + ([abs v] of (SPEED X) ))\nend\n\ndefine Move- in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((SPEED X) / (steps))\n if <touching color (#9300ff)?> 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 (#9300ff)?> then\n set y to (Last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\n@Poop On Me\n\nwhen flag clicked\nhide\n\n
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The first version of SCRATCH CAT: A PLATFORMER\nMore versions will be released soon..\nArrow keys or WASD to move.\n:D\nv2.0(Part-2): https://scratch.mit.edu/projects/623989804
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Star road platformer
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@Stage\n\n@Figur12\n\ndefine y\nchange [y v] by (-1)\nrepeat (4)\n if <<<<<touching (platform v)?> or <touching (spring stachel v)?>> or <touching (v plattform 1 v)?>> or <touching (spring stachel2 v)?>> or <touching (v plattform 2 v)?>> then\n change y by (1)\n end\nend\nif <<<<<touching (platform v)?> or <touching (spring stachel v)?>> or <touching (v plattform 2 v)?>> or <touching (spring stachel2 v)?>> or <touching (v plattform 1 v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n 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 [12]\n else\n set [x v] to [0]\n end\nend\nchange y by (y)\nif <<<<<touching (platform v)?> or <touching (spring stachel v)?>> or <touching (spring stachel2 v)?>> or <touching (v plattform 1 v)?>> or <touching (v plattform 2 v)?>> then\n if <(y) > [0]> then\n repeat until <<<<<touching (platform v)?> or <touching (spring stachel v)?>> or <touching (spring stachel2 v)?>> or <touching (v plattform 1 v)?>> or <touching (v plattform 2 v)?>>\n change y by (-1)\n set [y v] to [0]\n end\n else\n repeat until <not <<<<<touching (platform v)?> or <touching (spring stachel v)?>> or <touching (v plattform 2 v)?>> or <touching (v plattform 1 v)?>> or <touching (spring stachel2 v)?>>>\n change y by (1)\n set [y v] to [0]\n end\n end\nend\nchange y by (-1)\nif <<<<<<touching (platform v)?> or <touching (spring stachel v)?>> or <touching (v plattform 1 v)?>> or <touching (spring stachel2 v)?>> or <touching (v plattform 2 v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [12]\nend\nif <not <<(distance to [v plattform 1 v]) < [50]> or <(distance to [v plattform 2 v]) < [50]>>> then\n change y by (1)\nend\n\nwhen I receive [1 v]\ny\nright or left\n\nwhen I receive [play v]\nset [y v] to [0]\nset [x v] to [0]\nset [x begin v] to [-200]\nset [y begin v] to [45]\ngo to x: (x begin) y: (y begin)\nwait (2.1) seconds\nshow\ngo to [front v] layer\n\nwhen I receive [play v]\nset [level v] to [1]\nhide\n\nwhen flag clicked\nbroadcast (play v)\nnext or die\nset [level v] to [0]\n\nbroadcast (works v)\n\nwhen I receive [play v]\nforever\n broadcast (1 v)\n broadcast (2 v)\nend\n\ndefine dead\ngo to x: (x begin) y: (y begin)\nGame - Reset x and y\n\ndefine next\ngo to x: (x begin) y: (y begin)\nchange [level v] by (1)\nGame - Reset x and y\n\ndefine next or die\nforever\n if <<<<touching (stachel2 v)?> or <<touching (rad2 v)?> or <<touching (lava v)?> or <<touching (rad v)?> or <touching (stachel v)?>>>>> or <touching (mnster v)?>> or <touching (wd v)?>> then\n wait (0.000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001) seconds\n dead\n set [tod v] to [ja]\n set [fireworks nu v] to [0]\n wait (0.1) seconds\n set [tod v] to [nein]\n end\n if <(x position) > [225]> then\n next\n broadcast (next v)\n end\nend\n\ndefine right or left\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.5)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.5)\n point in direction (-90)\nend\nset [x v] to ((x) * (0.85))\nchange x by (x)\nif <([abs v] of (x) ) < [0.1]> then\n set [x v] to [0]\nend\n\nwhen flag clicked\n\nwhen [r v] key pressed\ndead\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n set size to (75) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n repeat until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n switch costume to (player2 v)\n end\n if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (player v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n if <(distance to [v plattform 2 v]) < [40]> then\n set [lev 9 sbar v] to [ja]\n else\n set [lev 9 sbar v] to [nein]\n end\n end\nend\n\n@Lava\n\nwhen I receive [next v]\nhide\nnext costume\nwait (0.5) seconds\nshow\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (66) y: (-250)\nforever\n if then\n go to x: (0) y: (-270)\n show\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n if <(level) = [8]> then\n repeat until <not <(level) = [8]>>\n go to [back v] layer\n go to x: (230) y: (70)\n show\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n end\nend\n\nhide\n\n@Rad\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(level) = [6]> then\n turn fast\n end\n if then\n go to x: (-30) y: (-65)\n point in direction (90)\n hig up\n end\n \n go to x: (50) y: (-70)\n turn right (17) degrees\n end\n if <(level) = [7]> then\n go to x: (0) y: (120)\n turn right (4) degrees\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n set size to (75) %\n else\n set size to (100) %\n end\nend\n\ndefine hig up\nrepeat (40)\n change y by (2.5)\nend\nrepeat (40)\n change y by (-2.5)\nend\n\ndefine turn fast\ngo to x: (66.8) y: (-80)\nturn right (17) degrees\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Rad2\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(level) = [6]> then\n go to x: (100) y: (-81)\n turn right (17) degrees\n show\n end\n if <(level) = [9]> then\n go to x: (160) y: (-81)\n turn right (17) degrees\n show\n end\nend\n\nwhen flag clicked\nforever\n\nif <(level) = [9]> then\n set size to (75) %\nelse\n set size to (100) %\nend\n\n@Stachel\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if then\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\npoint in direction (90)\nshow\nforever\n if <(level) = [1]> then\n go to x: (0) y: (42)\n end\n if <(level) = [2]> then\n set [color v] effect to (0)\n go to x: (0) y: (42)\n end\n if <(level) = [3]> then\n set [color v] effect to (0)\n go to x: (0) y: (42)\n end\nend\n\nwhen flag clicked\nforever\n repeat (8)\n change [color v] effect by (1.5)\n end\n repeat (8)\n change [color v] effect by (-1.5)\n end\nend\n\nwhen flag clicked\nforever\n\nforever\n\nforever\n\nforever\n\nforever\n\nrepeat (7)\n go to x: (0) y: (-4)\n change y by (5)\nend\nwait (1) seconds\nrepeat (14)\n change y by (-2.5)\nend\nwait (1) seconds\n\n\n set size to (75) %\nelse\n set size to (100) %\nend\n\npoint towards (figur12 v)\n\npoint towards (figur12 v)\n\ngo to x: (140) y: (-57)\n\nif on edge, bounce\n\nif <(level) = [6]> then\n\npoint in direction (90)\nset rotation style [left-right v]\nmove (-3) steps\nif <touching (rad v)?> then\n point in direction (-90)\n set rotation style [left-right v]\n move (3) steps\nend\n\n@Stachel2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(level) = [3]> then\n show\n go to x: (0) y: (-100)\n repeat (7)\n change y by (5)\n end\n wait (1) seconds\n repeat (14)\n change y by (-2.5)\n end\n wait (1.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [3]>> then\n hide\n end\nend\n\n@firework\n\nwhen I start as a clone\nif <(id) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Firework\n\nwhen I start as a clone\nif <(id) = [firework]> then\n show\n point in direction (pick random (-30) to (30))\n go to x: (pick random (-225) to (225)) y: (-225)\n set size to (81) %\n clear graphic effects\n set [color v] effect to (Color)\n set [id v] to [1]\n set [speed v] to (pick random (10) to (17))\n repeat until <[0.3] > (Speed)>\n move (Speed) steps\n create clone of (_myself_ v)\n change [speed v] by (-0.3)\n end\n set [brightness v] effect to (100)\n set size to (500) %\n Particle\n wait (0.01) seconds\n hide\n repeat (10)\n wait (0.01) seconds\n erase all\n end\n delete this clone\nend\n\ngo to (figur12 v)\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen flag clicked\nerase all\n\nwhen I receive [start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [start panzer schießt v]\ncreate clone of (_myself_ v)\n\ndefine Particle\nset [id v] to [2]\nrepeat (pick random (81) to (127))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(id) = [2]> then\n show\n set [brightness v] effect to (pick random (27) to (50))\n set [color v] effect to (pick random (Color) to ((Color) + (20)))\n point in direction (pick random (-180) to (179))\n set [v v] to (pick random (5.0) to (9.0))\n set [effekt: y v] to [3]\n set size to (pick random (0) to (100)) %\n repeat (5)\n move (V) steps\n change y by (Effekt: Y)\n set [ghost v] effect to (50)\n stamp\n set [ghost v] effect to (0)\n set [v v] to ((V) * (0.9))\n change [effekt: y v] by (-0.3)\n end\n repeat (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)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n wait (pick random (1) to (2)) seconds\n create clone of (_myself_ v)\n end\nend\n\nset [id v] to [firework]\n\nwhen flag clicked\nforever\n set [color v] to (pick random (43) to (73))\nend\n\nwhen I start as a clone\nforever\n if <(y position) < [-90]> then\n hide\n else\n show\n end\nend\n\n@tipp\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (butterfly2-a v)\n\n@vordergrund\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n go to [front v] layer\nend\nhide\nbroadcast (nach vorscpann v)\n\n@Platform\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@WD\n\nwhen flag clicked\nhide\nforever\n if <(level) = [9]> then\n show\n go to x: (100) y: (-148)\n point in direction (-90)\n repeat until <<touching (figur12 v)?> or <touching color (#0073ff)?>>\n move (5) steps\n end\n end\nend\n\ngo to x: (100) y: (-148)\n\nwhen flag clicked\nforever\n if <not <(level) = [9]>> then\n hide\n end\nend\n\n@Stachel tutch\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if then\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\npoint in direction (90)\nshow\nforever\n if <(level) = [1]> then\n go to x: (0) y: (42)\n end\n if <(level) = [2]> then\n set [color v] effect to (0)\n go to x: (0) y: (42)\n end\n if <(level) = [3]> then\n set [color v] effect to (0)\n go to x: (0) y: (42)\n end\nend\n\nwhen flag clicked\nforever\n repeat (8)\n change [color v] effect by (1.5)\n end\n repeat (8)\n change [color v] effect by (-1.5)\n end\nend\n\nwhen flag clicked\nforever\n\nforever\n\nforever\n\nforever\n\nforever\n\nrepeat (7)\n go to x: (0) y: (-4)\n change y by (5)\nend\nwait (1) seconds\nrepeat (14)\n change y by (-2.5)\nend\nwait (1) seconds\n\n\n set size to (75) %\nelse\n set size to (100) %\nend\n\npoint towards (figur12 v)\n\npoint towards (figur12 v)\n\ngo to x: (140) y: (-57)\n\nif on edge, bounce\n\nif <(level) = [6]> then\n\npoint in direction (90)\nset rotation style [left-right v]\nmove (-3) steps\nif <touching (rad v)?> then\n point in direction (-90)\n set rotation style [left-right v]\n move (3) steps\nend\n\n@mnster\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\nforever\n if <(level) = [7]> then\n go to x: (0) y: (115)\n repeat (16)\n change y by (0.5)\n end\n repeat (16)\n change y by (-0.5)\n end\n end\n if <(level) = [9]> then\n go to x: (100) y: (-145)\n end\nend\n\n
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Welcome to the Sky road platformer!\n\n-Arrow keys or W,A,S,D to move \n-↓ or "S" to cower\n\n-Have fun! All levels are possible! Write in the comments if you need help.\n
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Spy ScratchCat Platformer
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@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 <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 <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [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 #) = [3]> then\n Spawn [Key 1] at [93] [5] dir [90] turn []\nend\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 [89] [-23]\nPlace [Apple] scene [1] xy [144] [10]\nPlace [Apple] scene [2] xy [24] [-4]\nPlace [Apple] scene [103] xy [-165] [-25]\nPlace [Key 1] scene [103] xy [50] [-100]\nPlace [Huge Apple] scene [4] xy [-80] [-30]\nPlace [Apple] scene [105] xy [-115] [10]\nPlace [Green Flag] scene [3] xy [-175] [-35]\nPlace [Green Flag] scene [5] xy [-100] [40]\nPlace [Green Flag] scene [107] xy [195] [-125]\nPlace [Huge Apple] scene [-1] xy [-119] [-48]\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 [-25] [-60] dir [90]\n else\n Spawn [Enemy] at [25] [-60] 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
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Use arrow keys to move\nThanks to griffpatch for everything\nUpdates -\nAdded Mobile Controls\nNew map\nAdded Rotating Platformers
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Platformer game e11
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@Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (w v) pressed?> or <<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 [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 <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) > [1]> then\n set [falling v] to [9]\n set [speed x v] to [1]\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) > [1]> then\n set [falling v] to [9]\n set [speed x v] to [-1]\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n Reset and Begin Level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-125]\nset [spawn y v] to [38]\nReset and Begin Level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nStamp Outline\nStamp Shadow\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@Platform\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [4]> then\n Door at [-24] [39] key [Key 1]\nend\n\ndefine Animate Platform\npoint in direction (90)\ngo to x: (19) y: (-57)\nswitch costume to (costume1 v)\nforever\n glide (2) secs to x: (15) y: (90)\n wait (1) seconds\n glide (1) secs to x: (163) y: (51)\n wait (1) seconds\n glide (2) secs to x: (19) y: (-57)\n wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\npoint in direction (0)\ngo to x: (87) y: (82)\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n glide (0.5) secs to x: (87) y: (-38)\n wait (1) seconds\n glide (2) secs to x: (87) y: (82)\n wait (0.5) seconds\nend\n\ndefine Animate 3\npoint in direction (90)\ngo to x: (-123) y: (-46)\nswitch costume to (costume1 v)\nforever\n glide (2) secs to x: (-14) y: (-46)\n wait (0.5) seconds\n glide (2) secs to x: (-123) y: (-46)\n wait (0.5) seconds\nend\n\ndefine Animate 4\npoint in direction (90)\nswitch costume to (wide v)\ngo [backward v] (10) layers\ngo to x: (-3) y: (-48)\nforever\n glide (5) secs to x: (366) y: (-48)\n wait (0.5) seconds\n glide (5) secs to x: (-400) y: (-48)\n wait (0.1) seconds\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to [back v] layer\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 (25)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (25)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n start sound [Chomp v]\n change [apples v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [apples v] to [0]\nhide\nPlace [apple] scene [1] xy [155] [-25]\nPlace [apple] scene [1] xy [-27] [35]\nPlace [apple] scene [2] xy [16] [-43]\nPlace [apple] scene [103] xy [-132] [48]\nPlace [Key 1] scene [103] xy [192] [4]\nPlace [apple] scene [104] xy [-60] [0]\nPlace [apple big] scene [5] xy [60] [-18]\nPlace [Green Flag] scene [2] xy [160] [-40]\nPlace [Green Flag] scene [4] xy [138] [50]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [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: (-100)\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\nhide\nset rotation style [left-right v]\n\nwhen I receive [change scene v]\nif <(SCENE #) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [209] [-76] dir [-90]\n else\n Spawn [Red] at [100] [-74] dir [90]\n end\n Spawn [Red] at [20] [24] dir [-90]\nend\nif <(SCENE #) = [4]> then\n Spawn [Red] at [58] [23] dir [-90]\nend\nif <(SCENE #) = [103]> then\n Spawn [Red] at [198] [-20] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left and Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n 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 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 stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player \nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n
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WASD or Arrow keys to move(You can use with which you are comfortable)\nSpace,w,up arrow to jump(You can use with which you are comfortable)\npress w - for wall jumping(when sliding in walls)
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grey cube a platformer | mobile friendly v1.9
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@Stage\n\nwhen flag clicked\nhide variable [☁ best time v]\nhide variable [time v]\nswitch backdrop to (level1 v)\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player2\n\nwhen flag clicked\nset [xyz v] to [0]\nset [time v] to [0]\nhide\ngo to x: (-220) y: (-90)\nsetup\nset [level2 v] to [1]\nforever\n Tick\nend\n\ndefine setup\nset [x2 v] to [0]\nset [x2 v] to [0]\nset size to (85) %\nshow\n\ndefine Tick\ngo to [front v] layer\ncreate clone of (_myself_ v)\nset rotation style [left-right v]\nif <<<mouse down?> and <((x position) - (5)) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x2 v] by (-1)\nend\nif <<<mouse down?> and <((x position) + (5)) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x2 v] by (1)\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 create clone of (_myself_ v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\nend\nset [x2 v] to ((X2) * (0.9))\nchange x by (X2)\nif <touching (ground2 v)?> then\n change y by (1)\n if <touching (ground2 v)?> then\n change y by (1)\n if <touching (ground2 v)?> then\n change y by (1)\n if <touching (ground2 v)?> then\n change y by (1)\n if <touching (ground2 v)?> then\n change y by (1)\n if <touching (ground2 v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<<mouse down?> and <((y position) + (-20)) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> 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 [14]\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <touching (ground2 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 [y2 v] to [14]\n point in direction ((Y2) * (0.5))\n end\nend\nchange y by (1)\nchange [y2 v] by (-1)\nchange y by (Y2)\nif <touching (ground2 v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\nend\nhide variable [x2 v]\nif <<(x position) > [230]> and <(Level2) < [12]>> then\n repeat (15)\n delete this clone\n end\n broadcast (next level v)\n change [level2 v] by (1)\nend\nif <<touching (lava2 v)?> or <<(y position) < [-174]> or <<touching (spikes2 v)?> or <touching (saw2 v)?>>>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n go to x: (-220) y: (-90)\nend\nif <touching (bouncy2 v)?> then\n set [y2 v] to [20]\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n if <(size) < [15]> then\n delete this clone\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-220) y: (-90)\nset [x2 v] to [0]\nset [y2 v] to [0]\n\ndefine time (value)\nset [time v] to (value)\n\nwhen [any v] key pressed\nchange [xyz v] by (1)\nif <(xyz) < [2]> then\n reset timer\n forever\n if <(Level2) < [12]> then\n time (timer)\n else\n if <not <(space) = [0]>> then\n if <(time) < (☁ best time)> then\n set [☁ best time v] to (time)\n show variable [☁ best time v]\n show variable [time v]\n end\n end\n end\n end\nend\n\n@ground2\n\nwhen flag clicked\nset [space v] to [0]\nhide\nswitch costume to (level1 v)\ngo to x: (0) y: (-160)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen [space v] key pressed\nchange [space v] by (1)\nbroadcast (next level v)\n\n@lava2\n\nwhen flag clicked\nhide\nswitch costume to (level1 v)\nshow\nforever\n repeat (20)\n change y by (0.2)\n end\n repeat (20)\n change y by (-0.2)\n end\nend\n\nwhen I receive [next level v]\nnext costume\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\n@BG2\n\nwhen flag clicked\nhide\n\n@spikes2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (level1 v)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nnext costume\n\n@Bouncy2\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player2 v)?> then\n switch costume to (costume1 v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level2) = [8]> then\n Clone at x: [-153] y: [-93]\nelse\n hide\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(Level2) = [8]> then\n Clone at x: [-153] y: [-93]\nelse\n hide\n delete this clone\nend\n\n@Saw2\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n set size to (90) %\n hide\n go to [front v] layer\n go [backward v] (9) layers\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nif <(Level2) = [9]> then\n Clone at x: [0] y: [-110]\nelse\n hide\n delete this clone\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo [backward v] (8) layers\nshow\nforever\n go to [back v] layer\n turn right (10) degrees\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@Fireworks2\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (20)\n set [clone id v] to [Launcher]\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nif <(Clone Id) = [Launcher]> then\n go to x: (pick random (-240) to (240)) y: (-1000)\n set [i2 v] to (pick random (20) to (23))\n set [color v] effect to (pick random (-150) to (150))\n repeat until <(i2) < [3]>\n change [i2 v] by (-1)\n change y by (i2)\n end\n Firework\n delete this clone\nend\n\ndefine Firework\nrepeat (pick random (12) to (18))\n set [clone id v] to [Firework]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone Id) = [Firework]> then\n set [i1 v] to (pick random (-7) to (7))\n change [i2 v] by (pick random (5) to (15))\n repeat until <<<(y position) < [-175]> or <(x position) < [-235]>> or <(x position) > [235]>>\n change [i2 v] by (-1)\n change y by (i2)\n change x by (i1)\n change [ghost v] effect by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n
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new game https://scratch.mit.edu/projects/643652676/\n\n pls love and fave and follow\n\n\n\n\nMove with arrows or wsad or by touching the screen. This is the basic version. More stuff to come soon.
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Little Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [song v] until done\nend\n\n@Guy\n\nwhen I start as a clone\nswitch costume to (trail1 v)\nclear graphic effects\nrepeat (8)\n change size by (-4)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nSetup\nbroadcast (Game Loop v)\n\ngo to x: (-190) y: (-24)\ngo to x: (-201) y: (14)\n\nwhen flag clicked\n\ndefine Fix Collisions in direction (dir)\nset [temporary dir v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (168)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temporary dir)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\ndefine Check Touching Solid\nif <touching (ground v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nhide variable [x v]\n\nwhen flag clicked\nforever\n Check Touching Solid\n if <(touching) > [0]> then\n Fix Collisions in direction [0]\n Fix Collisions in direction [90]\n end\nend\n\ndefine Setup\ngo to x: (-200) y: (50)\npoint in direction (90)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (45) %\nswitch costume to (middle v)\nset drag mode [not draggable v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\n\ndefine Left / Right Movement\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\nwhen I receive [game loop v]\nforever\n create clone of (_myself_ v)\n Set Costume\n Left / Right Movement\n Horizontal Collision and Wall Jump\n Up / Down Movement\n Check Death / Win\nend\n\ndefine Horizontal Collision and Wall Jump\nCheck Touching Solid\nif <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> 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\nchange y by (-3)\n\ndefine Up / Down Movement\nCheck Touching Solid\nif <(touching) = [1]> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [14]\n end\nend\nchange y by (3)\nchange [y v] by (-1)\nchange y by (Y)\nCheck Touching Solid\nif <(touching) = [1]> 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 broadcast (Death v)\nend\nif <touching (spike v)?> then\n broadcast (Death v)\nend\nif <touching (lava v)?> then\n broadcast (Death v)\nend\nif <touching (saw v)?> then\n broadcast (Death v)\nend\n\nwhen I receive [next level v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-245) y: (y position)\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\ngo to x: (-235) y: (-50)\nset [y v] to [0]\nset [x v] to [0]\nshow\nbroadcast (Game Loop v)\ndelete this clone\n\ndefine Set Costume\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right v)\nelse\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\nend\n\nwhen I receive [death v]\n\nwhen I receive [game loop v]\ndelete this clone\n\nwhen I receive [game loop v]\n\nFix Collisions in direction [0]\nFix Collisions in direction [90]\n\nwhen I receive [next level v]\nwait (0.01) seconds\nFix Collisions in direction [0]\n\nwhen I receive [90 v]\nset [y v] to [20]\nchange y by (Y)\n\nwhen I receive [-90 v]\nset [y v] to [-20]\nchange y by (Y)\n\nstop [this script v]\n\nwhen I receive [180 v]\nset [x v] to [25]\n\nwhen I receive [next level v]\nFix Collisions in direction [0]\n\nwhen I receive [game loop v]\nFix Collisions in direction [0]\n\n@ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\nforever\n\nswitch costume to (level1 v)\n\nnext costume\n\n@Lava\n\nwhen I receive [next level v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nif <(Level) = [2]> then\n show\n switch costume to (lava0 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava] (([floor v] of (frame) ) mod (4)))\n end\nend\nif <(Level) = [6]> then\n show\n switch costume to (lava0 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava] (([floor v] of (frame) ) mod (4)))\n end\nend\nif <(Level) = [9]> then\n hide\nend\n\nwhen flag clicked\nhide\n\nnext costume\n\nif <(Level) = [7]> then\n show\n switch costume to (costume3 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava3.] (([floor v] of (frame) ) mod (4)))\n end\nend\nhide\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\nif <(Level) = [2]> then\n hide\nend\nif <(Level) = [3]> then\n show\n switch costume to (2 v)\n go to x: (-4) y: (0)\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [5]> then\n show\n switch costume to (3 v)\n go to x: (-7) y: (-20)\nend\nif <(Level) = [6]> then\n hide\nend\nif <(Level) = [7]> then\n show\n switch costume to (4 v)\n go to x: (-34) y: (70)\nend\nif <(Level) = [8]> then\n hide\nend\n\nif <(Level) = [10]> then\n show\n switch costume to (10 v)\nend\nif <(Level) = [11]> then\n hide\nend\nif <(Level) = [13]> then\n show\n switch costume to (13 v)\nend\nif <(Level) = [14]> then\n show\n switch costume to (14 v)\nend\nif <(Level) = [15]> then\n show\n switch costume to (15 v)\nend\nif <(Level) = [16]> then\n hide\nend\nif <(Level) = [17]> then\n show\n switch costume to (17 v)\nend\nif <(Level) = [18]> then\n hide\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0) seconds\ngo to [back v] layer\nif <(Level) = [6]> then\n show\n go to x: (-93) y: (-88)\n point in direction (90)\n create clone of (_myself_ v)\n hide\nend\nif <(Level) = [7]> then\n show\n Clone L13\nend\nif <(Level) = [8]> then\n hide\nend\nif <(Level) = [9]> then\n show\n Clone L9\nend\n\nif <(Level) = [14]> then\n show\n go to x: (-179) y: (-98)\n create clone of (_myself_ v)\nend\nhide\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <touching (guy v)?> then\n switch costume to (costume1 v)\n broadcast (direction)\n wait (0.08) seconds\n switch costume to (spring2 v)\n wait (0.05) seconds\n end\nend\n\ndefine Clone L9\ngo to x: (-174) y: (-120)\npoint in direction (90)\nrepeat (7)\n create clone of (_myself_ v)\n change x by (60)\nend\nchange x by (-60)\npoint in direction (-90)\nset y to (55)\nrepeat (7)\n create clone of (_myself_ v)\n change x by (-60)\nend\nhide\n\nwhen I receive [next level v]\ndelete this clone\n\ndefine Clone L12\npoint in direction (90)\ngo to x: (-197) y: (-106)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (-209) y: (93)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (-50) y: (130)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (0) y: (-85)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (50) y: (-85)\ncreate clone of (_myself_ v)\n\nchange y by (50)\n\ndefine Clone L13\npoint in direction (90)\ngo to x: (-149) y: (-97)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (150)\nend\n\ngo to x: (-168) y: (-91)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\n@Saw\n\nwhen I receive [next level v]\ngo to [back v] layer\nwait (0) seconds\nif <(Level) = [8]> then\n go to x: (-89) y: (-116)\n set size to (100) %\n create clone of (_myself_ v)\n go to x: (30) y: (50)\n set size to (200) %\n create clone of (_myself_ v)\n go to x: (166) y: (-112)\n set size to (100) %\n create clone of (_myself_ v)\nend\n\nif <(Level) = [10]> then\n go to x: (-120) y: (-106)\n set size to (150) %\n create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n set size to (80) %\n go to x: (-23) y: (123)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n set size to (120) %\n go to x: (-71) y: (-118)\n create clone of (_myself_ v)\n go to x: (131) y: (-57)\n create clone of (_myself_ v)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n turn left (15) degrees\nend\n\nrepeat until <(Level) = [9]>\n\ndelete this clone\n\ngo to x: (26) y: (-33)\n\nwhen I receive [next level v]\ndelete this clone\n\ngo to x: (-120) y: (-106)\n\ngo to x: (-23) y: (123)\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 (2.)) 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@Word\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
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Play with WASD\nThe arrow keys\nord the mouse\n5 likes for part 2\nPart2 https://scratch.mit.edu/projects/623000372\nPart3: https://scratch.mit.edu/projects/639510751\nPart4: https://scratch.mit.edu/projects/644030757
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Detailed 5 A Platformer Arctic Adventure #stories #all #games
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@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch costume to (The Level)\n broadcast (f v)\nend\n\n@level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (The Level)\n broadcast (f v)\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n go to x: (0) y: (0)\nend\n\n@Leg1\n\nwhen flag clicked\npoint in direction (60)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n go to [front v] layer\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen flag clicked\nforever\n repeat (5)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (10) degrees\n end\n repeat (5)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (-10) degrees\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (reset v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n change [the level v] by (1)\n end\nend\n\nwhen I receive [go to v]\nglide (1) secs to (map v)\n\nwhen flag clicked\nshow\n\n@Arm1\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\npoint in direction (90)\nforever\n if <key (right arrow v) pressed?> then\n go to [front v] layer\n go [backward v] (4) layers\n end\n if <key (left arrow v) pressed?> then\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n repeat (9)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (-20) degrees\n end\n repeat (9)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (20) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (reset v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n change [the level v] by (1)\n broadcast (reset v)\n end\nend\n\nwhen I receive [go to v]\nglide (1) secs to (map v)\n\nwhen flag clicked\nshow\n\n@Arm2\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nforever\n go to (player v)\n if <key (right arrow v) pressed?> then\n go to [front v] layer\n end\n if <key (left arrow v) pressed?> then\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen flag clicked\nforever\n repeat (9)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (20) degrees\n end\n repeat (9)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (-20) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (reset v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nshow\n\n@Leg2\n\nwhen flag clicked\npoint in direction (120)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (2) layers\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nshow\nforever\n repeat (5)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (-10) degrees\n end\n repeat (5)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n go to (player v)\n go to (player v)\n go to (player v)\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (reset v)\n wait (0.1) seconds\n end\n go\nend\n\ndefine go\ngo to (player v)\ngo to (player v)\ngo to (player v)\ngo to (player v)\n\nwhen I receive [go to v]\nglide (1) secs to (map v)\n\nwhen flag clicked\nforever\n go\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\n@Scenery\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n switch costume to (The Level)\n broadcast (f v)\nend\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X velocity) * (0.85))\n change x by (X velocity)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((X velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (level v)?> then\n change y by ((Y velocity) - ((Y velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <<<(x position) > [239]> and <not <(The Level) = [8]>>> or <<(y position) < [-180]> and <(The Level) = [8]>>> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <<touching (spikes v)?> or <touching (moving saws \(horizontal\) v)?>> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <<touching (saw v)?> or <touching (moving saws \(diagonal\) v)?>> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (20)\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player2 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player v)\n end\nend\n\nwhen I receive [go to v]\nglide (1) secs to (map v)\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\n@Map\n\nwhen flag clicked\nswitch costume to (costume3 v)\nshow\nforever\n switch costume to (costume3 v)\n go to x: (-203) y: (-145)\n wait (0.1) seconds\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n next costume\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n wait (0.1) seconds\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n change size by (((round (size)) - (round (size))) / (speed))\nend\n\nswitch costume to (hack v)\n\nswitch costume to (costume)\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Size size: [115] Speed [5] Costume (costume [name v])\n else\n Smooth Size size: [80] Speed [5] Costume (costume [name v])\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\n@Gem\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nwait until <(The Level) = [21]>\nshow\nwait until <touching (player v)?>\nhide\nbroadcast (gem collected! v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\n@Glow\n\nwhen I receive [gem collected! v]\ngo to x: (-183) y: (-143)\nshow\nset size to (1) %\nset [brightness v] effect to (0)\nrepeat (160)\n go to [front v] layer\n change [brightness v] effect by (2)\n change size by (3)\nend\nrepeat (100)\n go to [front v] layer\n change [brightness v] effect by (2)\n change size by (-5)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\n@Music Button\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Size size: [115] Speed [5] Costume (costume [name v])\n else\n Smooth Size size: [80] Speed [5] Costume (costume [name v])\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (Muisc)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Muisc) = [1]> then\n set [muisc v] to [0]\n else\n set [muisc v] to [1]\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\n@Music Menu\n\nwhen flag clicked\nforever\n switch costume to (Muisc)\nend\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Size size: [115] Speed [5] Costume (costume [name v])\n else\n Smooth Size size: [80] Speed [5] Costume (costume [name v])\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\n@MusicOption1\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Size size: [105] Speed [5] Costume (costume [name v])\n else\n Smooth Size size: [80] Speed [5] Costume (costume [name v])\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (Muisc)\n if <not <[username v] contains (username)?>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n stop all sounds\n start sound [Hall Of Fame v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@MusicOption2\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Size size: [105] Speed [5] Costume (costume [name v])\n else\n Smooth Size size: [80] Speed [5] Costume (costume [name v])\n end\n show list [username v]\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (Muisc)\n if <not <[username v] contains (username)?>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n stop all sounds\n start sound [Macklemore v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@MusicOption3\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Size size: [105] Speed [5] Costume (costume [name v])\n else\n Smooth Size size: [80] Speed [5] Costume (costume [name v])\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (Muisc)\n if <not <[username v] contains (username)?>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n stop all sounds\n start sound [Faded2 v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@MusicOption4\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Size size: [105] Speed [5] Costume (costume [name v])\n else\n Smooth Size size: [80] Speed [5] Costume (costume [name v])\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (Muisc)\n if <not <[username v] contains (username)?>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n stop all sounds\n start sound [Avicii - Levels v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@Mute Button\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n else\n stop all sounds\n end\nend\n\n@Snow\n\nwhen flag clicked\nrepeat until <(The Level) = [9]>\n hide\n set x to (pick random (-280) to (280))\n create clone of (_myself_ v)\nend\nrepeat until <(The Level) = [26]>\n wait (1) seconds\nend\nforever\n hide\n set x to (pick random (-280) to (280))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset y to (200)\nshow\nswitch costume to (costume1 v)\nset [8 v] to (pick random (-5) to (-9))\nset size to (pick random (40) to (70)) %\nrepeat until <(y position) < [-250]>\n go to [back v] layer\n change y by (8)\n if <(The Level) = [9]> then\n delete this clone\n end\nend\ndelete this clone\n\n@Moving Saws (Horizontal)\n\nwhen flag clicked\ngo to x: (-125) y: (0)\nswitch costume to (costume1 v)\nforever\n switch costume to (The Level)\n turn right (10) degrees\n go to [back v] layer\n go [forward v] (8) layers\nend\n\nwhen flag clicked\nforever\n repeat (50)\n change x by (5)\n end\n repeat (50)\n change x by (-5)\n end\nend\n\n@Moving Saws (Diagonal)\n\nwhen flag clicked\ngo to x: (-100) y: (-100)\nswitch costume to (costume1 v)\nforever\n switch costume to (The Level)\n turn right (10) degrees\n go to [back v] layer\n go [forward v] (8) layers\nend\n\nwhen flag clicked\nforever\n repeat (50)\n change x by (5)\n change y by (3)\n end\n repeat (50)\n change x by (-5)\n change y by (-3)\n end\nend\n\n@Saw\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n switch costume to (The Level)\n turn right (10) degrees\n go to [back v] layer\n go [forward v] (8) layers\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [3]> then\n go to x: (5) y: (-10)\n else\n if <(The Level) = [4]> then\n go to x: (5) y: (-15)\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\n show\n set [ghost v] effect to (0)\n set [color v] effect to (0)\n go to x: (57) y: (45)\nend\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\n
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---DETAILED 5---\n____________________________________________\n -Welcome To Part 5 of the Detailed Series-\n -Arctic Adventure-\n____________________________________________\n -Instructions-\n - Select Your Music (I recommend Faded) - \n -Arrow Keys Or W.A.S.D To Move-\n -Jump Over Spikes And Saws-\n -Enjoy The 26 Levels - \n - No F4F Or Asking People To Follow You -\n- You can advertise but only I you Follow me-\n \n - Love,Fave and follow for Part 6! -\n\nPlease Follow The [OFFICIAL] Detailed Platformer Series Studio So That You Will Know When Part 6 is released Link: https://scratch.mit.edu/studios/30317739\n\n -GOALS / ACHIEVEMENTS-\n____________________________________________\n20 Loves In the first day - Yes (45 Mins after release!)\n100 Views In the first day - Yes\n50 Loves In 2 Days - Yes (In 1 day)\n250 Views In 2 Days - Yes (In 1 Day)\nTrending - Yes!\n#6 on #stories after 1 day!\nTop-Loved - No\nTop-Remixed - Yes\n500 Loves - YES!\n300 Faves - Yes\n5K Views - Yes!\n10K Views - Yes\n1K Loves- No\n750 Faves - Yes\n25K Views - No\n\n\n____________________________________________\n -Credits-\n@TheInternetIsCool for the hat art\n@--AwesomeCode-- for the platformer engine (13% Of Code)\n@TimMcCool for the love/fave detector (7% of code)\nRest by me! (80% of code)\nMusic is:\n"Faded" / By Alan Walker\n"Hall Of Fame" / By The Script\n"Can't Hold Us" / By Macklemore and Ryan Lewis\nAnd "Levels" / By Avicii\n\n -Tags-\n____________________________________________\n #stories #all #art #games #detailed #music #all #detailed #5 #platformer #trending #game #fun #artic #adventure #snow #gem #diamond #platform #stories #all #art #games #detailed #music #all #detailed #5 #platformer #trending #game #fun #artic #adventure #snow #gem #diamond #platform #stories #all #art #games #detailed #music #all #detailed #5 #platformer #trending #game #fun #artic #adventure #snow #gem \n
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[ NEON Explore ] | A Mini Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Starship 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@Player2\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\n
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Hey everyone, I'm releasing a little mini platformer!\nThis is a short and cool platformer for you to enjoy.\n----------------------------------------------------------------------------\nIf I reach 500 Loves.. I will make a new mini game soon!\nWelcome to the new year of 2022! ~ Matthew_K1
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Dark Kingdom (Dark Realm) A Platformer V1.7
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@Stage\n\nwhen flag clicked\nforever\n play sound [Council of NineChimes of the unfortunate v] until done\nend\n\nwhen flag clicked\nif <(SCENE #) = [16]> then\n switch backdrop to (endy v)\n broadcast (end v)\nend\n\nwhen I receive [end v]\nforever\n switch backdrop to (endy v)\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\nset [pixelate v] effect to (0)\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 - Ceilling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <<touching (platforms v)?> or <touching (platforms2 v)?>>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick-player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and down\nControls -Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and down\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls -Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [speed x v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick-First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick-Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) go to x, y [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) go to x, y [] [180]\nend\nif <touching (danger v)?> then\n start sound [spike 2 v]\n broadcast (Loose Life v)\nend\nif <touching (danger2 v)?> then\n start sound [lava sound effect v]\n broadcast (Loose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (313)\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) * (0.9))\nSlip\n\ndefine Collide Y - Ceilling 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 [loose life v]\nchange [lives v] by (-1)\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nif <(LIVES) > [0]> then\n Reset and Begin Level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (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 (Loose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (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 [game over v]\nstart sound [Lose v]\n\nwhen [up arrow v] key pressed\nplay sound [High Whoosh v] until done\nwait (0.5) seconds\n\nwhen [w v] key pressed\nplay sound [High Whoosh v] until done\nwait (0.5) seconds\n\nwhen [space v] key pressed\nplay sound [High Whoosh v] until done\nwait (0.5) seconds\n\nwhen I receive [start game v]\nset [lives v] to [5]\nshow variable [lives v]\n\nwhen flag clicked\nhide variable [lives v]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nstamp 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\nset instrument to (6 v)\nchange tempo by (0)\nset tempo to (60)\n\nwhen flag clicked\nset language to (en v)::tts\nset voice to (alto v)::tts\n\nwhen I receive [start game v]\nwait (0.6) seconds\nstart sound [knock v]\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (.5) seconds\nend\n\nwhen I start as a clone\nshow\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 (48)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [game over v]\nhide\nbroadcast (Main Menu v)\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to (player v)\nend\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nshow\nif <(SCENE #) = [16]> then\n forever\n hide\n hide variable [lives v]\n hide variable [coins v]\n hide\n end\nend\n\nwhen I receive [start game v]\nshow\nforever\n go to (player v)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nglide (2) secs to x: (0) y: (0)\nhide\n\nwhen flag clicked\nshow\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@Danger2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [5]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [6]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [8]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [9]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [10]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [104]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [11]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [12]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [13]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [14]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [104]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [113]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [15]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [Coin]> then\n start sound [Coin v]\n change [coins v] by (1)\n switch backdrop to (coin backround v)\n switch backdrop to (backroundy v)\nelse\n if <(costume [name v]) = [Checkpoint]> then\n change [lives v] by (1)\n start sound [Collect v]\n switch backdrop to (main backroung 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 switch backdrop to (backroundy v)\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [coins v] to [0]\nset [lives v] to [5]\nhide\nplace [coin] scene [104] xy [-157] [30]\nplace [coin] scene [104] xy [-157] [-129]\nplace [coin] scene [101] xy [170] [-124]\nplace [coin] scene [102] xy [-194] [-130]\nplace [Key 1] scene [8] xy [110] [14]\nplace [coin] scene [6] xy [210] [-85]\nplace [coin] scene [103] xy [18] [-122]\nplace [coin] scene [7] xy [0] [-90]\nplace [Checkpoint] scene [5] xy [-7] [50]\nplace [Checkpoint] scene [10] xy [-20] [0]\nplace [coin] scene [14] xy [-188] [74]\nplace [coin] scene [15] xy [-20] [-85]\nplace [coin] scene [11] xy [156] [-111]\nplace [coin] scene [12] xy [-144] [109]\nplace [coin] scene [13] xy [170] [108]\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\nhide variable [coins v]\n\nwhen backdrop switches to [main backroung v]\nshow variable [coins v]\n\nwhen [h v] key pressed\nshow list [collected v]\nhide variable [coins v]\nhide variable [lives v]\n\nwhen flag clicked\nshow list [collected v]\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen I receive [main menu v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [coins v] to [0]\nset [lives v] to [5]\nhide\nplace [coin] scene [104] xy [-157] [30]\nplace [coin] scene [104] xy [-157] [-129]\nplace [coin] scene [101] xy [170] [-124]\nplace [coin] scene [102] xy [-194] [-130]\nplace [Key 1] scene [8] xy [110] [14]\nplace [coin] scene [6] xy [210] [-85]\nplace [coin] scene [103] xy [18] [-122]\nplace [coin] scene [7] xy [0] [-90]\nplace [Checkpoint] scene [5] xy [-7] [50]\nplace [Checkpoint] scene [10] xy [-20] [0]\nplace [coin] scene [14] xy [-188] [74]\nplace [coin] scene [112] xy [0] [0]\nplace [coin] scene [113] xy [-15] [19]\nplace [coin] scene [15] xy [-20] [-85]\n\n@Platforms\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [4]> then\n show\n Animate Platform\nend\nif <(SCENE #) = [5]> then\n show\n Animate 2\nend\nif <(SCENE #) = [102]> then\n show\n Animate 3\nend\nif <(SCENE #) = [104]> then\n show\n Animate 4\nend\nif <(SCENE #) = [10]> then\n show\n Animate 5\nend\nif <(SCENE #) = [14]> then\n show\n Animate 6\nend\nif <(SCENE #) = [15]> then\n show\n Door at [223] [-1] key [Key 1]\nend\nif <(SCENE #) = [16]> then\n switch backdrop to (game end v)\nend\n\ndefine Animate Platform\nswitch costume to (platform 1 v)\ngo to x: (102) y: (28)\nforever\n glide (3) secs to x: (-18) y: (28)\n wait (1) seconds\n glide (3) secs to x: (102) y: (28)\n wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nswitch costume to (platform 2 v)\ngo to x: (10) y: (-38)\nforever\n glide (2.5) secs to x: (-95) y: (-38)\n wait (1) seconds\n glide (2.5) secs to x: (10) y: (-38)\n wait (1) seconds\nend\n\ndefine Animate 3\nswitch costume to (platform 3 v)\ngo to x: (-11) y: (-38)\nforever\n glide (2.5) secs to x: (-11) y: (108)\n wait (1) seconds\n glide (2.5) secs to x: (-11) y: (-38)\n wait (1) seconds\nend\n\ndefine Animate 4\nswitch costume to (platform 4 v)\ngo to x: (-11) y: (52)\nforever\n glide (2.5) secs to x: (-11) y: (115)\n wait (1) seconds\n glide (2.5) secs to x: (-11) y: (52)\n wait (1) seconds\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (28)\n change y by (4)\n end\n wait (1) seconds\n start sound [Low Squeak v]\n repeat (28)\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\nhide variable [lives v]\n\ndefine Animate 5\nswitch costume to (platform 5 v)\ngo to x: (-12) y: (-43)\nforever\n glide (1.5) secs to x: (-12) y: (-25)\n wait (1) seconds\n glide (1.5) secs to x: (-12) y: (-43)\n wait (1) seconds\nend\n\ndefine Animate 6\nswitch costume to (platform 6 v)\ngo to x: (-17) y: (-204)\nforever\n glide (3) secs to x: (-17) y: (-26)\n wait (1) seconds\n glide (3) secs to x: (-17) y: (-204)\n wait (1) seconds\nend\n\ndefine Animate 7\nswitch costume to (platform 7 v)\ngo to x: (103) y: (-119)\nforever\n glide (3) secs to x: (103) y: (1)\n wait (1) seconds\n glide (3) secs to x: (103) y: (-119)\n wait (1) seconds\nend\n\nwhen I receive [start game v]\nhide variable [lives v]\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (40)\nglide (2) secs to x: (0) y: (40)\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@Sprite4\n\nwhen I receive [main menu v]\nglide (2) secs to x: (-8) y: (-15)\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (-8) y: (-15)\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\nwhen I receive [start game v]\nshow variable [lives v]\nshow variable [coins v]\n\nwhen flag clicked\nhide variable [acceleration v]\n\nwhen I receive [start game v]\nhide\n\n@Platforms2\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [15]> then\n show\n Animate 7\nend\n\ndefine Animate Platform\nswitch costume to (platform 1 v)\ngo to x: (102) y: (28)\nforever\n glide (3) secs to x: (-18) y: (28)\n wait (1) seconds\n glide (3) secs to x: (102) y: (28)\n wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nswitch costume to (platform 2 v)\ngo to x: (10) y: (-38)\nforever\n glide (2.5) secs to x: (-95) y: (-38)\n wait (1) seconds\n glide (2.5) secs to x: (10) y: (-38)\n wait (1) seconds\nend\n\ndefine Animate 3\nswitch costume to (platform 3 v)\ngo to x: (-11) y: (-38)\nforever\n glide (2.5) secs to x: (-11) y: (108)\n wait (1) seconds\n glide (2.5) secs to x: (-11) y: (-38)\n wait (1) seconds\nend\n\ndefine Animate 4\nswitch costume to (platform 4 v)\ngo to x: (-11) y: (52)\nforever\n glide (2.5) secs to x: (-11) y: (115)\n wait (1) seconds\n glide (2.5) secs to x: (-11) y: (52)\n wait (1) seconds\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Low Squeak 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\nhide variable [lives v]\nforever\n hide variable [lives v]\n hide variable [coins v]\nend\n\nwhen backdrop switches to [main backroung v]\nshow variable [lives v]\n\ndefine Animate 5\nswitch costume to (platform 5 v)\ngo to x: (-12) y: (-43)\nforever\n glide (1.5) secs to x: (-12) y: (-25)\n wait (1) seconds\n glide (1.5) secs to x: (-12) y: (-43)\n wait (1) seconds\nend\n\ndefine Animate 6\nswitch costume to (platform 6 v)\ngo to x: (-17) y: (-204)\nforever\n glide (3) secs to x: (-17) y: (-26)\n wait (1) seconds\n glide (3) secs to x: (-17) y: (-204)\n wait (1) seconds\nend\n\ndefine Animate 7\nswitch costume to (platform 7 v)\ngo to x: (103) y: (-119)\nforever\n glide (3) secs to x: (103) y: (1)\n wait (1) seconds\n glide (3) secs to x: (103) y: (-119)\n wait (1) seconds\nend\n\n@LIVES\n\nwhen flag clicked\nhide\nif <(SCENE #) = [18]> then\n forever\n hide\n end\nend\n\nwhen I receive [start game v]\nswitch costume to (lives 5 v)\nshow\n\nwhen backdrop switches to [main backroung v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [loose life v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen backdrop switches to [no lives v]\nforever\n hide\nend\n\n@Coins\n\nwhen flag clicked\nhide\nif <(SCENE #) = [18]> then\n forever\n hide\n end\nend\n\nwhen I receive [start game v]\nswitch costume to (coins 0 v)\nshow\n\nwhen backdrop switches to [coin backround v]\nswitch costume to ((costume [number v]) + (1))\n\n@Sprite6\n\nwhen flag clicked\nhide\nglide (2) secs to x: (-8) y: (-120)\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (-8) y: (-120)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\nswitch backdrop to (no lives v)\nforever\n set [lives v] to ((10000000) * (1000000))\nend\n\nwhen I receive [start game v]\nshow variable [lives v]\nshow variable [coins v]\n\nwhen flag clicked\nhide variable [acceleration v]\n\nwhen I receive [start game v]\nhide\n\n
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SPAM THE GREEN FLAG!!! After 45+ hours of hard work, I present to you... Dark Kingdom! Please love, favorite, and follow @nxgamesco! I hope you enjoy! At 2.5k views and 25 follows i'll make a part 2! Comment any bugs you found and comment any features that you would want in the game.\n==========================================\n ★★★ STORY ★★★\nYou wake up and you are in a kingdom a dark kingdom. The kingdom is very dangerous and filled with many spikes and lava. Explore the kingdom and try to escape. Collect coins and keys on the way! Watch out for moving platforms. Open the door with the key to escape and watch out because you might not make it out.\n==========================================\n ★★★ CONTROLS ★★★\nArrow keys, ADSW, and space to move and jump \nYou could get crush by moving platforms\nCollect the key to open the locked door\nGo through the door to escape\nS to show Lives and Coins\nH to hide Lives and Coins\nWall Jump - by touching a wall and pressing 'up'\nJump Higher - by holding up for longer\nIf the game is glitchy then click the green flag\n==========================================\n ★★★ Features ★★★\n* Wall sliding\n* Gravity, Velocity, Friction\n* Slope detection - steep slopes slow movement\n* Wall Jumping\n* Animated player\n* Moving / Rotating platforms \n* Glow around player\n* Floating particles\n* Working key door\n* Player death when touching 'hurt' sprites\n* Checkpoints\n* Coins\n* Working key\n* Spikes\n* Lives\n* Main Menu\n*Moving lava\n ========================================== \n ★★★ NOTE ★★★\nThis project is still a work in progress.\n What I will add:\n- More levels and make the levels better\n- More moving platforms\n- Hidden walls\n- More coins\n- More sound effects\n- A lot more\nThe final version will be out soon\n==========================================\n ★★★ UPDATES ★★★\n6 Jan 2022 - v1.0 - Initial Release \n6 Jan 2022 - v1.1 - ADSW Controls\n7 Jan 2022 - v1.2 - More sound effects\n8 Jan 2022 - v1.3 - Graphic effects\n9 Jan 2022 - v1.4 - Graphics, Coins\n10 Jan 2022 - v1.5 - Graphics\n11 Jan 2022 - v1.6 - easy mode\n15 Jan 2022 - v1.7 - improved ending\n==========================================\n ★★★ CREDITS ★★★\n- @Griffpatch for the Classic Platformer Tutorial\n- @Griffpatch for the cat costumes\n- Background Music - From "A boy and his light"\n-Coins, keys, and door sounds from scratch\n- Everything else by me\n==========================================\n#games #Dark #Kingdom #Calm #Trending #Fun #nxgamesco #trending #games #games #games #games #art #platformer #platformer #darkrealm #realm #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #Games #All #Stories #Art #animation #Music #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 #Music #Music #Music #Music #Music #Music#Music #Music #Music #Music #Music#Music #Music #Music #Music #Music#Music #Music #Music #Music #Music#Music #Music #Music #Music #Music#Music #Music #Music #Music #Music#Music #Music #Music #Music #Music#Music #Music #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Stories #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Animations #Animations #Animations #Animations #Animations #Animations #Animations #Animations #Animations#Animations #Animations #Animations #Animations #Animations #Animations #Animations #Animations#Animations #Animations #Animations #Animations #Animations #Animations #Animations #Animations#Animations #Animations #Animations #Animations #Animations #Animations #Animations #Animations#Animations #Animations #Animations #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials
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- Wild Update Platformer - Mobile Friendly #games #all
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@Stage\n\nwhen I receive [musica v]\nforever\n if <(🚞Nivel?) < [13]> then\n stop all sounds\n clear sound effects\n switch backdrop to (cuevas v)\n clear graphic effects\n play sound (pick random (1) to (2)) until done\n end\nend\n\nwhen I receive [musica v]\nforever\n if <<(🚞Nivel?) > [12]> and <(🚞Nivel?) < [21]>> then\n stop all sounds\n clear sound effects\n switch backdrop to (swamp v)\n set [brightness v] effect to (-8)\n play sound (pick random (3) to (4)) until done\n end\nend\n\nwhen I receive [musica v]\nforever\n if <(🎶Música?) = [1]> then\n if <(🚞Nivel?) < [13]> then\n if <(⏸Pausa) = [0]> then\n set volume to ((🔊Volumen) / (2)) %\n else\n set volume to ((🔊Volumen) / (7)) %\n end\n else\n if <(⏸Pausa) = [0]> then\n set volume to (🔊Volumen) %\n else\n set volume to ((🔊Volumen) / (5)) %\n end\n end\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [title music v]\nforever\n stop all sounds\n play sound (pick random (3) to (6)) until done\nend\n\nwhen I receive [inicio v]\nstop [other scripts in sprite v]\nbroadcast (musica v)\n\nwhen I receive [title music v]\nforever\n if <(🎶Música?) = [1]> then\n set volume to (🔊Volumen) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [musica v]\nforever\n if <(🚞Nivel?) > [20]> then\n stop all sounds\n clear sound effects\n set [brightness v] effect to (-3)\n switch backdrop to (birch v)\n play sound (pick random (5) to (6)) until done\n end\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nbroadcast (title music v)\n\n@ \n\nset [⏸pausa v] to [1]\n\nset [⏸pausa v] to [0]\n\n@LOGO\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n set [detector of detener v] to (timer)\n go to [front v] layer\nend\n\nwhen [timer v] > (DETECTOR of detener)\nswitch costume to (2 v)\ngo to [front v] layer\nshow\nbroadcast (C encendio v)\n\nwhen I receive [inicio v]\nset [🚞nivel? v] to [13]\n\n@Intro\n\nwhen flag clicked\nset [👔skin p1 v] to [1]\nhide variable [🔊volumen v]\nhide variable [⏱time: v]\nshow\nswitch costume to (aclaracion v)\nwait (10) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (n e g r o u v)\nrepeat (5)\n change [brightness v] effect by (20)\nend\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (n e g r o u v)\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (mojang v)\ndelete this clone\n\nwhen I receive [mojang v]\nif <(length of [RandomWorld]) = [11]> then\n delete this clone\nend\ngo to [front v] layer\nstop [other scripts in sprite v]\nbroadcast (en frente v)\ngo to [front v] layer\nrepeat (5)\n change [brightness v] effect by (20)\nend\nwait (1) seconds\nrepeat (20)\n wait (0.0001) seconds\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <<key (enter v) pressed?> or <mouse down?>>> then\n if <key (enter v) pressed?> then\n stop [other scripts in sprite v]\n wait (0.1) seconds\n broadcast (mensaje necesario v)\n broadcast (title screen v)\n else\n stop [other scripts in sprite v]\n wait (0.1) seconds\n broadcast (mojang v)\n end\n end\nend\n\nwhen I receive [en frente v]\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\nwhen I receive [mensaje necesario v]\nif <(length of [RandomWorld]) = [11]> then\n delete this clone\nend\ngo to [front v] layer\nstop [other scripts in sprite v]\nbroadcast (en frente v)\ngo to [front v] layer\nrepeat (5)\n change [brightness v] effect by (20)\nend\nwait (1) seconds\nrepeat (20)\n wait (0.0001) seconds\n change [ghost v] effect by (5)\nend\nhide\n\n@Title screen\n\nwhen I start as a clone\ngo to x: () y: ()\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <not <(costume [number v]) = [6]>> then\n repeat (3)\n wait (0) seconds\n change y by (1)\n end\n repeat (6)\n wait (0) seconds\n change y by (-1)\n end\n repeat (3)\n wait (0) seconds\n change y by (1)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(costume [number v]) = [6]>> then\n if <touching (mouse-pointer v)?> then\n change size by ((37) - ((size) / (3)))\n if <mouse down?> then\n if <not <<(👔Skin selector?) = [1]> or <(🔧Config menu?) = [1]>>> then\n start sound [minecraft_click2 v]\n if <(costume [number v]) = [1]> then\n if <key (enter v) pressed?> then\n repeat until <not <<(answer) < [1]> or <(answer) > [99]>>>\n ask [Modo Debug: elige el nivel, solo del 1 al 20. Sculk = 1 - 12 | Manglar 13 - 20 | Bosque de abedul: 21 - ???] and wait\n end\n end\n set [👨🏻🤝👨🏻players? v] to [1]\n broadcast (Inicio v)\n broadcast (next v)\n end\n if <(costume [number v]) = [2]> then\n if <key (enter v) pressed?> then\n repeat until <not <<(answer) < [1]> or <(answer) > [21]>>>\n ask [Modo Debug: elige el nivel, solo del 1 al 20. Sculk = 1 - 12 | Manglar 13 - 20 | Bosque de abedul: 21 - ???] and wait\n end\n end\n set [👨🏻🤝👨🏻players? v] to [2]\n broadcast (Inicio v)\n broadcast (multi v)\n broadcast (next v)\n end\n if <(costume [number v]) = [3]> then\n set [👨🏻🤝👨🏻players? v] to [1]\n broadcast (Inicio v)\n broadcast (next v)\n set [📱mobile? v] to [1]\n end\n if <(costume [number v]) = [4]> then\n set [👔skin selector? v] to [1]\n end\n if <(costume [number v]) = [5]> then\n set [🔧config menu? v] to [1]\n end\n if <(costume [name v]) = [6]> then\n broadcast (Load v) and wait\n end\n end\n end\n else\n change size by ((35) - ((size) / (3)))\n end\n end\nend\n\nwhen I receive [title screen v]\nshow\n\nwhen I receive [inicio v]\nhide\ndelete this clone\n\nwhen I receive [inicio v]\nset [🆘pantalla de inico v] to [0]\n\ndefine Load\nset [🚞nivel? v] to [1]\nset [📱mobile? v] to [0]\nset [🆘pantalla de inico v] to [1]\nswitch costume to (1 v)\nrepeat (5)\n create clone of (_myself_ v)\n next costume\nend\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\ncreate clone of (_myself_ v)\nset size to (105) %\nswitch costume to (pick random (7) to (10))\n\nwhen I receive [title screen v]\nshow\nLoad\nforever\n set size to (105) %\n change x by ((((mouse x) / (9)) - (x position)) / (11))\n change y by ((((mouse y) / (9)) - (y position)) / (11))\nend\n\n@Sí//yo B)\n\ndefine Mover: (lado)\nif <(⏸Pausa) = [0]> then\n if <(lado) = [izquierda]> then\n if <(😶Modo Secreto) = [1]> then\n change [🛵vel x p1 v] by (-1.5)\n else\n if <(🔽Agachar P1) = [0]> then\n change [🛵vel x p1 v] by (-0.8)\n else\n change [🛵vel x p1 v] by (-0.5)\n end\n end\n end\n if <(lado) = [derecha]> then\n if <(😶Modo Secreto) = [1]> then\n change [🛵vel x p1 v] by (1.5)\n else\n if <(🔽Agachar P1) = [0]> then\n change [🛵vel x p1 v] by (0.8)\n else\n change [🛵vel x p1 v] by (0.5)\n end\n end\n end\n if <(lado) = [arriba]> then\n if <(😶Modo Secreto) = [1]> then\n change [🛵vel y p1 v] by (17)\n else\n change [🛵vel y p1 v] by (15)\n end\n end\nend\n\ndefine Gravedad y otros\nif <(⏸Pausa) = [0]> then\n set [🛵vel x p1 v] to ((🛵Vel X P1) * (0.9))\n change x by (🛵Vel X P1)\n if <touching (sí//piso feo v)?> then\n change y by (1)\n if <touching (sí//piso feo v)?> then\n change y by (1)\n if <touching (sí//piso feo v)?> then\n change y by (1)\n if <touching (sí//piso feo v)?> then\n change y by (1)\n if <touching (sí//piso feo v)?> then\n change y by (1)\n if <touching (sí//piso feo v)?> then\n change y by (1)\n if <touching (sí//piso feo v)?> then\n change x by ((🛵Vel X P1) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n end\n change [🛵vel y p1 v] by (-1)\n change y by (🛵Vel Y P1)\n if <touching (sí//piso feo v)?> then\n change y by ((🛵Vel Y P1) * (-1))\n set [🛵vel y p1 v] to [0]\n end\n if <(y position) < [-180]> then\n if <not <<(🚞Nivel?) = [31]> or <(🚞Nivel?) = [32]>>> then\n Morido 💀\n else\n if <(🚞Nivel?) = [31]> then\n change [🚞nivel? v] by (-1)\n broadcast (reset firefly v)\n set x to (0)\n set y to (150)\n end\n end\n end\n if <(🚞Nivel?) = [30]> then\n if <(y position) > [170]> then\n change [🚞nivel? v] by (1)\n broadcast (next v)\n set y to (-170)\n set x to (0)\n set [🛵vel y p1 v] to [15]\n end\n else\n if <(🚞Nivel?) = [32]> then\n if <(y position) < [-170]> then\n change [🚞nivel? v] by (1)\n broadcast (next v)\n set x to (0)\n set y to (180)\n set [🛵vel y p1 v] to [0]\n end\n else\n if <(x position) > [240]> then\n change [🚞nivel? v] by (1)\n broadcast (next v)\n go to x: (-198) y: (-50)\n end\n end\n end\n if <touching (sí//slime v)?> then\n change [🛵vel y p1 v] by (4)\n end\n if <touching (sí//tp v)?> then\n change y by (-1)\nend\n\nwhen I receive [inicio v]\nset rotation style [left-right v]\nif <not <(answer) = []>> then\n set [🚞nivel? v] to (answer)\nelse\n set [🚞nivel? v] to [1]\nend\nset [🛵vel y p1 v] to [0]\nset [🛵vel x p1 v] to [0]\nset [❤vidas? v] to [3]\npoint in direction (90)\ngo to x: (-198) y: (-60)\nshow\nforever\n set [🚶♂️mov p1 v] to [0]\n if <(❤Vidas?) > [0]> then\n if <<(🕴Quieto?) = [1]> and <(⏸Pausa) = [0]>> then\n if <<key (a v) pressed?> or <<(🕹Stick X) < [-0.5]> and <(📱Mobile?) = [1]>>> then\n if <touching (sí//piso feo v)?> then\n set [🚶♂️mov p1 v] to [L]\n end\n Mover: [izquierda]\n end\n if <<key (d v) pressed?> or <<(🕹Stick X) > [0.5]> and <(📱Mobile?) = [1]>>> then\n if <touching (sí//piso feo v)?> then\n set [🚶♂️mov p1 v] to [R]\n end\n Mover: [derecha]\n end\n if <<<key (w v) pressed?> or <<(🕹Stick Y) > [0.5]> and <(📱Mobile?) = [1]>>> and <touching (sí//piso feo v)?>> then\n set [🚶♂️mov p1 v] to [U]\n Mover: [arriba]\n end\n end\n else\n if <(🚞Nivel?) > [20]> then\n set [🚞nivel? v] to [21]\n else\n if <(🚞Nivel?) > [12]> then\n set [🚞nivel? v] to [12]\n else\n set [🚞nivel? v] to [1]\n end\n end\n broadcast (next v)\n set [❤vidas? v] to [3]\n end\nend\n\nwhen I start as a clone\nif <not <(👔Skin P1) = [3]>> then\n set [ghost v] effect to (60)\n repeat (10)\n change [ghost v] effect by (5)\n change size by (-3)\n wait until <(⏸Pausa) = [0]>\n end\nend\ndelete this clone\n\nwhen I receive [inicio v]\nforever\n Gravedad y otros\nend\n\nwhen I receive [inicio v]\nhide variable [🔊volumen v]\nreset timer\nforever\n if <<key (q v) pressed?> or <(📲Cuerno Mobile) = [1]>> then\n if <(😶Modo Secreto) = [1]> then\n switch costume to (cuerno xd v)\n else\n switch costume to (cuerno v)\n end\n set [🚶♂️mov p1 v] to [Q]\n set [🕴quieto? v] to [0]\n if <(🚞Nivel?) = [11]> then\n play sound [7 v] until done\n else\n play sound (pick random (2) to (10)) until done\n end\n set [🕴quieto? v] to [1]\n if <(😶Modo Secreto) = [1]> then\n switch costume to (personaje xd v)\n else\n switch costume to (personaje v)\n end\n set [📲cuerno mobile v] to [0]\n else\n if <<(🕴Quieto?) = [1]> and <(⏸Pausa) = [0]>> then\n if <<key (d v) pressed?> or <<key (a v) pressed?> or <<key (s v) pressed?> or <<<([abs v] of (🕹Stick Y) ) > [0.5]> or <<([abs v] of (🕹Stick X) ) > [0.5]> or <(🚶♂️Mobile Shift?) = [1]>>> and <(📱Mobile?) = [1]>>>>> then\n if <<(direction) = [90]> and <<key (a v) pressed?> or <<(🕹Stick X) < [-0.5]> and <(📱Mobile?) = [1]>>>> then\n if <not <(😶Modo Secreto) = [1]>> then\n switch costume to (personajemirar v)\n wait (0.05) seconds\n switch costume to (personaje v)\n turn right (180) degrees\n else\n switch costume to (personajemirar xd v)\n wait (0.05) seconds\n switch costume to (personaje xd v)\n turn right (180) degrees\n end\n else\n if <<(direction) = [-90]> and <<key (d v) pressed?> or <<(🕹Stick X) > [0.5]> and <(📱Mobile?) = [1]>>>> then\n if <not <(😶Modo Secreto) = [1]>> then\n switch costume to (personajemirar v)\n wait (0.05) seconds\n switch costume to (personaje v)\n turn right (180) degrees\n else\n switch costume to (personajemirar xd v)\n wait (0.05) seconds\n switch costume to (personaje xd v)\n turn right (180) degrees\n end\n end\n end\n if <<<key (s v) pressed?> or <<<(🕹Stick Y) < [-0.5]> or <(🚶♂️Mobile Shift?) = [1]>> and <(📱Mobile?) = [1]>>> and <touching (sí//piso feo v)?>> then\n if <not <(😶Modo Secreto) = [1]>> then\n switch costume to (personaje abajo v)\n wait until <not <<<key (s v) pressed?> or <<<(🕹Stick Y) < [-0.5]> or <(🚶♂️Mobile Shift?) = [1]>> and <(📱Mobile?) = [1]>>> and <touching (sí//piso feo v)?>>>\n switch costume to (personaje v)\n else\n switch costume to (personaje abajo xd v)\n wait until <not <<<key (s v) pressed?> or <<<(🕹Stick Y) < [-0.5]> or <(🚶♂️Mobile Shift?) = [1]>> and <(📱Mobile?) = [1]>>> and <touching (sí//piso feo v)?>>>\n switch costume to (personaje xd v)\n end\n end\n end\n end\n end\nend\n\nchange [❤vidas? v] by (-1)\n\nwhen I receive [next v]\nif <not <<(🚞Nivel?) = [31]> or <(🚞Nivel?) = [33]>>> then\n go to x: (-198) y: (-50)\nend\nbroadcast (reiniciar sculk v)\n\ndefine Morido 💀\ngo to x: (-198) y: (-60)\nif <(👶Modo bebé B\)) = [0]> then\n start sound [Totem v]\n change [❤vidas? v] by (-1)\nend\n\nwhen I receive [ded v]\nif <(😶Modo Secreto) = [1]> then\n switch costume to (personaje xd v)\nelse\n switch costume to (personaje v)\nend\nhide\nrepeat until <not <(❌Strike) = [3]>>\n go to x: (0) y: (0)\nend\nif <(🚞Nivel?) > [20]> then\n set [🚞nivel? v] to [21]\nelse\n if <(🚞Nivel?) > [12]> then\n set [🚞nivel? v] to [12]\n else\n set [🚞nivel? v] to [1]\n end\nend\nrepeat (50)\n set [🛵vel y p1 v] to [0]\n set [🛵vel x p1 v] to [0]\nend\nbroadcast (next v)\nstart sound [Totem v]\nset [❤vidas? v] to [2]\ngo to x: (-198) y: (-60)\nshow\n\nwhen I receive [inicio v]\nforever\n if <<key (w v) pressed?> and <key (n v) pressed?>> then\n set [❌strike v] to [3]\n end\nend\n\nwhen I receive [inicio v]\nforever\n wait until <(🚞Nivel?) = [11]>\n if <(⏸Pausa) = [0]> then\n set [🛵vel x p1 v] to [0]\n set [🕴quieto? v] to [0]\n if <(😶Modo Secreto) = [1]> then\n switch costume to (a sus tado v)\n else\n switch costume to (asustado v)\n end\n wait (9) seconds\n set [🕴quieto? v] to [1]\n if <(😶Modo Secreto) = [1]> then\n switch costume to (personaje xd v)\n else\n switch costume to (personaje v)\n end\n end\n wait until <not <(🚞Nivel?) = [11]>>\nend\n\nwhen I receive [bu v]\nif <(😶Modo Secreto) = [1]> then\n switch costume to (a sus tado v)\nelse\n switch costume to (asustado v)\nend\n\nset [❌strike v] to [3]\n\nwhen I receive [inicio v]\nforever\n if <(👔Skin P1) = [3]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nif <(👔Skin P1) = [3]> then\n set [ghost v] effect to (100)\nend\n\nwhen I receive [perl p1 v]\ngo to (ender perl p1 v)\nchange y by (10)\n\nwhen I receive [inicio v]\nforever\n set volume to ([floor v] of ((🔊Volumen) / (2)) ) %\nend\n\nwhen I receive [inicio v]\nset [🕴quieto? v] to [1]\nforever\n if <<<key (s v) pressed?> or <<<(🕹Stick Y) < [-0.5]> or <(🚶♂️Mobile Shift?) = [1]>> and <(📱Mobile?) = [1]>>> and <(⏸Pausa) = [0]>> then\n set [🔽agachar p1 v] to [1]\n wait until <<not <<key (s v) pressed?> or <<<(🕹Stick Y) < [-0.5]> or <(🚶♂️Mobile Shift?) = [1]>> and <(📱Mobile?) = [1]>>>> and <(⏸Pausa) = [0]>>\n set [🔽agachar p1 v] to [0]\n end\nend\n\nwhen I receive [inicio v]\nforever\n if <(🦟Particulas?) = [1]> then\n create clone of (_myself_ v)\n wait until <(⏸Pausa) = [0]>\n end\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [inicio v]\nset [😶modo secreto v] to [0]\nforever\n if <<key (n v) pressed?> and <key (o v) pressed?>> then\n set [😶modo secreto v] to [1]\n end\nend\n\n@Sí//el B(\n\ndefine Mover: (lado)\nif <(⏸Pausa) = [0]> then\n if <(lado) = [izquierda]> then\n if <(😶Modo Secreto) = [1]> then\n change [🛵vel x p2 v] by (-1.5)\n else\n if <(🔽Agachar P2) = [0]> then\n change [🛵vel x p2 v] by (-0.8)\n else\n change [🛵vel x p2 v] by (-0.5)\n end\n end\n end\n if <(lado) = [derecha]> then\n if <(😶Modo Secreto) = [1]> then\n change [🛵vel x p2 v] by (1.5)\n else\n if <(🔽Agachar P2) = [0]> then\n change [🛵vel x p2 v] by (0.8)\n else\n change [🛵vel x p2 v] by (0.5)\n end\n end\n end\n if <(lado) = [arriba]> then\n if <(😶Modo Secreto) = [1]> then\n change [🛵vel y p2 v] by (17)\n else\n change [🛵vel y p2 v] by (15)\n end\n end\nend\n\ndefine Gravedad y otros\nif <(⏸Pausa) = [0]> then\n set [🛵vel x p2 v] to ((🛵Vel X P2) * (0.9))\n change x by (🛵Vel X P2)\n if <touching (sí//piso feo v)?> then\n change y by (1)\n if <touching (sí//piso feo v)?> then\n change y by (1)\n if <touching (sí//piso feo v)?> then\n change y by (1)\n if <touching (sí//piso feo v)?> then\n change y by (1)\n if <touching (sí//piso feo v)?> then\n change y by (1)\n if <touching (sí//piso feo v)?> then\n change y by (1)\n if <touching (sí//piso feo v)?> then\n change x by ((🛵Vel X P2) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n end\n change [🛵vel y p2 v] by (-1)\n change y by (🛵Vel Y P2)\n if <touching (sí//piso feo v)?> then\n change y by ((🛵Vel Y P2) * (-1))\n set [🛵vel y p2 v] to [0]\n end\n if <(y position) < [-180]> then\n if <not <<(🚞Nivel?) = [31]> or <(🚞Nivel?) = [32]>>> then\n Morido 💀\n else\n if <(🚞Nivel?) = [31]> then\n change [🚞nivel? v] by (-1)\n broadcast (reset firefly v)\n set x to (0)\n set y to (150)\n end\n end\n end\n if <(🚞Nivel?) = [30]> then\n if <(y position) > [170]> then\n change [🚞nivel? v] by (1)\n broadcast (next v)\n set y to (-170)\n set x to (0)\n set [🛵vel y p1 v] to [15]\n end\n else\n if <(🚞Nivel?) = [32]> then\n if <(y position) < [-170]> then\n change [🚞nivel? v] by (1)\n broadcast (next v)\n set x to (0)\n set y to (180)\n set [🛵vel y p1 v] to [0]\n end\n else\n if <(x position) > [240]> then\n change [🚞nivel? v] by (1)\n broadcast (next v)\n go to x: (-198) y: (-50)\n end\n end\n end\n if <touching (sí//slime v)?> then\n change [🛵vel y p2 v] by (4)\n end\n if <touching (sí//slime v)?> then\n change [🛵vel y p2 v] by (4)\n end\n change y by (-1)\nend\n\nwhen I receive [multi v]\nset rotation style [left-right v]\nset [🛵vel x p2 v] to [0]\nset [🛵vel y p2 v] to [0]\npoint in direction (90)\ngo to x: (-198) y: (-60)\nshow\nforever\n if <(❤Vidas?) > [0]> then\n if <<(🕴Quieto?) = [1]> and <(⏸Pausa) = [0]>> then\n set [🚶♂️mov p2 v] to [0]\n if <key (left arrow v) pressed?> then\n if <touching (sí//piso feo v)?> then\n set [🚶♂️mov p2 v] to [L]\n end\n Mover: [izquierda]\n end\n if <key (right arrow v) pressed?> then\n if <touching (sí//piso feo v)?> then\n set [🚶♂️mov p2 v] to [R]\n end\n Mover: [derecha]\n end\n if <<key (up arrow v) pressed?> and <touching (sí//piso feo v)?>> then\n if <touching (sí//piso feo v)?> then\n set [🚶♂️mov p2 v] to [U]\n end\n Mover: [arriba]\n end\n if <key (m v) pressed?> then\n if <touching (sí//piso feo v)?> then\n set [🚶♂️mov p2 v] to [U]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <not <(👔Skin P1) = [3]>> then\n set [ghost v] effect to (60)\n repeat (10)\n change [ghost v] effect by (5)\n change size by (-3)\n wait until <(⏸Pausa) = [0]>\n end\nend\ndelete this clone\n\nwhen I receive [multi v]\nforever\n Gravedad y otros\nend\n\nwhen I receive [multi v]\nhide variable [🔊volumen v]\nreset timer\nforever\n if <key (n v) pressed?> then\n if <(😶Modo Secreto) = [1]> then\n switch costume to (cuerno xd v)\n else\n switch costume to (cuerno v)\n end\n set [🚶♂️mov p2 v] to [N]\n play sound (pick random (2) to (10)) until done\n if <(😶Modo Secreto) = [1]> then\n switch costume to (personaje xd v)\n else\n switch costume to (personaje v)\n end\n else\n if <<(🕴Quieto?) = [1]> and <(⏸Pausa) = [0]>> then\n if <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (down arrow v) pressed?>>> then\n if <<(direction) = [90]> and <key (left arrow v) pressed?>> then\n if <not <(😶Modo Secreto) = [1]>> then\n switch costume to (personajemirar v)\n wait (0.05) seconds\n switch costume to (personaje v)\n turn right (180) degrees\n else\n switch costume to (personajemirar xd v)\n wait (0.05) seconds\n switch costume to (personaje xd v)\n turn right (180) degrees\n end\n else\n if <<(direction) = [-90]> and <key (right arrow v) pressed?>> then\n if <not <(😶Modo Secreto) = [1]>> then\n switch costume to (personajemirar v)\n wait (0.05) seconds\n switch costume to (personaje v)\n turn right (180) degrees\n else\n switch costume to (personajemirar xd v)\n wait (0.05) seconds\n switch costume to (personaje xd v)\n turn right (180) degrees\n end\n end\n end\n if <<key (down arrow v) pressed?> and <touching (sí//piso feo v)?>> then\n if <not <(😶Modo Secreto) = [1]>> then\n switch costume to (personaje abajo v)\n wait until <not <<key (down arrow v) pressed?> and <touching (sí//piso feo v)?>>>\n switch costume to (personaje v)\n else\n switch costume to (personaje abajo xd v)\n wait until <not <<key (down arrow v) pressed?> and <touching (sí//piso feo v)?>>>\n switch costume to (personaje xd v)\n end\n end\n end\n end\n end\nend\n\nchange [❤vidas? v] by (-1)\n\nwhen I receive [next v]\nif <not <<(🚞Nivel?) = [31]> or <(🚞Nivel?) = [33]>>> then\n go to x: (-198) y: (-50)\nend\nbroadcast (reiniciar sculk v)\n\ndefine Morido 💀\ngo to x: (-170) y: (-60)\nstart sound [Totem v]\n\nwhen I receive [ded v]\nif <(👨🏻🤝👨🏻Players?) = [2]> then\n if <(😶Modo Secreto) = [1]> then\n switch costume to (personaje xd v)\n else\n switch costume to (personaje v)\n end\n hide\n repeat until <not <(❌Strike) = [3]>>\n go to x: (0) y: (0)\n end\n repeat (50)\n set [🛵vel y p2 v] to [0]\n set [🛵vel x p2 v] to [0]\n end\n broadcast (next v)\n start sound [Totem v]\n set [❤vidas? v] to [2]\n go to x: (-198) y: (-60)\n show\nend\n\nwhen I receive [multi v]\nforever\n wait until <(🚞Nivel?) = [11]>\n if <(⏸Pausa) = [0]> then\n set [🛵vel x p2 v] to [0]\n if <(😶Modo Secreto) = [1]> then\n switch costume to (a sus tado v)\n else\n switch costume to (asustado v)\n end\n wait (9) seconds\n if <(😶Modo Secreto) = [1]> then\n switch costume to (personaje xd v)\n else\n switch costume to (personaje v)\n end\n end\n wait until <not <(🚞Nivel?) = [11]>>\nend\n\nwhen I receive [bu v]\nif <(😶Modo Secreto) = [1]> then\n switch costume to (a sus tado v)\nelse\n switch costume to (asustado v)\nend\n\nset [❌strike v] to [3]\n\nwhen I receive [multi v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [multi v]\nforever\n if <(👔Skin P2) = [3]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [perl v]\ngo to (ender perl p2 v)\nchange y by (10)\n\nset [⏱time: v] to [0]\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [inicio v]\nforever\n if <<key (down arrow v) pressed?> and <(⏸Pausa) = [0]>> then\n set [🔽agachar p2 v] to [1]\n wait until <<not <key (down arrow v) pressed?>> and <(⏸Pausa) = [0]>>\n set [🔽agachar p2 v] to [0]\n end\nend\n\n@Sí//Skins\n\nwhen I receive [inicio v]\nshow\nbroadcast (skins v)\n\nwhen flag clicked\nhide\n\nwhen I receive [skins v]\nforever\n switch costume to (👔Skin P1)\nend\n\nwhen I receive [skins v]\nforever\n if <(👔Skin P1) = [5]> then\n go to x: ((x position) + ((([x position v] of [sí//yo b\) v]) - (x position)) / (8))) y: ((y position) + ((([y position v] of [sí//yo b\) v]) - (y position)) / (15)))\n point in direction ([direction v] of [sí//yo b\) v])\n else\n point in direction ([direction v] of [sí//yo b\) v])\n go to (sí//yo b\) v)\n end\nend\n\nset [👔skin p1 v] to [3]\n\nset [👔skin p1 v] to [5]\n\nwhen I receive [ded v]\nhide\n\nwhen I receive [next v]\nshow\n\nwhen flag clicked\nset [👔skin p1 v] to [1]\nset [👔skin p2 v] to [1]\n\nwhen I receive [next v]\ngo to (sí//yo b\) v)\n\nwhen I receive [inicio v]\nforever\n if <(👔Skin P1) = [5]> then\n set volume to ((🔊Volumen) / (3)) %\n play sound (pick random (1) to (4)) until done\n wait (pick random (6) to (9)) seconds\n end\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nhide\n\n@Sí//Skins P2\n\nwhen I receive [multi v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [skins v]\nforever\n switch costume to (👔Skin P2)\n go to (sí//el b\( v)\nend\n\nwhen I receive [skins v]\nforever\n point in direction ([direction v] of [sí//el b\( v])\nend\n\nset [👔skin p2 v] to [4]\n\nwhen I receive [ded v]\nhide\n\nwhen I receive [next v]\nshow\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nhide\n\n@Sí//Piso feo\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [inicio v]\nshow\nforever\n wait until <(🚞Nivel?) = [16]>\n create clone of (_myself_ v)\n wait until <not <(🚞Nivel?) = [16]>>\nend\n\nwhen I start as a clone\nswitch costume to (allay 1 v)\ngo to x: (-55) y: (-70)\nrepeat until <not <(🚞Nivel?) = [16]>>\n glide (6) secs to x: (70) y: (60)\n point in direction (-90)\n switch costume to (allay 2 v)\n wait (0) seconds\n switch costume to (allay 1 v)\n glide (6) secs to x: (-55) y: (-100)\n point in direction (90)\n switch costume to (allay 2 v)\n wait (0) seconds\n switch costume to (allay 1 v)\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <not <(🚞Nivel?) = [16]>>\ndelete this clone\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [inicio v]\nforever\n switch costume to (🚞Nivel?)\nend\n\n@Sí//Fondo feo\n\nwhen flag clicked\nswitch costume to (1 v)\n\nset [🏞 fondo? v] to [1]\n\nwhen I receive [inicio v]\nforever\n if <<(🚞Nivel?) > [12]> and <(🚞Nivel?) < [21]>> then\n wait (pick random (7) to (10)) seconds\n set volume to (🔊Volumen) %\n start sound (pick random (1) to (2))\n end\nend\n\nwhen I receive [inicio v]\nforever\n go to [back v] layer\n switch costume to (🚞Nivel?)\n set [brightness v] effect to (-9)\n if <(🏞 Fondo?) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (55)\n end\n show\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nhide\n\n@Sí//Mobile y Pausa\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n switch costume to (stick v)\n go [forward v] (1) layers\n set rotation style [don't rotate v]\n forever\n set [ghost v] effect to (10)\n go to [front v] layer\n set [🕹poder del stick v] to []\n set [🕹stick x v] to [0]\n set [🕹stick y v] to [0]\n repeat until <mouse down?>\n go to (join [Sí//Mobile y Pausa] [])\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Agarrado B)\n else\n wait until <not <mouse down?>>\n end\n end\nend\nset size to (80) %\nif <(costume [number v]) = [3]> then\n forever\n go to x: (135) y: (-110)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n if <mouse down?> then\n if <(🚶♂️Mobile Shift?) = [1]> then\n set [🚶♂️mobile shift? v] to [0]\n else\n set [🚶♂️mobile shift? v] to [1]\n end\n wait (0.05) seconds\n end\n else\n if <(🚶♂️Mobile Shift?) = [1]> then\n set [ghost v] effect to (8)\n else\n set [ghost v] effect to (45)\n end\n end\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n go to x: (190) y: (-60)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n if <mouse down?> then\n set [📲cuerno mobile v] to [1]\n wait until <(📲Cuerno Mobile) = [0]>\n end\n else\n set [ghost v] effect to (45)\n end\n end\nend\nif <(costume [number v]) = [5]> then\n forever\n show\n go to [front v] layer\n go to x: (-200) y: (150)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n if <mouse down?> then\n if <(⏸Pausa) = [1]> then\n set [⏸pausa v] to [0]\n else\n set [⏸pausa v] to [1]\n end\n start sound [minecraft_click2 v]\n wait (0.05) seconds\n end\n else\n set [ghost v] effect to (45)\n end\n end\nend\nif <(costume [number v]) = [6]> then\n forever\n show\n go to [front v] layer\n go to x: (136) y: (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n if <mouse down?> then\n broadcast (ender perl v) and wait\n end\n else\n set [ghost v] effect to (45)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n forever\n set size to (100) %\n go to x: (0) y: (0)\n if <(⏸Pausa) = [1]> then\n set [ghost v] effect to (40)\n show\n else\n hide\n end\n end\nend\nif <(costume [number v]) = [8]> then\n forever\n set size to (100) %\n go to x: (0) y: (0)\n if <(⏸Pausa) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (6)\n if <mouse down?> then\n if <(🚞Nivel?) > [20]> then\n set [🚞nivel? v] to [21]\n else\n if <(🚞Nivel?) > [12]> then\n set [🚞nivel? v] to [12]\n else\n set [🚞nivel? v] to [1]\n end\n end\n broadcast (next v)\n set [❤vidas? v] to [3]\n set [⏸pausa v] to [0]\n start sound [minecraft_click2 v]\n hide\n wait (0.05) seconds\n end\n else\n set [ghost v] effect to (25)\n end\n else\n hide\n end\n end\nend\nif <(costume [number v]) = [9]> then\n forever\n set size to (100) %\n go to x: (0) y: (0)\n if <(⏸Pausa) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (6)\n if <mouse down?> then\n wait (0.05) seconds\n broadcast (title screen v)\n set [⏸pausa v] to [0]\n start sound [minecraft_click2 v]\n hide\n wait (0.05) seconds\n end\n else\n set [ghost v] effect to (25)\n end\n else\n hide\n end\n end\nend\nif <(costume [number v]) = [10]> then\n forever\n set size to (100) %\n go to x: (0) y: (0)\n if <(⏸Pausa) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (6)\n if <mouse down?> then\n wait (0) seconds\n start sound [minecraft_click2 v]\n hide list [⬇ copia esto / copy this ⬇ v]\n delete all of [⬇ copia esto / copy this ⬇ v]\n add [Con:/With: Ctrl + C] to [⬇ copia esto / copy this ⬇ v]\n add [Copia este código de guardado ⬇] to [⬇ copia esto / copy this ⬇ v]\n add [Copy this save code ⬇] to [⬇ copia esto / copy this ⬇ v]\n set [lazar v] to (pick random (2) to (7))\n add (join (join (join (join ((🚞Nivel?) * (lazar)) [/]) ((👨🏻🤝👨🏻Players?) * (lazar))) [/]) (join ((❌Strike) * (lazar)) (join [/] (join ((lazar) + (1)) [/])))) to [⬇ copia esto / copy this ⬇ v]\n wait (0.05) seconds\n wait until <mouse down?>\n start sound [minecraft_click2 v]\n show list [⬇ copia esto / copy this ⬇ v]\n end\n else\n set [ghost v] effect to (25)\n end\n else\n hide\n end\n end\nend\n\ndefine Agarrado B)\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (join [Sí//Mobile y Pausa] [])\n turn right (180) degrees\n set [🕹direccion del stick v] to (direction)\n set [🕹poder del stick v] to (distance to [(join [Sí//Mobile y Pausa] []) v])\n if <(🕹Poder del stick) > [45]> then\n move ((45) - (🕹Poder del stick)) steps\n set [🕹poder del stick v] to [45]\n end\n set [🕹poder del stick v] to ((🕹Poder del stick) / (45))\n set [🕹stick x v] to ((🕹Poder del stick) * ([sin v] of (🕹Direccion del stick) ))\n set [🕹stick y v] to ((🕹Poder del stick) * ([cos v] of (🕹Direccion del stick) ))\nend\n\nwhen I start as a clone\nforever\n if <not <(costume [number v]) > [4]>> then\n if <(📱Mobile?) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [inicio v]\nswitch costume to (pausa v)\ncreate clone of (_myself_ v)\nswitch costume to (sí v)\ncreate clone of (_myself_ v)\nswitch costume to (reset v)\ncreate clone of (_myself_ v)\nswitch costume to (exit v)\ncreate clone of (_myself_ v)\nswitch costume to (save v)\ncreate clone of (_myself_ v)\nforever\n if <(📱Mobile?) = [1]> then\n show\n switch costume to (stick v)\n create clone of (_myself_ v)\n switch costume to (agachao v)\n create clone of (_myself_ v)\n switch costume to (cuerno de cabra v)\n create clone of (_myself_ v)\n if <(🚙TP) = [1]> then\n switch costume to (ender pearl v)\n create clone of (_myself_ v)\n end\n switch costume to (base v)\n set [ghost v] effect to (60)\n wait until <(📱Mobile?) = [0]>\n else\n set [ghost v] effect to (0)\n hide\n end\nend\n\nset [📱mobile? v] to [0]\n\nset [📱mobile? v] to [1]\n\nset [📱mobile? v] to [0]\n\nset [📱mobile? v] to [1]\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sí//Slime\n\nwhen I receive [slime v]\nforever\n clear graphic effects\n set [ghost v] effect to (20)\n switch costume to (🚞Nivel?)\n if <<touching (sí//yo b\) v)?> or <touching (sí//el b\( v)?>> then\n set [fisheye v] effect to (0)\n repeat (5)\n change [fisheye v] effect by (8)\n end\n wait until <not <<touching (sí//yo b\) v)?> or <touching (sí//el b\( v)?>>>\n repeat (5)\n change [fisheye v] effect by (-8)\n end\n repeat (3)\n change [fisheye v] effect by (4)\n end\n repeat (3)\n change [fisheye v] effect by (-4)\n end\n end\nend\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nbroadcast (slime v)\n\n@Sí//amogus blocks\n\nwhen I start as a clone\nif <(🦟Particulas?) = [1]> then\n set [ghost v] effect to (5)\nelse\n set [ghost v] effect to (100)\nend\nset [brightness v] effect to (25)\nswitch costume to (onda v)\nshow\nif <(Player?) = [1]> then\n go to (sí//yo b\) v)\nelse\n go to (sí//el b\( v)\nend\npoint towards (sí//amogus blocks v)\nif <(🦟Particulas?) = [1]> then\n repeat until <touching (sí//amogus blocks v)?>\n wait until <(⏸Pausa) = [0]>\n move (14) steps\n end\nelse\n go to (sí//amogus blocks v)\nend\nset [sculk touch? v] to [1]\ngo to (sí//amogus blocks v)\nhide\nif <([mostrar? v] of [sí//sculk shrieker v]) = [1]> then\n show\n point towards (sí//sculk shrieker v)\n if <(🦟Particulas?) = [1]> then\n repeat until <touching (sí//sculk shrieker v)?>\n wait until <(⏸Pausa) = [0]>\n move (14) steps\n end\n else\n go to (sí//sculk shrieker v)\n end\n set [⚡shrieker gritando? v] to [1]\nend\ndelete this clone\n\ndefine Mov? (t/f)\nif <(t/f) = [t]> then\n switch costume to (sculk sensor2 v)\n if <(🚞Nivel?) = [9]> then\n start sound [xd v]\n end\n play sound (pick random (1) to (2)) until done\n wait until <(⏸Pausa) = [0]>\n wait (0.2) seconds\n wait until <(⏸Pausa) = [0]>\n start sound [adios v]\n set [sculk touch? v] to [0]\n set [player? v] to [0]\nend\nif <(t/f) = [f]> then\n if <(amongas) = [0]> then\n switch costume to (sculk sensor v)\n end\n repeat (3)\n if <(amongas) = [0]> then\n wait (0.08) seconds\n wait until <(⏸Pausa) = [0]>\n next costume\n end\n end\nend\nif <(t/f) = [ft]> then\n switch costume to (sculk sensor v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\nend\n\nwhen I start as a clone\nrepeat until <touching (amogus block v)?>\n repeat (3)\n wait until <(⏸Pausa) = [0]>\n change size by (4)\n end\n repeat (3)\n wait until <(⏸Pausa) = [0]>\n change size by (-4)\n end\nend\n\nwhen flag clicked\nset [🏞 fondo? v] to [1]\n\nwhen I receive [reiniciar sculk v]\nif <(🚞Nivel?) < [13]> then\n show\n if <[1] = [1]> then\n delete this clone\n end\n stop [other scripts in sprite v]\n switch costume to (sculk sensor v)\n set [sculk touch? v] to [0]\n set [amongas v] to [0]\n broadcast (sculk v)\nelse\n stop [other scripts in sprite v]\n switch costume to (sculk sensor v)\n set [amongas v] to [0]\n set [sculk touch? v] to [0]\n hide\nend\n\nwhen I receive [sculk v]\nforever\n if <(amongas) = [0]> then\n Mov? [f]\n wait until <(⏸Pausa) = [0]>\n end\nend\n\nwhen I receive [sculk v]\nforever\n set x to (item (🚞Nivel?) of [posicion x v])\n set y to (item (🚞Nivel?) of [posicion y v])\nend\n\nwhen I receive [sculk v]\nforever\n if <<<<not <(🚶♂️Mov P1) = [0]>> and <not <(🔽Agachar P1) = [1]>>> or <<(loudness) > [55]> and <<not <(🔽Agachar P1) = [1]>> and <(🔥Modo Difícil) = [1]>>>> and <(distance to [sí//yo b\) v]) < [170]>> then\n set [player? v] to [1]\n set [amongas v] to [1]\n wait (0) seconds\n create clone of (_myself_ v)\n repeat until <<(Sculk Touch?) = [1]> or <(amongas) = [0]>>\n Mov? [ft]\n end\n if <(amongas) = [1]> then\n Mov? [t]\n set [amongas v] to [0]\n end\n wait until <(⏸Pausa) = [0]>\n else\n if <<<not <(🚶♂️Mov P2) = [0]>> and <not <(🔽Agachar P2) = [1]>>> and <(distance to [sí//el b\( v]) < [170]>> then\n set [player? v] to [2]\n set [amongas v] to [1]\n wait (0) seconds\n create clone of (_myself_ v)\n repeat until <<(Sculk Touch?) = [1]> or <(amongas) = [0]>>\n Mov? [ft]\n end\n if <(amongas) = [1]> then\n Mov? [t]\n set [amongas v] to [0]\n end\n wait until <(⏸Pausa) = [0]>\n end\n end\nend\n\nwhen flag clicked\nshow\n\nglide (0.5) secs to x: (item (🚞Nivel?) of [posicion x v]) y: (item (🚞Nivel?) of [posicion y v])\n\nwhen I receive [inicio v]\nbroadcast (sculk v)\n\nwhen I receive [inicio v]\nif <(🚞Nivel?) > [12]> then\n stop [other scripts in sprite v]\n switch costume to (sculk sensor v)\n set [amongas v] to [0]\n set [sculk touch? v] to [0]\n hide\nend\n\nwhen I receive [sculk v]\nforever\n set volume to (🔊Volumen) %\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sí//sculk shrieker\n\nwhen I start as a clone\nswitch costume to (aaaa v)\nshow\nrepeat (20)\n change y by (3)\n change size by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat until <touching (amogus block v)?>\n repeat (5)\n change size by (2)\n end\n repeat (5)\n change size by (-2)\n end\nend\n\nwhen I receive [inicio v]\nforever\n set x to (item (🚞Nivel?) of [posicion x v])\n set y to (item (🚞Nivel?) of [posicion y v])\n if <<(item (🚞Nivel?) of [posicion x v]) = []> and <(item (🚞Nivel?) of [posicion x v]) = []>> then\n set [mostrar? v] to [0]\n hide\n else\n set [mostrar? v] to [1]\n show\n end\nend\n\nwhen I receive [inicio v]\nforever\n if <<<<(❌Strike) = [3]> and <(🔥Modo Difícil) = [0]>> or <<(❌Strike) = [1]> and <(🔥Modo Difícil) = [1]>>> and <<(⏸Pausa) = [0]> and <(👶Modo bebé B\)) = [0]>>> then\n if <(item (🚞Nivel?) of [warden? v]) = [1]> then\n broadcast (holaa v) and wait\n end\n end\nend\n\nwhen I receive [inicio v]\nforever\n set volume to (🔊Volumen) %\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [inicio v]\nset [❌strike v] to [0]\nset [⚡shrieker gritando? v] to [0]\nforever\n if <<(item (🚞Nivel?) of [posicion x v]) = []> and <(item (🚞Nivel?) of [posicion x v]) = []>> then\nend\n\n@Sí//Warden\n\nwhen flag clicked\nhide\nbroadcast (sí v)\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nbroadcast (sí v)\nhide\n\nwhen I receive [holaa v]\nbroadcast (bu v)\nset [🕴quieto? v] to [0]\nset [❌strike v] to [3]\nbroadcast (particulas v)\nwait until <(⏸Pausa) = [0]>\nwait (1) seconds\nwait until <(⏸Pausa) = [0]>\nshow\nstart sound [hola v]\ngo to x: (0) y: (-190)\nswitch costume to (out v)\nwait (0) seconds\nrepeat (9)\n wait until <(⏸Pausa) = [0]>\n change y by (10)\nend\nrepeat (2)\n wait until <(⏸Pausa) = [0]>\n wait (0) seconds\n next costume\nend\nwait (2.5) seconds\nrepeat (4)\n wait until <(⏸Pausa) = [0]>\n wait (0) seconds\n next costume\n change y by (20)\nend\nwait until <(⏸Pausa) = [0]>\nwait (2) seconds\nwait until <(⏸Pausa) = [0]>\nstart sound [Enojao v]\nswitch costume to (idle v)\npoint towards (sí//yo b\) v)\nrepeat (3)\n wait until <(⏸Pausa) = [0]>\n wait (0) seconds\n next costume\nend\nwait until <(⏸Pausa) = [0]>\nwait (2) seconds\nwait until <(⏸Pausa) = [0]>\nswitch costume to (mirar v)\nif <(👨🏻🤝👨🏻Players?) = [1]> then\n glide (0.1) secs to x: ([x position v] of [sí//yo b\) v]) y: (y position)\nelse\n glide (0.1) secs to x: ([x position v] of [sí//yo b\) v]) y: (y position)\n glide (0.1) secs to x: ([x position v] of [sí//el b\( v]) y: (y position)\nend\nwait until <(⏸Pausa) = [0]>\nbroadcast (ded v)\nstop [other scripts in sprite v]\nwait (1) seconds\nstart sound [adios v]\nswitch costume to (idle2 v)\nrepeat (4)\n wait until <(⏸Pausa) = [0]>\n wait (0) seconds\n wait until <(⏸Pausa) = [0]>\n next costume\nend\nrepeat (100)\n wait until <(⏸Pausa) = [0]>\n change y by (-2.5)\nend\nset [❌strike v] to [0]\nset [🕴quieto? v] to [1]\nstop [this script v]\n\nwhen I receive [sí v]\nset rotation style [left-right v]\nforever\n if <(🚞Nivel?) = [11]> then\n broadcast (pelea v)\n set volume to (🔊Volumen) %\n start sound [4 v]\n set [❌strike v] to [3]\n set size to (70) %\n wait (1) seconds\n show\n start sound [hola v]\n go to x: (0) y: (-190)\n switch costume to (out v)\n wait (0) seconds\n repeat (9)\n change y by (10)\n end\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (2.5) seconds\n repeat (4)\n wait (0) seconds\n next costume\n change y by (20)\n end\n wait (2) seconds\n start sound [Enojao v]\n switch costume to (idle v)\n point towards (sí//yo b\) v)\n repeat (3)\n wait (0) seconds\n next costume\n end\n wait (2) seconds\n broadcast (fight v)\n switch costume to (mirar v)\n reset timer\n wait (2.2) seconds\n repeat until <<<<touching (sí//yo b\) v)?> or <touching (sí//el b\( v)?>> and <(👶Modo bebé B\)) = [0]>> or <not <(🚞Nivel?) = [11]>>>\n if <<(timer) > [120]> or <<key (q v) pressed?> or <(📲Cuerno Mobile) = [1]>>> then\n stop [other scripts in sprite v]\n wait (2) seconds\n play sound [Trite v] until done\n switch costume to (idle v)\n wait (1) seconds\n start sound [adios v]\n switch costume to (idle2 v)\n repeat (4)\n wait (0) seconds\n next costume\n end\n repeat (100)\n change y by (-2.5)\n end\n set [❌strike v] to [0]\n stop [this script v]\n else\n point towards (sí//yo b\) v)\n end\n end\n if <<<touching (sí//yo b\) v)?> or <touching (sí//el b\( v)?>> and <(👶Modo bebé B\)) = [0]>> then\n broadcast (ded v)\n end\n stop [other scripts in sprite v]\n switch costume to (idle v)\n wait (1) seconds\n start sound [adios v]\n switch costume to (idle2 v)\n repeat (4)\n wait (0) seconds\n next costume\n end\n repeat (100)\n change y by (-2.5)\n end\n set [❌strike v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [fight v]\nforever\n wait (3) seconds\n switch costume to (pre sonic bum v)\n play sound [Pre sonic boom v] until done\n switch costume to (sonic bum v)\n start sound (pick random (7) to (9))\n repeat (8)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n switch costume to (mirar v)\nend\n\nwhen I start as a clone\nset size to (50) %\nchange y by (-10)\ngo [forward v] (1) layers\nswitch costume to (sonic boom v)\nset rotation style [all around v]\nrepeat until <<touching (sí//yo b\) v)?> or <touching (_edge_ v)?>>\n change size by (10)\n move (20) steps\n if <touching (sí//yo b\) v)?> then\n if <(direction) > [0]> then\n set [🛵vel x p1 v] to [5]\n set [🛵vel y p1 v] to [5]\n else\n set [🛵vel x p1 v] to [-5]\n set [🛵vel y p1 v] to [5]\n end\n end\nend\ndelete this clone\n\nwhen I receive [sí v]\ndelete this clone\n\nwhen I receive [sí v]\nforever\n if <(🚞Nivel?) = [11]> then\n repeat (2)\n start sound [Corazon v]\n wait (2) seconds\n end\n forever\n start sound [Corazon v]\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [holaa v]\nrepeat (10)\n start sound [Corazon v]\n wait (1) seconds\nend\n\nwhen I receive [next v]\nset volume to (🔊Volumen) %\n\nwhen flag clicked\nset [🚞nivel? v] to [RandomWorld se acerca]\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sí//Luciernagas\n\nwhen I start as a clone\nclear graphic effects\nforever\n wait (pick random (2) to (3)) seconds\n repeat (20)\n change [brightness v] effect by (-5)\n end\n repeat (20)\n change [brightness v] effect by (5)\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\nforever\n wait (0.5) seconds\n repeat (3)\n set [repeat v] to (pick random (15) to (35))\n set [🦟move x v] to (pick random (-1) to (1))\n repeat (Repeat)\n if <(x position) < [-230]> then\n change x by ([abs v] of (🦟Move X) )\n else\n if <(x position) > [230]> then\n change x by ((0) - ([abs v] of (🦟Move X) ))\n else\n change x by (🦟Move X)\n if <touching (sí//piso feo v)?> then\n change x by ((0) - (🦟Move X))\n end\n end\n end\n end\n end\nend\n\nwhen [space v] key pressed\nif <(username) = [TadeoCreeper]> then\n if <([sqrt v] of (9) ) = [3]> then\n delete this clone\n end\n if <(🚞Nivel?) > [12]> then\n Generar\n end\nend\n\nwhen I start as a clone\nshow\nforever\n wait (0.5) seconds\n repeat (3)\n set [🦟move y v] to (pick random (-1) to (1))\n repeat (Repeat)\n if <(y position) < [-170]> then\n change y by ([abs v] of (🦟Move Y) )\n else\n if <(y position) > [170]> then\n change y by ((0) - ([abs v] of (🦟Move Y) ))\n else\n change y by (🦟Move Y)\n if <touching (sí//piso feo v)?> then\n change y by ((0) - (🦟Move Y))\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reset firefly v]\nswitch costume to (fire v)\nif <([sqrt v] of (9) ) = [3]> then\n delete this clone\nend\nwait (0) seconds\nif <(🚞Nivel?) > [12]> then\n Generar\nend\n\ndefine Generar\nif <(🦟Particulas?) = [1]> then\n show\n repeat (pick random (5) to (11))\n go to x: (pick random (200) to (-200)) y: (pick random (170) to (-80))\n if <touching (sí//piso feo v)?> then\n repeat until <not <touching (sí//piso feo v)?>>\n go to x: (pick random (200) to (-200)) y: (pick random (170) to (-80))\n end\n end\n create clone of (_myself_ v)\n end\n hide\nend\n\nwhen [r v] key pressed\nif <key (w v) pressed?> then\n switch costume to (fly v)\nend\n\nwhen I receive [inicio v]\nwait (0) seconds\nif <([sqrt v] of (9) ) = [3]> then\n delete this clone\nend\nif <(🚞Nivel?) > [12]> then\n Generar\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nbroadcast (reset firefly v)\n\n@Sí//Barras\n\nwhen flag clicked\nswitch costume to ( v)\nhide\ngo to x: (0) y: (0)\nforever\n wait until <(🚞Nivel?) = [11]>\n switch costume to ( v)\n go to x: (0) y: (0)\n clear graphic effects\n show\n switch costume to (1 v)\n create clone of (_myself_ v)\n repeat (20)\n change y by (-1)\n end\n wait (9) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n switch costume to ( v)\n wait until <not <(🚞Nivel?) = [11]>>\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\nrepeat (20)\n change y by (1)\nend\nwait (9) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Sí//filtro\n\nwhen flag clicked\nforever\n set [ghost v] effect to (15)\n if <(🚞Nivel?) > [12]> then\n hide\n else\n show\n end\nend\n\ngo to (sí//amogus blocks v)\n\n@Sí//Oscuridad efecto\n\nwhen I receive [oscuridad v]\nswitch costume to (2 v)\nshow\nset size to (100) %\nset [ghost v] effect to (100)\nswitch costume to (1 v)\nwait until <(⏸Pausa) = [0]>\nrepeat (50)\n change [ghost v] effect by (-1.9)\n wait until <(⏸Pausa) = [0]>\nend\nstart sound [Corazon v]\nwait until <(⏸Pausa) = [0]>\nwait (0.2) seconds\nwait until <(⏸Pausa) = [0]>\nrepeat (25)\n change [ghost v] effect by (0.3)\n wait until <(⏸Pausa) = [0]>\nend\nwait until <(⏸Pausa) = [0]>\nwait (0.2) seconds\nrepeat (2)\n wait until <(⏸Pausa) = [0]>\n repeat (25)\n change [ghost v] effect by (-0.3)\n wait until <(⏸Pausa) = [0]>\n end\n start sound [Corazon v]\n wait until <(⏸Pausa) = [0]>\n wait (0.2) seconds\n wait until <(⏸Pausa) = [0]>\n repeat (25)\n change [ghost v] effect by (0.3)\n wait until <(⏸Pausa) = [0]>\n end\n wait until <(⏸Pausa) = [0]>\n wait (0.2) seconds\nend\nrepeat (100)\n change [ghost v] effect by (1)\nend\nclear graphic effects\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [ded v]\nstop [other scripts in sprite v]\nclear graphic effects\nhide\n\nwhen I receive [oscuridad v]\nforever\n go to (sí//yo b\) v)\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nclear graphic effects\nhide\n\n@Skins menu\n\nwhen I receive [title screen v]\nwait (0) seconds\nswitch costume to (amogusus v)\nrepeat (11)\n next costume\n create clone of (_myself_ v)\nend\nswitch costume to (amogusus v)\nforever\n if <(👔Skin selector?) = [1]> then\n show\n go to [front v] layer\n switch costume to (amogusus v)\n wait until <not <(👔Skin selector?) = [1]>>\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(👔Skin selector?) = [1]> then\n show\n wait (0.3) seconds\n go to [front v] layer\n wait until <not <(👔Skin selector?) = [1]>>\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n wait (0.1) seconds\n if <mouse down?> then\n if <<(costume [number v]) = [12]> and <(👔Skin selector?) = [1]>> then\n set [👔skin selector? v] to [0]\n else\n if <(👔Skin selector?) = [1]> then\n start sound [minecraft_click2 v]\n if <(costume [number v]) < [7]> then\n set [👔skin p1 v] to ((costume [number v]) - (1))\n else\n set [👔skin p2 v] to ((costume [number v]) - (6))\n end\n end\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [👔skin selector? v] to [0]\nhide\n\ngo to (ender perl p2 v)\n\nwhen I receive [inicio v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@config menu\n\nwhen I receive [title screen v]\nset [🔥modo difícil v] to [0]\nset [🎶música? v] to [1]\nset [🦟particulas? v] to [1]\nset [👶modo bebé b\) v] to [0]\nset [🚙tp v] to [0]\nset [🔊volumen v] to [95]\nwait (0) seconds\nswitch costume to (amogusus v)\nrepeat (9)\n next costume\n create clone of (_myself_ v)\nend\nswitch costume to (amogusus v)\nforever\n if <(🔧Config menu?) = [1]> then\n show\n go to [front v] layer\n show variable [🔊volumen v]\n wait until <not <(🔧Config menu?) = [1]>>\n else\n hide variable [🔊volumen v]\n hide\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(🔧Config menu?) = [1]> then\n show\n wait (0.1) seconds\n go to [front v] layer\n wait until <not <(🔧Config menu?) = [1]>>\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(🔧Config menu?) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n if <mouse down?> then\n if <(costume [name v]) = [X]> then\n start sound [minecraft_click2 v]\n set [🔧config menu? v] to [0]\n end\n if <<(costume [number v]) = [3]> or <(costume [name v]) = [a 2]>> then\n start sound [minecraft_click2 v]\n if <(costume [number v]) = [3]> then\n set [🏞 fondo? v] to [0]\n else\n if <(costume [name v]) = [a 2]> then\n set [🏞 fondo? v] to [1]\n end\n end\n end\n if <<(costume [number v]) = [4]> or <(costume [name v]) = [b 2]>> then\n start sound [minecraft_click2 v]\n if <(costume [number v]) = [4]> then\n set [👶modo bebé b\) v] to [0]\n else\n if <(costume [name v]) = [b 2]> then\n set [👶modo bebé b\) v] to [1]\n set [🔥modo difícil v] to [0]\n end\n end\n end\n if <<(costume [number v]) = [5]> or <(costume [name v]) = [c 2]>> then\n start sound [minecraft_click2 v]\n if <(costume [number v]) = [5]> then\n set [🚙tp v] to [0]\n else\n if <(costume [name v]) = [c 2]> then\n set [🚙tp v] to [1]\n end\n end\n end\n if <<(costume [number v]) = [6]> or <(costume [name v]) = [d 2]>> then\n start sound [minecraft_click2 v]\n if <(costume [number v]) = [6]> then\n set [🦟particulas? v] to [0]\n else\n if <(costume [name v]) = [d 2]> then\n set [🦟particulas? v] to [1]\n end\n end\n end\n if <<(costume [number v]) = [7]> or <(costume [name v]) = [e 2]>> then\n start sound [minecraft_click2 v]\n if <(costume [number v]) = [7]> then\n set [🎶música? v] to [0]\n else\n if <(costume [name v]) = [e 2]> then\n set [🎶música? v] to [1]\n end\n end\n end\n if <<(costume [number v]) = [8]> or <(costume [name v]) = [f 2]>> then\n start sound [minecraft_click2 v]\n if <(costume [number v]) = [8]> then\n set [🔥modo difícil v] to [0]\n else\n if <(costume [name v]) = [f 2]> then\n set [🔥modo difícil v] to [1]\n set [👶modo bebé b\) v] to [0]\n end\n end\n end\n end\n wait until <not <mouse down?>>\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nset [🔧config menu? v] to [0]\nset [👶modo bebé b\) v] to [0]\nset [🏞 fondo? v] to [1]\nhide\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [3]> or <(costume [name v]) = [a 2]>> then\n if <(🏞 Fondo?) = [1]> then\n switch costume to (a 1 v)\n else\n switch costume to (a 2 v)\n end\n end\n if <<(costume [number v]) = [4]> or <(costume [name v]) = [b 2]>> then\n if <(👶Modo bebé B\)) = [1]> then\n switch costume to (b 1 v)\n else\n switch costume to (b 2 v)\n end\n end\n if <<(costume [number v]) = [5]> or <(costume [name v]) = [c 2]>> then\n if <(🚙TP) = [1]> then\n switch costume to (c 1 v)\n else\n switch costume to (c 2 v)\n end\n end\n if <<(costume [number v]) = [6]> or <(costume [name v]) = [d 2]>> then\n if <(🦟Particulas?) = [1]> then\n switch costume to (d 1 v)\n else\n switch costume to (d 2 v)\n end\n end\n if <<(costume [number v]) = [7]> or <(costume [name v]) = [e 2]>> then\n if <(🎶Música?) = [1]> then\n switch costume to (e 1 v)\n else\n switch costume to (e 2 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [8]> or <(costume [name v]) = [f 2]>> then\n if <(🔥Modo Difícil) = [1]> then\n switch costume to (f 1 v)\n else\n switch costume to (f 2 v)\n end\n end\nend\n\nwhen I receive [inicio v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Ender Perl P1\n\nwhen I receive [inicio v]\nforever\n if <(📱Mobile?) = [0]> then\n if <not <(🚞Nivel?) = [11]>> then\n if <<key (e v) pressed?> and <(🚙TP) = [1]>> then\n broadcast (fisicas v)\n set volume to (🔊Volumen) %\n start sound [Trow v]\n show\n go to (sí//yo b\) v)\n if <([direction v] of [sí//yo b\) v]) > [0]> then\n set [vel x v] to ((pick random (6) to (12)) + ((🛵Vel X P1) / (2)))\n set [vel y v] to ((pick random (13) to (15)) + ((🛵Vel Y P1) / (2)))\n else\n set [vel x v] to (() - ((pick random (6) to (12)) + ([abs v] of ((🛵Vel X P1) / (2)) )))\n set [vel y v] to ((pick random (13) to (15)) + ((🛵Vel Y P1) / (2)))\n end\n wait until <<touching (sí//piso feo v)?> or <<(y position) < [-179]> or <(x position) > [235]>>>\n stop [other scripts in sprite v]\n if <(y position) < [-179]> then\n hide\n else\n Colocar\n start sound [Land v]\n hide\n end\n wait (0.5) seconds\n end\n end\n end\nend\n\nwhen I receive [fisicas v]\nforever\n change x by (Vel X)\n change y by (Vel Y)\n if <touching (sí//piso feo v)?> then\n set [vel y v] to [0]\n else\n if <(Vel Y) < [-25]> then\n end\n if <(Vel X) > [0]> then\n change [vel x v] by (-0.15)\n else\n if <(Vel X) < [0]> then\n change [vel x v] by (0.15)\n end\n end\nend\n\ndefine Colocar\nif <(x position) > [235]> then\n change x by (-20)\n broadcast (perl P1 v)\nelse\n if <touching (sí//piso feo v)?> then\n repeat (25)\n change x by (1)\n end\n if <touching (sí//piso feo v)?> then\n repeat (25)\n change x by (-1)\n end\n if <touching (sí//piso feo v)?> then\n repeat until <not <touching (sí//piso feo v)?>>\n change y by (1)\n if <(y position) > [179]> then\n broadcast (perl v)\n stop [this script v]\n end\n end\n end\n end\n end\n broadcast (perl P1 v)\nend\n\nwhen I receive [ender perl v]\nif <not <(🚞Nivel?) = [11]>> then\n broadcast (fisicas v)\n start sound [Trow v]\n show\n go to (sí//yo b\) v)\n if <([direction v] of [sí//yo b\) v]) > [0]> then\n set [vel x v] to ((pick random (6) to (12)) + ((🛵Vel X P1) / (2)))\n set [vel y v] to ((pick random (13) to (15)) + ((🛵Vel Y P1) / (2)))\n else\n set [vel x v] to (() - ((pick random (6) to (12)) + ([abs v] of ((🛵Vel X P1) / (2)) )))\n set [vel y v] to ((pick random (13) to (15)) + ((🛵Vel Y P1) / (2)))\n end\n wait until <<touching (sí//piso feo v)?> or <<(y position) < [-179]> or <(x position) > [235]>>>\n stop [other scripts in sprite v]\n if <(y position) < [-179]> then\n hide\n else\n Colocar\n start sound [Land v]\n hide\n end\n wait (0.5) seconds\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nhide\n\n@Ender Perl P2\n\nwhen I receive [multi v]\nforever\n if <not <(🚞Nivel?) = [11]>> then\n if <key (m v) pressed?> then\n broadcast (fisicas v)\n set volume to (🔊Volumen) %\n start sound [Trow v]\n show\n go to (sí//el b\( v)\n if <([direction v] of [sí//el b\( v]) > [0]> then\n set [vel x v] to ((pick random (6) to (12)) + ((🛵Vel X P2) / (2)))\n set [vel y v] to ((pick random (13) to (15)) + ((🛵Vel Y P2) / (2)))\n else\n set [vel x v] to (() - ((pick random (6) to (12)) + ([abs v] of ((🛵Vel X P2) / (2)) )))\n set [vel y v] to ((pick random (13) to (15)) + ((🛵Vel Y P2) / (2)))\n end\n wait until <<touching (sí//piso feo v)?> or <<(y position) < [-179]> or <<(x position) > [235]> or >>>\n stop [other scripts in sprite v]\n if <(y position) < [-179]> then\n hide\n else\n Colocar\n start sound [Land v]\n hide\n end\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [fisicas v]\nforever\n change x by (Vel X)\n change y by (Vel Y)\n if <touching (sí//piso feo v)?> then\n set [vel y v] to [0]\n else\n if <(Vel Y) < [-25]> then\n end\n if <(Vel X) > [0]> then\n change [vel x v] by (-0.15)\n else\n if <(Vel X) < [0]> then\n change [vel x v] by (0.15)\n end\n end\nend\n\ndefine Colocar\nif <(x position) > [235]> then\n change x by (-20)\n broadcast (perl v)\nelse\n if <touching (sí//piso feo v)?> then\n repeat (25)\n change x by (1)\n end\n if <touching (sí//piso feo v)?> then\n repeat (25)\n change x by (-1)\n end\n if <touching (sí//piso feo v)?> then\n repeat until <not <touching (sí//piso feo v)?>>\n change y by (1)\n if <(y position) > [179]> then\n broadcast (perl v)\n stop [this script v]\n end\n end\n end\n end\n end\n broadcast (perl v)\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nhide\n\n@Mojang\n\nwhen I receive [mojang v]\nshow\ngo to [front v] layer\nswitch costume to (mojang v)\nwait (1) seconds\nstart sound [y2mate v]\nrepeat (127)\n next costume\nend\nbroadcast (title screen v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [title screen v]\nrepeat (300)\n go to [front v] layer\nend\n\n@Particulas\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\nset [vx v] to (pick random (-6) to (6))\nset [vy v] to (pick random (2) to (5))\nset size to (pick random (70) to (100)) %\nrepeat until <<touching (sí//piso feo v)?> or <(y position) < [-179]>>\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n change x by (vx)\n change y by (vy)\n if <(vy) > [-25]> then\n change [vy v] by (-0.5)\n else\n set [vy v] to [-25]\n end\n change [vx v] by ((vx) * (-0.05))\nend\n\nwhen I receive [particulas v]\ngo to x: (0) y: (-85)\nwait (1) seconds\nwait until <(⏸Pausa) = [0]>\nrepeat (100)\n set x to (pick random (60) to (-60))\n create clone of (_myself_ v)\n wait until <(⏸Pausa) = [0]>\nend\nwait until <(⏸Pausa) = [0]>\nwait (5) seconds\nwait until <(⏸Pausa) = [0]>\nrepeat (100)\n set x to (([x position v] of [sí//warden v]) + (pick random (60) to (-60)))\n create clone of (_myself_ v)\n wait until <(⏸Pausa) = [0]>\nend\n\nwhen I receive [pelea v]\ngo to x: (0) y: (-85)\nwait (1) seconds\nwait until <(⏸Pausa) = [0]>\nrepeat (100)\n set x to (pick random (60) to (-60))\n create clone of (_myself_ v)\n wait until <(⏸Pausa) = [0]>\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Load\n\ndefine Load\nset [# v] to [1]\ndelete all of [1 v]\ndelete all of [2 v]\nrepeat until <(#) > (length of (answer))>\n repeat until <(letter (#) of (answer)) = [/]>\n add (letter (#) of (answer)) to [2 v]\n change [# v] by (1)\n end\n change [# v] by (1)\n add (2) to [1 v]\n delete all of [2 v]\nend\n\nwhen I receive [load v]\nset [pasa? v] to [0]\nask [Save code ⬇ / Codigo de Guardado ⬇] and wait\nif < (answer) contains [/]?> then\n Load\nelse\n delete all of [1 v]\n add [] to [⬇ copia esto / copy this ⬇ v]\nend\nif <((item (1) of [1 v]) / ((item (length of [1 v]) of [1 v]) - (1))) > [0]> then\n if <<((item (2) of [1 v]) / ((item (length of [1 v]) of [1 v]) - (1))) = [1]> or <((item (2) of [1 v]) / ((item (length of [1 v]) of [1 v]) - (1))) = [2]>> then\n if <<((item (3) of [1 v]) / ((item (length of [1 v]) of [1 v]) - (1))) > [-1]> and <((item (3) of [1 v]) / ((item (length of [1 v]) of [1 v]) - (1))) < [3]>> then\n set [pasa? v] to [1]\n else\n say [Ivalid Code! / ¡Código Invalido!] for (2) seconds\n stop [this script v]\n end\n else\n say [Ivalid Code! / ¡Código Invalido!] for (2) seconds\n stop [this script v]\n end\nelse\n say [Ivalid Code! / ¡Código Invalido!] for (2) seconds\n stop [this script v]\nend\nbroadcast (Inicio v)\nwait (0) seconds\nset [🚞nivel? v] to ((item (1) of [1 v]) / ((item (length of [1 v]) of [1 v]) - (1)))\nset [👨🏻🤝👨🏻players? v] to ((item (2) of [1 v]) / ((item (length of [1 v]) of [1 v]) - (1)))\nset [❌strike v] to ((item (3) of [1 v]) / ((item (length of [1 v]) of [1 v]) - (1)))\nbroadcast (next v)\n\n
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* Funcionamiento del sculk más abajo *\n--| CONTROLES |--\n - Player 1 -\nUsa WASD para moverte, presiona S para agacharte, así evitas el sculk, usa Q para usar el cuerno de cabra, (*si activaste) usa E para usar la Ender Pearl\n\n - Player 2 -\nUsa ↑↓→← para moverte, presiona ↓ para agacharte, así evitas el sculk, usa M para usar la Ender Pearl\n\n--| SCULK |--\n - Sculk Sensor -\nDetecta tus movimientos, si hay un Shrieker cerca, se activara\n\n - Sculk Shrieker -\nAl activarse 3 veces, llama al Warden, en modo dificil solo con 1 vez se activa\n\n - Warden -\nAntes del nivel 11, el Warden te manda con Dios instantáneamente, en el 11, le tienes que aturdir
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A Knight's Quest || Scratch Platformer
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (sky_var)\nend\n\nwhen flag clicked\nforever\n\nplay sound [Medieval2 v] until done\n\nwhen flag clicked\nforever\n if <<<(stage #) < [7]> or <(stage #) > [10]>> and <not <(stage #) = [14]>>> then\n set [sky_var v] to [SKY]\n else\n if <(stage #) = [14]> then\n set [sky_var v] to [CASTLE]\n else\n set [sky_var v] to [CAVE]\n end\n end\nend\n\nwhen flag clicked\nset [death count v] to [0]\nset [enemy death count v] to [0]\n\nwhen I receive [player down! v]\nchange [death count v] by (1)\n\n@HITBOX\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset size to (50) %\npoint in direction (90)\nset [y movement speed v] to [0]\nset [fall var v] to [20]\nset [gravity v] to [-1.5]\nset [x movement speed v] to [0]\nforever\n if <(game) = [play]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x movement speed v] by (-1.2)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x movement speed v] by (1.2)\n end\n set [x movement speed v] to ((x movement speed) * (0.9))\n change [y movement speed v] by (gravity)\n if <<touching (props v)?> and <([costume name v] of [props v]) = [rope]>> then\n move in steps ([abs v] of (x movement speed) )\n else\n move in steps (([abs v] of (x movement speed) ) + ([abs v] of (y movement speed) ))\n end\n end\nend\n\ndefine move in steps (steps)\nchange [fall var v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((x movement speed) / (steps))\n if <<touching (level v)?> or <touching (block v)?>> then\n set x to (last value)\n set [x movement speed v] to [0]\n end\n set [last value v] to (y position)\n change y by ((y movement speed) / (steps))\n if <<touching (level v)?> or <touching (block v)?>> then\n set y to (last value)\n if <(y movement speed) < [0]> then\n set [fall var v] to [0]\n end\n set [y movement speed v] to [0]\n end\nend\n\nwhen flag clicked\nset [last y v] to [-40]\ngo to x: (-203) y: (last y)\nset [stage # v] to [1]\nforever\n if <<<touching (obstacles v)?> or <<touching (haunted knight v)?> and <(hit?) = [no]>>> or <<touching (slime v)?> and <(hit?) = [no]>>> then\n wait (0.0001) seconds\n set [game v] to [death]\n broadcast (player down! v) and wait\n set x to (last x)\n set y to (last y)\n set [game v] to [play]\n broadcast (alive v)\n end\n if <(game) = [play]> then\n if <<(x position) = [242]> or <(x position) > [242]>> then\n set x to (-203)\n set [stage # v] to ((stage #) + (1))\n set [last y v] to (y position)\n set [last x v] to (x position)\n set y to (last y)\n set [x movement speed v] to [0]\n end\n end\nend\n\nwhen I receive [investigate the chest v]\ngo to x: (-77) y: (-56)\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(fall var) < [3]> then\n set [y movement speed v] to [16]\n end\n end\nend\n\n@LEVEL\n\nwhen flag clicked\nforever\n repeat until <(costume [name v]) = [14]>\n go to x: (0) y: (0)\n switch costume to (join [LEVEL ] (stage #))\n end\nend\n\nwhen I receive [ending scene v]\nset [stage # v] to [14]\n\n@PROPS\n\nwhen flag clicked\nhide\nforever\n if <(stage #) = [1]> then\n show\n switch costume to (overworld sign v)\n go to x: (-160) y: (-90)\n go to [back v] layer\n else\n if <(stage #) = [2]> then\n show\n switch costume to (overworld sign v)\n go to x: (-100) y: (-90)\n go to [back v] layer\n else\n if <(stage #) = [3]> then\n show\n switch costume to (overworld sign v)\n go to x: (-150) y: (-90)\n go to [back v] layer\n else\n if <(stage #) = [6]> then\n show\n switch costume to (overworld sign v)\n go to x: (-120) y: (-96)\n go to [back v] layer\n else\n if <(stage #) = [8]> then\n show\n switch costume to (underground sign2 v)\n go to x: (16) y: (13)\n go to [back v] layer\n else\n hide\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [text v] to [false]\nforever\n if < (costume [name v]) contains [SIGN]?> then\n if <touching (hitbox v)?> then\n repeat until <not <touching (hitbox v)?>>\n set [text v] to [true]\n end\n set [text v] to [false]\n end\n end\nend\n\n@CROSS-HAIRE\n\nwhen flag clicked\ngo [forward v] (999) layers\nforever\n go to (mouse-pointer v)\nend\n\nif < ([costume name v] of [weapons v]) contains [bow]?> then\n show\nelse\n hide\nend\n\n@PLAYER\n\nwhen flag clicked\nswitch costume to (current v)\nset [ghost v] effect to (0)\nforever\n if <(game) = [play]> then\n set [brightness v] effect to (0)\n set rotation style [left-right v]\n go to (hitbox v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n end\nend\n\nwhen I receive [player down! v]\nswitch costume to (current \(dead\) v)\nset [brightness v] effect to (50)\nwait (0.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (current v)\nset [x movement speed v] to [0]\n\nwhen I receive [player down! v]\nrepeat (1)\n change y by (-5)\nend\nrepeat (30)\n change y by (5)\nend\n\nwhen flag clicked\npoint in direction (90)\nset [game v] to [beginning cutscene]\ngo to x: (-200) y: (-56)\n\nwhen I receive [walk! v]\nglide (2) secs to x: (100) y: (-56)\n\nwhen I receive [walk back! v]\npoint in direction (-90)\nglide (2) secs to x: (-200) y: (-56)\n\nwhen flag clicked\nwait (1) seconds\nwait until <[inventory v] contains [crown]?>\nbroadcast (game completed! v) and wait\n\nwhen I receive [game completed! v]\nwait until <(game) = [ending cutscene]>\npoint in direction (90)\nswitch costume to (current \(crown\) v)\ngo to x: (-200) y: (-56)\n\nwhen I receive [knight gives crown! v]\nwait (1) seconds\nswitch costume to (current v)\n\nwhen I receive [turn around! v]\npoint in direction (-90)\n\nwhen I receive [walk to chest v]\nglide (2) secs to x: (-77) y: (-56)\npoint in direction (90)\n\nwhen I receive [investigate the chest v]\nswitch costume to (current v)\n\nadd [key] to [inventory v]\n\nwhen I receive [chest appear! v]\nrepeat (10)\n wait (0.09) seconds\n change y by (1)\n change x by (10)\n wait (0.09) seconds\n change y by (-1)\n change x by (-10)\nend\n\nwhen I receive [alive v]\ngo to (hitbox v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nset [ghost v] effect to (100)\n\n@OBSTACLES\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (join [OBSTACLE ] (stage #))\nend\n\n@TEXT\n\nwhen flag clicked\nforever\n if <not < (game) contains [cutscene]?>> then\n switch costume to (join [TEXT LEVEL ] (stage #))\n if <(stage #) = [14]> then\n go to (king v)\n else\n go to (props v)\n end\n if <(text) = [true]> then\n show\n else\n hide\n end\n else\n hide\n end\nend\n\n@COLLECTIBLES\n\nwhen flag clicked\nset [chest v] to [closed]\nhide\nforever\n if <(stage #) = [14]> then\n set [type of gem? v] to (pick random (1) to (4))\n if <(type of gem?) = [1]> then\n set [item v] to [diamond]\n else\n if <(type of gem?) = [2]> then\n set [item v] to [ruby stone]\n else\n if <(type of gem?) = [3]> then\n set [item v] to [pink diamond]\n else\n if <(type of gem?) = [4]> then\n set [item v] to [mystic stone]\n end\n end\n end\n end\n set [brightness v] effect to (10)\n set [ghost v] effect to (100)\n switch costume to (item)\n wait until <<(chest) = [opened]> or <not <(stage #) = [14]>>>\n create clone of (_myself_ v)\n wait until <not <(stage #) = [14]>>\n else\n if <(stage #) = [6]> then\n set [brightness v] effect to (0)\n set [item v] to [pickaxe]\n insert tool [-63] [-92]\n create clone of (_myself_ v)\n wait until <not <(stage #) = [6]>>\n else\n if <(stage #) = [8]> then\n set [brightness v] effect to (0)\n set [item v] to [sword]\n insert tool [10] [44]\n create clone of (_myself_ v)\n wait until <not <(stage #) = [8]>>\n else\n if <<(stage #) = [12]> and <<(enemy death count) = [4]> and <(death count) < [4]>>> then\n set [brightness v] effect to (10)\n set [item v] to [key]\n insert tool [148] [-26]\n create clone of (_myself_ v)\n wait until <not <(stage #) = [12]>>\n else\n if <(stage #) = [13]> then\n set [brightness v] effect to (10)\n set [item v] to [crown]\n insert tool [11] [90]\n create clone of (_myself_ v)\n wait until <not <(stage #) = [13]>>\n end\n end\n end\n end\n end\nend\n\ndefine insert tool (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (item)\n\nwhen I start as a clone\nshow\nif <<(item) = [key]> or << (item) contains [diamond]?> or < (item) contains [stone]?>>> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nforever\n set [ghost v] effect to (0)\n if <touching (player v)?> then\n if <(item) = [crown]> then\n broadcast (crown!! v)\n else\n broadcast (item collected! v)\n end\n insert (item) at (1) of [inventory v] \n delete this clone\n else\n if <(item) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nset [item v] to [0]\ndelete all of [inventory v]\n\nwhen I start as a clone\nforever\n if << (item) contains [diamond]?> or < (item) contains [stone]?>> then\n go to (chest v)\n end\nend\n\nwhen I start as a clone\n\n set [brightness v] effect to (10)\n switch costume to (item)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@BLOCK\n\nwhen I start as a clone\nshow\nforever\n if <[inventory v] contains [pickaxe]?> then\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n set [brightness v] effect to (-10)\n if <mouse down?> then\n broadcast (mining v)\n delete this clone\n end\n end\n set [brightness v] effect to (0)\n end\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(stage #) = [6]> then\n go to x: (130) y: (-80)\n switch costume to (6 v)\n create clone of (_myself_ v)\n wait until <not <(stage #) = [6]>>\n else\n if <(stage #) = [8]> then\n go to x: (211) y: (92)\n switch costume to (10 v)\n create clone of (_myself_ v)\n wait until <not <(stage #) = [8]>>\n end\n end\nend\n\nwhen flag clicked\n\n@SETTINGS\n\nwhen flag clicked\nforever\n hide\nend\n\n@WEAPON\n\nrepeat (7)\n turn right (-15) degrees\nend\n\n\n\n\n\ndefine insert tool (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (item)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nrepeat (7)\n\nturn right (15) degrees\n\nturn right (-15) degrees\nwait (0.2) seconds\n\nwhen flag clicked\nforever\n if <[inventory v] contains [sword]?> then\n if <<key (space v) pressed?> and <(game) = [play]>> then\n broadcast (swoosh! v)\n if <([direction v] of [player v]) = [90]> then\n switch costume to (sword left v)\n show\n repeat (12)\n turn right (15) degrees\n end\n hide\n wait (0.2) seconds\n else\n if <([direction v] of [player v]) = [-90]> then\n switch costume to (sword right v)\n show\n repeat (12)\n turn right (-15) degrees\n end\n hide\n wait (0.2) seconds\n end\n end\n end\n point in direction (90)\n else\n hide\n end\nend\n\n@HAUNTED KNIGHT\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(stage #) = [8]> then\n go to x: (172) y: (56)\n point in direction (90)\n create clone of (_myself_ v)\n wait until <not <(stage #) = [8]>>\n else\n if <(stage #) = [10]> then\n go to x: (19) y: (-12)\n point in direction (90)\n create clone of (_myself_ v)\n wait until <not <(stage #) = [10]>>\n end\n end\nend\n\nwhen I start as a clone\nset [hit? v] to [no]\nshow\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nforever\n if <touching (weapon v)?> then\n change [enemy death count v] by (1)\n set [hit? v] to [yes]\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (0 v)\n wait (0.09) seconds\n broadcast (sword out! v)\n repeat until <(costume [name v]) = [6]>\n next costume\n wait (0.09) seconds\n end\n wait (1) seconds\n broadcast (pull back! v)\n repeat until <(costume [name v]) = [9]>\n next costume\n wait (0.09) seconds\n end\n wait (1) seconds\nend\n\n@AUDIO\n\nwhen flag clicked\nhide\nforever\n play sound [medival music v] until done\nend\n\nwhen I receive [next scene! v]\nstart sound [click v]\nstart sound [robot v]\n\nwhen I receive [player down! v]\nstart sound [pew v]\nstart sound [death v]\nplay sound [death sound v] until done\n\nwhen I receive [jump! v]\nstart sound [high whoosh v]\nplay sound [Jump v] until done\n\nwhen I receive [mining v]\nstart sound [break low v]\nplay sound [break high v] until done\n\nwhen I receive [item collected! v]\nstart sound [collected v]\nstart sound [item picked up v]\nplay sound [collect v] until done\n\nwhen I receive [swoosh! v]\nstart sound [low whoosh v]\nplay sound [high whoosh v] until done\n\nwhen flag clicked\nset [hit? v] to [no]\nforever\n if <(hit?) = [yes]> then\n start sound [strike v]\n start sound [death v]\n play sound [death sound v] until done\n wait until <(hit?) = [no]>\n end\nend\n\nwhen I receive [crown!! v]\nstart sound [you obtained the crown! v]\n\nwhen flag clicked\nforever\n if <<(y movement speed) = [0]> and <<<key (d v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n repeat until <not <<(y movement speed) = [0]> and <<<key (d v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>>\n end\nend\n\nwhen I receive [sword out! v]\nstart sound [high whoosh v]\n\nwhen I receive [pull back! v]\nstart sound [low whoosh v]\n\nwhen I receive [slimedown v]\n\nwhen I receive [slimeup! v]\n\nstart sound [slimeup v]\n\nstart sound [slimedown v]\n\n@LABEL\n\nwhen I receive [item collected! v]\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nset [pixelate v] effect to (100)\n\nwhen I receive [crown!! v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\n\nwhen flag clicked\ngo to x: (-160) y: (-169)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\n\nwhen flag clicked\n\nwhen I receive [investigate the chest v]\nrepeat until <(chest) = [opened]>\n if <(chest dialogue) = [yes]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <(chest dialogue) = [yes]>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I receive [investigate the chest v]\nrepeat until <(chest) = [opened]>\n if <(chest dialogue) = [yes]> then\n if <(chest dialogue) = [yes]> then\n repeat (10)\n change [pixelate v] effect by (-10)\n end\n wait until <not <(chest dialogue) = [yes]>>\n repeat (10)\n change [pixelate v] effect by (10)\n end\n end\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(chest dialogue) = [yes]> then\n repeat until <(chest) = [opened]>\n if <[inventory v] contains [key]?> then\n switch costume to (click to unlock v)\n else\n switch costume to (requires key v)\n end\n end\n else\n if << (item) contains [diamond]?> or < (item) contains [stone]?>> then\n switch costume to (join (item) [ obtained])\n else\n if < (item) contains [crown]?> then\n switch costume to (crown retrieved v)\n else\n switch costume to (tool collected v)\n end\n end\n end\nend\n\nwhen I receive [crown!! v]\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nset [pixelate v] effect to (100)\n\nwhen I receive [item collected! v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\n\n@SLIME\n\nwhen I start as a clone\nforever\n switch costume to (1 v)\n wait (1) seconds\n repeat until <(costume [name v]) = [5]>\n next costume\n wait (0.09) seconds\n end\n broadcast (slimeup! v)\n repeat until <(costume [name v]) = [1]>\n switch costume to ((costume [name v]) - (1))\n wait (0.09) seconds\n end\n wait (0.09) seconds\n broadcast (slimedown v)\nend\n\nwhen I start as a clone\nset [hit? v] to [no]\nshow\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nforever\n if <touching (weapon v)?> then\n change [enemy death count v] by (1)\n set [hit? v] to [yes]\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(stage #) = [11]> then\n switch costume to (1 v)\n go to x: (80) y: (-105)\n point in direction (90)\n create clone of (_myself_ v)\n wait until <not <(stage #) = [11]>>\n else\n if <(stage #) = [12]> then\n switch costume to (1 v)\n go to x: (13) y: (35)\n point in direction (90)\n create clone of (_myself_ v)\n wait until <not <(stage #) = [12]>>\n else\n \n end\n end\nend\n\ndelete this clone\n\nwhen I start as a clone\nif <(stage #) = [11]> then\n wait until <not <(stage #) = [11]>>\n delete this clone\nend\n\n@CINEMA LINES\n\nwhen flag clicked\nshow\n\nforever\n\nwhen flag clicked\nforever\n if < (game) contains [cutscene]?> then\n switch costume to (lines - cinema v)\n else\n switch costume to (lines - gameplay v)\n end\nend\n\n@ANIMATED BACKGROUND\n\nwhen flag clicked\nforever\n if < (game) contains [cutscene]?> then\n show\n else\n hide\n end\nend\n\nwhen I receive [chest appear! v]\nrepeat (10)\n wait (0.09) seconds\n change y by (1)\n change x by (10)\n wait (0.09) seconds\n change y by (-1)\n change x by (-10)\nend\n\n@SCENE DIALOGUE\n\nwhen flag clicked\nshow\ngo to x: (5) y: (-146)\nswitch costume to (1 v)\nwait until <(game) = [beginning cutscene]>\nrepeat until <(costume [name v]) = [11]>\n if <mouse down?> then\n if <(game) = [beginning cutscene]> then\n if <(costume [name v]) = [1]> then\n broadcast (walk! v) and wait\n end\n broadcast (next scene! v)\n next costume\n wait (0.5) seconds\n end\n end\nend\nwait until <mouse down?>\nbroadcast (walk back! v) and wait\nbroadcast (start game! v)\n\nwhen I receive [start game! v]\nbroadcast (black screen! v) and wait\n\nwhen I receive [game completed! v]\nswitch costume to (12 v)\n\nwhen flag clicked\nwait (1) seconds\nwait until <(game) = [ending cutscene]>\nshow\nrepeat until <(costume [name v]) = [26]>\n if <mouse down?> then\n if <(costume [name v]) = [12]> then\n broadcast (walk! v) and wait\n else\n if <(costume [name v]) = [13]> then\n broadcast (get up! v) and wait\n else\n if <(costume [name v]) = [16]> then\n broadcast (knight gives crown! v)\n wait (1) seconds\n else\n if <(costume [name v]) = [22]> then\n hide\n broadcast (chest appear! v) and wait\n show\n else\n if <(costume [name v]) = [23]> then\n broadcast (turn around! v) and wait\n end\n if <(costume [name v]) = [25]> then\n broadcast (walk to chest v) and wait\n broadcast (investigate the chest v) and wait\n end\n end\n end\n end\n end\n broadcast (next scene! v)\n next costume\n wait (0.5) seconds\n end\nend\n\nwhen I receive [investigate the chest v]\nwait (1) seconds\nforever\n switch costume to (26 v)\nend\n\nwhen I receive [knight gives crown! v]\nhide\nwait until <([costume name v] of [king v]) = [CROWNED]>\nwait (1) seconds\nshow\n\nwhen I receive [black screen! v]\nwait (1) seconds\nhide\n\nwhen I receive [chest appear! v]\nwait (4) seconds\n\n@BLACK SCREEN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [black screen! v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nset [game v] to [play]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nforever\n if <(game) = [ending cutscene]> then\n if <key (s v) pressed?> then\n broadcast (investigate the chest v) and wait\n end\n else\n if <(game) = [beginning cutscene]> then\n if <key (s v) pressed?> then\n broadcast (black screen! v) and wait\n end\n end\n end\nend\n\nwhen I receive [game completed! v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nset [game v] to [ending cutscene]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [investigate the chest v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nset [stage # v] to [14]\nset [game v] to [play]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@KING\n\nwhen flag clicked\nswitch costume to (crownless v)\ngo to x: (196) y: (-29)\npoint in direction (90)\n\nwhen I receive [get up! v]\nturn right (15) degrees\nrepeat until <(direction) = [88]>\n turn left (1) degrees\nend\npoint in direction (90)\n\nwhen I receive [get up! v]\nrepeat (10)\n move (-2) steps\nend\nglide (0.5) secs to x: (165) y: (-50)\n\nwhen I receive [knight gives crown! v]\nwait (1) seconds\nswitch costume to (crowned v)\n\nwhen I receive [walk to chest v]\npoint in direction (90)\nglide (1) secs to x: (65) y: (-50)\n\nwhen flag clicked\nforever\n if <(stage #) = [14]> then\n if <touching (hitbox v)?> then\n repeat until <<not <touching (hitbox v)?>> or <not <(stage #) = [14]>>>\n set [text v] to [true]\n end\n end\n set [text v] to [false]\n end\nend\n\nwhen I receive [investigate the chest v]\nwait (1) seconds\nswitch costume to (crowned v)\ngo to x: (65) y: (-50)\n\nwhen flag clicked\nforever\n if <<< (game) contains [cutscene]?> or <(costume [name v]) < [14]>> or <(stage #) = [14]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [chest appear! v]\nif <not <key (s v) pressed?>> then\n repeat (10)\n wait (0.09) seconds\n change y by (1)\n change x by (10)\n wait (0.09) seconds\n change y by (-1)\n change x by (-10)\n end\nend\n\n@CHEST\n\nwhen I receive [chest appear! v]\nglide (2) secs to x: (0) y: (10)\nset [chest appeared? v] to [true]\n\nwhen flag clicked\nwait (1) seconds\nwait until <(chest appeared?) = [true]>\nforever\n glide (0.9) secs to x: (0) y: (-10)\n glide (0.9) secs to x: (0) y: (10)\nend\n\nwhen flag clicked\nset [chest dialogue v] to [no]\nwait (1) seconds\nwait until <(stage #) = [14]>\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <<not <touching (mouse-pointer v)?>> or <(chest) = [opened]>>\n set [chest dialogue v] to [yes]\n set [brightness v] effect to (10)\n set size to (110) %\n if <mouse down?> then\n if <[inventory v] contains [key]?> then\n broadcast (open chest! v) and wait\n set [chest dialogue v] to [no]\n delete (item # of [key] in [inventory v]) of [inventory v]\n hide\n end\n end\n end\n set [chest dialogue v] to [no]\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [open chest! v]\nset [chest v] to [opened]\nrepeat (20)\n change [ghost v] effect by (10)\nend\nhide\n\nadd [key] to [inventory v]\n\nwhen flag clicked\nset [chest appeared? v] to [false]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-250)\nswitch costume to (closed chest v)\n\nwhen I receive [chest appear! v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nadd [key] to [inventory v]\n\nwhen I receive [chest appear! v]\nglide (2) secs to x: (0) y: (10)\nset [chest appeared? v] to [true]\n\nwhen flag clicked\nwait (1) seconds\nwait until <<key (s v) pressed?> and <(game) = [ending cutscene]>>\nwait (1) seconds\nshow\nset [ghost v] effect to (0)\nglide (2) secs to x: (0) y: (10)\nset [chest appeared? v] to [true]\n\n@CHEST LIGHT\n\nwhen I receive [open chest! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <<key (s v) pressed?> and <(game) = [ending cutscene]>>\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (chest v)\nend\n\nwhen I receive [chest appear! v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@THUMBNAIL\n\nwhen flag clicked\nswitch costume to (official v)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
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============== [HOW TO PLAY] ==============\narrow keys / wad - to move\ns - skip cutscenes\nmouse - go through scene dialogue & interact with certain objects\nspacebar - use sword\nneed help with obtaining a key? - the king may give you a clue...\n================ [NOTICE] =================\nThis game was created as a submission for a contest... but unfortunately, I was not able to complete this project in time. Even though this project may not be the best, I am completely proud with what I have created for you guys to hopefully enjoy, and any constructive criticism would be gladly appreciated. Thank you! - xqlvicc\n=========================================\n#games #all #platformer #knight #forthethrone #mission
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Unfinished 3D Platformer
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@Stage\n\n@Empty\n\n@Main\n\nwhen flag clicked\nhide\nwait (0.01) seconds\nbroadcast (mainMenu v)\n\nwhen I receive [gameloop v]\ndelete all of [selectquad v]\ndelete all of [selectvertex v]\nset [levelwon v] to [false]\nbroadcast (initPhysics v) and wait\nbroadcast (initTextEngine v) and wait\nset [menukey v] to [false]\nset [looptask v] to [none]\nset [leveltime v] to [0]\nset [timeprevious v] to (days since 2000)\nrepeat until <(LevelWon) = [true]>\n if <(LoopTask) = [none]> then\n if <key ((item (6) of [controls v]) v) pressed?> then\n set [menukey v] to [true]\n else\n if <(menuKey) = [true]> then\n if <(EditorMode) = [false]> then\n broadcast (mainMenu v)\n end\n stop [this script v]\n end\n set [menukey v] to [false]\n end\n set [timenext v] to (days since 2000)\n set [timeelapsed v] to ((round ((86400000) * ((timeNext) - (timePrevious)))) / (1000))\n set [fps v] to (round ((1) / (timeElapsed)))\n change [leveltime v] by (((1) / (30)) / (FrameMultiplier))\n set [timeprevious v] to (timeNext)\n broadcast (physics v)\n if <(LoopTask) = [none]> then\n broadcast (text v)\n end\n if <(LoopTask) = [none]> then\n broadcast (graphics v)\n end\n end\n wait (0) seconds\nend\nset [leveltime v] to ((round ((100) * (levelTime))) / (100))\nif <(EditorMode) = [false]> then\n broadcast (winScreen v)\nend\n\ndefine Thumbnail\nset [☁ cloudlock v] to [-1]\nset [currentlevel v] to [1]\ndelete all of [mainlevelscompletion v]\nrepeat (length of [mainlevels v])\n add [false] to [mainlevelscompletion v]\nend\ndelete all of [controls v]\nadd [W] to [controls v]\nadd [S] to [controls v]\nadd [A] to [controls v]\nadd [D] to [controls v]\nadd [R] to [controls v]\nadd [M] to [controls v]\nset [3dquality v] to [High]\nset [musicenabled v] to [true]\nset [editormode v] to [false]\nstop [all v]\n\nwhen I receive [editorloop v]\nbroadcast (initSoftEditor v) and wait\nbroadcast (initPhysics v) and wait\nbroadcast (initTextEngine v) and wait\nset [menukey v] to [false]\nset [looptask v] to [none]\nset [leveltime v] to [0]\nset [timeprevious v] to (days since 2000)\nforever\n if <(LoopTask) = [none]> then\n if <key ((item (6) of [controls v]) v) pressed?> then\n set [menukey v] to [true]\n else\n if <(menuKey) = [true]> then\n broadcast (editorToPlayMode v) and wait\n end\n set [menukey v] to [false]\n end\n set [timenext v] to (days since 2000)\n set [timeelapsed v] to ((round ((86400000) * ((timeNext) - (timePrevious)))) / (1000))\n set [fps v] to (round ((1) / (timeElapsed)))\n change [leveltime v] by (((1) / (30)) / (FrameMultiplier))\n set [timeprevious v] to (timeNext)\n broadcast (editorMovement v)\n if <(LoopTask) = [none]> then\n broadcast (editor v)\n end\n if <(LoopTask) = [none]> then\n broadcast (graphics v)\n end\n if <(LoopTask) = [none]> then\n broadcast (editorText v)\n end\n end\n wait (0) seconds\nend\n\n@Game\n\nwhen flag clicked\nhide\n\nwhen I receive [physics v]\nif <not <(LoopTask) = [none]>> then\n wait until <(LoopTask) = [none]>\nend\nset [looptask v] to [physics]\nupdate FrameMultiplier\nif <key ((item (5) of [controls v]) v) pressed?> then\n set [respawnkey v] to [true]\nelse\n if <(respawnKey) = [true]> then\n reset <[0] = [0]>\n end\n set [respawnkey v] to [false]\nend\nPhysics <key (space v) pressed?> <key ((item (1) of [controls v]) v) pressed?> <key ((item (2) of [controls v]) v) pressed?> <key ((item (4) of [controls v]) v) pressed?> <key ((item (3) of [controls v]) v) pressed?> <key (up arrow v) pressed?> <key (down arrow v) pressed?> <key (right arrow v) pressed?> <key (left arrow v) pressed?>\nchange [frame v] by ((1) / (FrameMultiplier))\nUpdate Camera\nUpdate Text Position\nUpdate Sound\nset [looptask v] to [none]\n\nwhen I receive [initphysics v]\nset [respawnkey v] to [false]\nset [lastupdate v] to (days since 2000)\nset [framemultiplier v] to [1]\nset [physics_steps v] to [4]\nset [physics_friction_h v] to ([e ^ v] of (((1) / (PHYSICS_STEPS)) * ([ln v] of (0.75) )) )\nset [physics_friction_v v] to ([e ^ v] of (((1) / (PHYSICS_STEPS)) * ([ln v] of (0.96) )) )\nset [physics_gravity v] to [-0.6]\nset [physics_bounce v] to [24]\nset [physics_fire_bounce v] to [13]\nset [physics_slipperiness v] to [10]\nset [player_coyote_time v] to [4]\nset [player_fire_time v] to [80]\nset [player_speed v] to [1]\nset [player_jump v] to [11]\nset [player_velocity_limit v] to [30]\nset [player_turn_speed v] to [5]\nset [player_size_v v] to [16]\nset [player_size_h v] to ((PLAYER_SIZE_V) / (2))\nSet Checkpoint (item (1) of [locationspawn v]) (item (2) of [locationspawn v]) (item (3) of [locationspawn v]) (item (4) of [locationspawn v]) [0] (PHYSICS_GRAVITY) [0]\nreset <[1] = [0]>\nset volume to (60) %\n\ndefine reset <death>\nif <death> then\n change [leveldeaths v] by (1)\n replace item ((item # of [_checkpoint] in [sounds v]) + (1)) of [_currentsounds v] with [4]\n Start Sound [death]\nelse\n set [leveldeaths v] to [0]\n reset sounds\nend\nset [playerx v] to (item (1) of [locationcheckpoint v])\nset [playery v] to (item (2) of [locationcheckpoint v])\nset [playerz v] to (item (3) of [locationcheckpoint v])\nset [playerrotation v] to (item (4) of [locationcheckpoint v])\nset [playerrotx v] to (item (5) of [locationcheckpoint v])\nset [physics_gravity v] to (item (6) of [locationcheckpoint v])\nset [frame v] to (item (7) of [locationcheckpoint v])\nif <(PHYSICS_GRAVITY) < [0]> then\n set [3dcamrotz v] to [0]\nelse\n set [3dcamrotz v] to [180]\nend\nset [_i0 v] to [0]\nset [playervelx v] to [0]\nset [playervely v] to [0]\nset [playervelz v] to [0]\nset [playerjumptime v] to [-1]\nset [playerlastjumptime v] to [-100]\nset [playermovingplattime v] to [-1]\nset [slopevely v] to [0]\nset [_platmovex v] to [0]\nset [_platmovey v] to [0]\nset [_platmovez v] to [0]\nset [playergravityfliptime v] to [-1]\nset [playerfire v] to [-21]\nset [isstuck v] to [0]\n\ndefine Physics <jump> <forward> <backward> <right> <left> <lookup> <lookdown> <lookright> <lookleft>\nset [_i0 v] to ((((PLAYER_VELOCITY_LIMIT) / (FrameMultiplier)) + (([sqrt v] of (2) ) * (PLAYER_SIZE_V))) + (30))\n_getQuads ((playerX) - (_i0)) ((playerX) + (_i0)) ((playerY) - (_i0)) ((playerY) + (_i0)) ((playerZ) - (_i0)) ((playerZ) + (_i0))\nset [framesub v] to [0]\nset [isdead v] to [false]\nrepeat ((PHYSICS_STEPS) / (FrameMultiplier))\n change [framesub v] by (1)\n change [playerjumptime v] by ((-1) / (PHYSICS_STEPS))\n change [playermovingplattime v] by ((-1) / (PHYSICS_STEPS))\n change [playergravityfliptime v] by ((-1) / (PHYSICS_STEPS))\n change [playerfire v] by ((-1) / (PHYSICS_STEPS))\n if <lookup> then\n change [playerrotx v] by ((PLAYER_TURN_SPEED) / (PHYSICS_STEPS))\n end\n if <lookdown> then\n change [playerrotx v] by ((-1) * ((PLAYER_TURN_SPEED) / (PHYSICS_STEPS)))\n end\n if <(playerRotX) > [90]> then\n set [playerrotx v] to [90]\n else\n if <(playerRotX) < [-90]> then\n set [playerrotx v] to [-90]\n end\n end\n if <lookright> then\n if <(PHYSICS_GRAVITY) < [0]> then\n change [playerrotation v] by ((PLAYER_TURN_SPEED) / (PHYSICS_STEPS))\n else\n change [playerrotation v] by ((-1) * ((PLAYER_TURN_SPEED) / (PHYSICS_STEPS)))\n end\n end\n if <lookleft> then\n if <(PHYSICS_GRAVITY) < [0]> then\n change [playerrotation v] by ((-1) * ((PLAYER_TURN_SPEED) / (PHYSICS_STEPS)))\n else\n change [playerrotation v] by ((PLAYER_TURN_SPEED) / (PHYSICS_STEPS))\n end\n end\n set [playerrotation v] to ((playerRotation) mod (360))\n if <forward> then\n change [playervelz v] by (((PLAYER_SPEED) * ([cos v] of (playerRotation) )) / (PHYSICS_STEPS))\n change [playervelx v] by (((PLAYER_SPEED) * ([sin v] of (playerRotation) )) / (PHYSICS_STEPS))\n end\n if <backward> then\n change [playervelz v] by (((-1) * ((PLAYER_SPEED) * ([cos v] of (playerRotation) ))) / (PHYSICS_STEPS))\n change [playervelx v] by (((-1) * ((PLAYER_SPEED) * ([sin v] of (playerRotation) ))) / (PHYSICS_STEPS))\n end\n if <right> then\n if <(PHYSICS_GRAVITY) < [0]> then\n change [playervelx v] by (((PLAYER_SPEED) * ([cos v] of (playerRotation) )) / (PHYSICS_STEPS))\n change [playervelz v] by ((-1) * (((PLAYER_SPEED) * ([sin v] of (playerRotation) )) / (PHYSICS_STEPS)))\n else\n change [playervelx v] by (((-1) * ((PLAYER_SPEED) * ([cos v] of (playerRotation) ))) / (PHYSICS_STEPS))\n change [playervelz v] by (((PLAYER_SPEED) * ([sin v] of (playerRotation) )) / (PHYSICS_STEPS))\n end\n end\n if <left> then\n if <(PHYSICS_GRAVITY) < [0]> then\n change [playervelx v] by (((-1) * ((PLAYER_SPEED) * ([cos v] of (playerRotation) ))) / (PHYSICS_STEPS))\n change [playervelz v] by (((PLAYER_SPEED) * ([sin v] of (playerRotation) )) / (PHYSICS_STEPS))\n else\n change [playervelx v] by (((PLAYER_SPEED) * ([cos v] of (playerRotation) )) / (PHYSICS_STEPS))\n change [playervelz v] by ((-1) * (((PLAYER_SPEED) * ([sin v] of (playerRotation) )) / (PHYSICS_STEPS)))\n end\n end\n if <jump> then\n set [playerlastjumptime v] to ((frame) + ((frameSub) / (PHYSICS_STEPS)))\n end\n if <(((frame) + ((frameSub) / (PHYSICS_STEPS))) - (playerLastJumpTime)) < (PLAYER_COYOTE_TIME)> then\n if <(playerJumpTime) > [-1e-3]> then\n if <(PHYSICS_GRAVITY) < [0]> then\n set [playervely v] to (PLAYER_JUMP)\n else\n set [playervely v] to ((-1) * (PLAYER_JUMP))\n end\n set [playerjumptime v] to [-1]\n end\n end\n set [playervelx v] to ((PHYSICS_FRICTION_H) * (playerVelX))\n if <([abs v] of (playerVelX) ) < [0.05]> then\n set [playervelx v] to [0]\n end\n set [playervely v] to ((PHYSICS_FRICTION_V) * (playerVelY))\n if <([abs v] of (playerVelY) ) < [0.05]> then\n set [playervely v] to [0]\n end\n set [playervelz v] to ((PHYSICS_FRICTION_H) * (playerVelZ))\n if <([abs v] of (playerVelZ) ) < [0.05]> then\n set [playervelz v] to [0]\n end\n if <<not <(playerJumpTime) > [-1e-3]>> and <(slopeVelY) = [0]>> then\n change [playervely v] by ((PHYSICS_GRAVITY) / (PHYSICS_STEPS))\n end\n if <not <(isStuck) = [0]>> then\n set [playervely v] to (isStuck)\n set [playerjumptime v] to [-1]\n end\n if <(playerMovingPlatTime) < [-1e-3]> then\n change [playervelx v] by (_platMoveX)\n change [playervely v] by (_platMoveY)\n change [playervelz v] by (_platMoveZ)\n set [_platmovex v] to [0]\n set [_platmovey v] to [0]\n set [_platmovez v] to [0]\n end\n set [_move v] to (((playerVelY) + (slopeVelY)) + (_platMoveY))\n if <([abs v] of (_move) ) > (PLAYER_VELOCITY_LIMIT)> then\n if <(_move) > [0]> then\n set [_move v] to (PLAYER_VELOCITY_LIMIT)\n else\n set [_move v] to ((-1) * (PLAYER_VELOCITY_LIMIT))\n end\n end\n set [isstuck v] to [0]\n _moveY ((_move) / (PHYSICS_STEPS))\n set [slopevely v] to [0]\n if <(isDead) = [true]> then\n reset <[0] = [0]>\n stop [this script v]\n end\n if <(PHYSICS_GRAVITY) < [0]> then\n if <(playerY) < (DeathBarrierBottom)> then\n reset <[0] = [0]>\n stop [this script v]\n end\n else\n if <(playerY) > (DeathBarrierTop)> then\n reset <[0] = [0]>\n stop [this script v]\n end\n end\n if <(LevelWon) = [true]> then\n Start Sound [goal]\n stop [this script v]\n end\n set [_move v] to ((playerVelZ) + (_platMoveZ))\n if <([abs v] of (_move) ) > (PLAYER_VELOCITY_LIMIT)> then\n if <(_move) > [0]> then\n set [_move v] to (PLAYER_VELOCITY_LIMIT)\n else\n set [_move v] to ((-1) * (PLAYER_VELOCITY_LIMIT))\n end\n end\n _moveZ ((_move) / (PHYSICS_STEPS))\n if <(isDead) = [true]> then\n reset <[0] = [0]>\n stop [this script v]\n end\n if <(LevelWon) = [true]> then\n Start Sound [goal]\n stop [this script v]\n end\n set [_move v] to ((playerVelX) + (_platMoveX))\n if <([abs v] of (_move) ) > (PLAYER_VELOCITY_LIMIT)> then\n if <(_move) > [0]> then\n set [_move v] to (PLAYER_VELOCITY_LIMIT)\n else\n set [_move v] to ((-1) * (PLAYER_VELOCITY_LIMIT))\n end\n end\n _moveX ((_move) / (PHYSICS_STEPS))\n if <(isDead) = [true]> then\n reset <[0] = [0]>\n stop [this script v]\n end\n if <(LevelWon) = [true]> then\n Start Sound [goal]\n stop [this script v]\n end\nend\n\ndefine Update Camera\nset [3dcamx v] to (playerX)\nset [3dcamy v] to ((playerY) + (((PLAYER_SIZE_V) / (2)) * ((([abs v] of ((180) - ((3DCamRotZ) mod (360))) ) - (90)) / (90))))\nset [3dcamrotx v] to ((playerRotX) * ((([abs v] of ((180) - ((3DCamRotZ) mod (360))) ) - (90)) / (90)))\nset [3dcamz v] to (playerZ)\nset [3dcamroty v] to (playerRotation)\nset [_lerp0 v] to ([e ^ v] of (((1) / (FrameMultiplier)) * (-0.6931471805599453)) )\nif <(PHYSICS_GRAVITY) < [0]> then\n set [3dcamrotz v] to ((3DCamRotZ) mod (360))\n if <<([abs v] of (3DCamRotZ) ) < [0.5]> or <([abs v] of ((360) - (3DCamRotZ)) ) < [0.5]>> then\n set [3dcamrotz v] to [0]\n else\n set [3dcamrotz v] to (((_lerp0) * (3DCamRotZ)) + (((1) - (_lerp0)) * (360)))\n end\nelse\n if <([abs v] of ((180) - (3DCamRotZ)) ) < [0.5]> then\n set [3dcamrotz v] to [180]\n else\n set [3dcamrotz v] to (((_lerp0) * (3DCamRotZ)) + (((1) - (_lerp0)) * (180)))\n end\nend\n\ndefine _getQuads (xmin) (xmax) (ymin) (ymax) (zmin) (zmax)\ndelete all of [_currentquads v]\nset [_i0 v] to [1]\nrepeat (length of [3dquadtype v])\n set [_id0 v] to (((4) * (_i0)) - (2))\n if <not <<(item (_id0) of [3dquadboundx v]) < (xmin)> or <(item ((_id0) - (1)) of [3dquadboundx v]) > (xmax)>>> then\n if <not <<(item (_id0) of [3dquadboundy v]) < (ymin)> or <(item ((_id0) - (1)) of [3dquadboundy v]) > (ymax)>>> then\n if <not <<(item (_id0) of [3dquadboundz v]) < (zmin)> or <(item ((_id0) - (1)) of [3dquadboundz v]) > (zmax)>>> then\n add (_i0) to [_currentquads v]\n end\n end\n end\n change [_i0 v] by (1)\nend\n\ndefine _quadFindNearest (id) (xmin) (xmax) (ymin) (ymax) <minslope>\nif <not <<(item (1) of [_clip v]) > (xmin)> or <<(item (4) of [_clip v]) > (xmin)> or <(item (7) of [_clip v]) > (xmin)>>>> then\n if <<(length of [_clip v]) < [12]> or <not <(item (10) of [_clip v]) > (xmin)>>> then\n stop [this script v]\n end\nend\nif <not <<(item (1) of [_clip v]) < (xmax)> or <<(item (4) of [_clip v]) < (xmax)> or <(item (7) of [_clip v]) < (xmax)>>>> then\n if <<(length of [_clip v]) < [12]> or <not <(item (10) of [_clip v]) < (xmax)>>> then\n stop [this script v]\n end\nend\nif <not <<(item (2) of [_clip v]) > (ymin)> or <<(item (5) of [_clip v]) > (ymin)> or <(item (8) of [_clip v]) > (ymin)>>>> then\n if <<(length of [_clip v]) < [12]> or <not <(item (11) of [_clip v]) > (ymin)>>> then\n stop [this script v]\n end\nend\nif <not <<(item (2) of [_clip v]) < (ymax)> or <<(item (5) of [_clip v]) < (ymax)> or <(item (8) of [_clip v]) < (ymax)>>>> then\n if <<(length of [_clip v]) < [12]> or <not <(item (11) of [_clip v]) < (ymax)>>> then\n stop [this script v]\n end\nend\nadd (item (1) of [_clip v]) to [_clip v]\nadd (item (2) of [_clip v]) to [_clip v]\nadd (item (3) of [_clip v]) to [_clip v]\nset [_i1 v] to [1]\nrepeat (((length of [_clip v]) / (3)) - (1))\n set [_i2 v] to (item (_i1) of [_clip v])\n if <not <(_i2) < (xmin)>> then\n add (_i2) to [_clip v]\n add (item ((_i1) + (1)) of [_clip v]) to [_clip v]\n add (item ((_i1) + (2)) of [_clip v]) to [_clip v]\n end\n set [_lerp0 v] to (((xmin) - (_i2)) / ((item ((_i1) + (3)) of [_clip v]) - (_i2)))\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add (xmin) to [_clip v]\n add ((((1) - (_lerp0)) * (item ((_i1) + (1)) of [_clip v])) + ((_lerp0) * (item ((_i1) + (4)) of [_clip v]))) to [_clip v]\n add ((((1) - (_lerp0)) * (item ((_i1) + (2)) of [_clip v])) + ((_lerp0) * (item ((_i1) + (5)) of [_clip v]))) to [_clip v]\n end\n change [_i1 v] by (3)\nend\nchange [_i1 v] by (3)\nadd (item (_i1) of [_clip v]) to [_clip v]\nadd (item ((_i1) + (1)) of [_clip v]) to [_clip v]\nadd (item ((_i1) + (2)) of [_clip v]) to [_clip v]\nrepeat ((((length of [_clip v]) - ((_i1) - (1))) / (3)) - (1))\n set [_i2 v] to (item (_i1) of [_clip v])\n if <not <(_i2) > (xmax)>> then\n add (_i2) to [_clip v]\n add (item ((_i1) + (1)) of [_clip v]) to [_clip v]\n add (item ((_i1) + (2)) of [_clip v]) to [_clip v]\n end\n set [_lerp0 v] to (((xmax) - (_i2)) / ((item ((_i1) + (3)) of [_clip v]) - (_i2)))\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add (xmax) to [_clip v]\n add ((((1) - (_lerp0)) * (item ((_i1) + (1)) of [_clip v])) + ((_lerp0) * (item ((_i1) + (4)) of [_clip v]))) to [_clip v]\n add ((((1) - (_lerp0)) * (item ((_i1) + (2)) of [_clip v])) + ((_lerp0) * (item ((_i1) + (5)) of [_clip v]))) to [_clip v]\n end\n change [_i1 v] by (3)\nend\nchange [_i1 v] by (4)\nadd (item ((_i1) - (1)) of [_clip v]) to [_clip v]\nadd (item (_i1) of [_clip v]) to [_clip v]\nadd (item ((_i1) + (1)) of [_clip v]) to [_clip v]\nrepeat ((((length of [_clip v]) - ((_i1) - (2))) / (3)) - (1))\n set [_i2 v] to (item (_i1) of [_clip v])\n if <not <(_i2) < (ymin)>> then\n add (item ((_i1) - (1)) of [_clip v]) to [_clip v]\n add (_i2) to [_clip v]\n add (item ((_i1) + (1)) of [_clip v]) to [_clip v]\n end\n set [_lerp0 v] to (((ymin) - (_i2)) / ((item ((_i1) + (3)) of [_clip v]) - (_i2)))\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (item ((_i1) - (1)) of [_clip v])) + ((_lerp0) * (item ((_i1) + (2)) of [_clip v]))) to [_clip v]\n add (ymin) to [_clip v]\n add ((((1) - (_lerp0)) * (item ((_i1) + (1)) of [_clip v])) + ((_lerp0) * (item ((_i1) + (4)) of [_clip v]))) to [_clip v]\n end\n change [_i1 v] by (3)\nend\nchange [_i1 v] by (3)\nadd (item ((_i1) - (1)) of [_clip v]) to [_clip v]\nadd (item (_i1) of [_clip v]) to [_clip v]\nadd (item ((_i1) + (1)) of [_clip v]) to [_clip v]\nrepeat ((((length of [_clip v]) - ((_i1) - (2))) / (3)) - (1))\n set [_i2 v] to (item (_i1) of [_clip v])\n if <not <(_i2) > (ymax)>> then\n add (item ((_i1) - (1)) of [_clip v]) to [_clip v]\n add (_i2) to [_clip v]\n add (item ((_i1) + (1)) of [_clip v]) to [_clip v]\n end\n set [_lerp0 v] to (((ymax) - (_i2)) / ((item ((_i1) + (3)) of [_clip v]) - (_i2)))\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (item ((_i1) - (1)) of [_clip v])) + ((_lerp0) * (item ((_i1) + (2)) of [_clip v]))) to [_clip v]\n add (ymax) to [_clip v]\n add ((((1) - (_lerp0)) * (item ((_i1) + (1)) of [_clip v])) + ((_lerp0) * (item ((_i1) + (4)) of [_clip v]))) to [_clip v]\n end\n change [_i1 v] by (3)\nend\nchange [_i1 v] by (4)\nset [_min v] to [-1e10]\nset [_max v] to [1e10]\nrepeat (((length of [_clip v]) - ((_i1) - (3))) / (3))\n set [_i2 v] to (item (_i1) of [_clip v])\n if <(_i2) < [0]> then\n if <(_i2) > (_min)> then\n set [_min v] to (_i2)\n end\n else\n if <(_i2) < (_max)> then\n set [_max v] to (_i2)\n end\n end\n change [_i1 v] by (3)\nend\nset [_min v] to ((round ((1e8) * (_min))) / (1e8))\nset [_max v] to ((round ((1e8) * (_max))) / (1e8))\nif <(_max) < (_nearPosDist)> then\n set [_nearposdist v] to (_max)\n set [_nearposid v] to (id)\nelse\n if <(_max) = (_nearPosDist)> then\n set [_i1 v] to (item (id) of [3dquadtype v])\n set [_i2 v] to (item (_nearPosID) of [3dquadtype v])\n if <not <(item (((4) * (id)) - (3)) of [3dquadmovement v]) = [_]>> then\n set [_i1 v] to ((-1) * (_i1))\n end\n if <minslope> then\n if <<<([abs v] of (_i1) ) > ([abs v] of (_i2) )> or <<(_i1) < [0]> and <(_i2) > [0]>>> or <<(_i1) = (_i2)> and <(item ((4) * (id)) of [3dquadslope v]) < (item (_nearPosID) of [3dquadslope v])>>> then\n set [_nearposdist v] to (_max)\n set [_nearposid v] to (id)\n end\n else\n if <<<([abs v] of (_i1) ) > ([abs v] of (_i2) )> or <<(_i1) < [0]> and <(_i2) > [0]>>> or <<(_i1) = (_i2)> and <(item ((4) * (id)) of [3dquadslope v]) > (item (_nearPosID) of [3dquadslope v])>>> then\n set [_nearposdist v] to (_max)\n set [_nearposid v] to (id)\n end\n end\n end\nend\nif <(_min) > (_nearNegDist)> then\n set [_nearnegdist v] to (_min)\n set [_nearnegid v] to (id)\nelse\n if <(_min) = (_nearNegDist)> then\n set [_i1 v] to (item (id) of [3dquadtype v])\n set [_i2 v] to (item (_nearNegID) of [3dquadtype v])\n if <not <(item (((4) * (id)) - (3)) of [3dquadmovement v]) = [_]>> then\n set [_i1 v] to ((-1) * (_i1))\n end\n if <minslope> then\n if <<<([abs v] of (_i1) ) > ([abs v] of (_i2) )> or <<(_i1) < [0]> and <(_i2) > [0]>>> or <<(_i1) = (_i2)> and <(item ((4) * (id)) of [3dquadslope v]) < (item (_nearNegID) of [3dquadslope v])>>> then\n set [_nearnegdist v] to (_min)\n set [_nearnegid v] to (id)\n end\n else\n if <<<([abs v] of (_i1) ) > ([abs v] of (_i2) )> or <<(_i1) < [0]> and <(_i2) > [0]>>> or <<(_i1) = (_i2)> and <(item ((4) * (id)) of [3dquadslope v]) > (item (_nearNegID) of [3dquadslope v])>>> then\n set [_nearnegdist v] to (_min)\n set [_nearnegid v] to (id)\n end\n end\n end\nend\n\ndefine _moveY (dist)\nset [movesize v] to (PLAYER_SIZE_V)\n_findNearestQuads (dist) [1] [3] [2] <[0] = [0]> ((-1) * ((PLAYER_SIZE_H) - (1e-5))) ((PLAYER_SIZE_H) - (1e-5)) ((-1) * ((PLAYER_SIZE_H) - (1e-5))) ((PLAYER_SIZE_H) - (1e-5))\nif <<((_nearPosDist) - (_nearNegDist)) < ((2) * (PLAYER_SIZE_V))> and <<(_nearNegID) > [0]> and <(_nearPosID) > [0]>>> then\n change [playery v] by (((_nearPosDist) + (_nearNegDist)) / (2))\n set [playerjumptime v] to (PLAYER_COYOTE_TIME)\n _touchPlatformY (_nearPosID) [0] (dist)\n _touchPlatformY (_nearNegID) [0] (dist)\nelse\n set [_i1 v] to [0]\n if <(dist) > [0]> then\n set [_i1 v] to ((_nearPosDist) - (PLAYER_SIZE_V))\n change [_nearnegdist v] by ((-1) * (_i1))\n change [playery v] by (_i1)\n if <(_nearPosID) > [0]> then\n if <(PHYSICS_GRAVITY) > [0]> then\n set [playerjumptime v] to (PLAYER_COYOTE_TIME)\n end\n _touchPlatformY (_nearPosID) [1] (dist)\n end\n if <(_nearNegDist) > ((-1) * (PLAYER_SIZE_V))> then\n change [playery v] by ((_nearNegDist) + (PLAYER_SIZE_V))\n if <(PHYSICS_GRAVITY) < [0]> then\n set [playerjumptime v] to (PLAYER_COYOTE_TIME)\n end\n _touchPlatformY (_nearNegID) [-1] (dist)\n end\n else\n if <(dist) < [0]> then\n set [_i1 v] to ((_nearNegDist) + (PLAYER_SIZE_V))\n change [_nearposdist v] by ((-1) * (_i1))\n change [playery v] by (_i1)\n if <(_nearNegID) > [0]> then\n if <(PHYSICS_GRAVITY) < [0]> then\n set [playerjumptime v] to (PLAYER_COYOTE_TIME)\n end\n _touchPlatformY (_nearNegID) [-1] (dist)\n end\n if <(_nearPosDist) < (PLAYER_SIZE_V)> then\n change [playery v] by ((_nearPosDist) - (PLAYER_SIZE_V))\n if <(PHYSICS_GRAVITY) > [0]> then\n set [playerjumptime v] to (PLAYER_COYOTE_TIME)\n end\n _touchPlatformY (_nearPosID) [1] (dist)\n end\n end\n end\nend\n\ndefine _moveX (dist)\nset [movesize v] to (PLAYER_SIZE_H)\n_findNearestQuads (dist) [3] [2] [1] <[0] = [0]> ((-1) * ((PLAYER_SIZE_H) - (1e-5))) ((PLAYER_SIZE_H) - (1e-5)) ((-1) * ((PLAYER_SIZE_V) - (1e-5))) ((PLAYER_SIZE_V) - (1e-5))\nif <<((_nearPosDist) - (_nearNegDist)) < ((2) * (PLAYER_SIZE_H))> and <<(_nearNegID) > [0]> and <(_nearPosID) > [0]>>> then\n change [playerx v] by (((_nearPosDist) + (_nearNegDist)) / (2))\n _touchPlatformX (_nearPosID) [0] (dist)\n _touchPlatformX (_nearNegID) [0] (dist)\nelse\n if <(dist) > [0]> then\n set [_i1 v] to ((_nearPosDist) - (PLAYER_SIZE_H))\n change [_nearnegdist v] by ((-1) * (_i1))\n change [playerx v] by (_i1)\n if <(_nearPosID) > [0]> then\n _touchPlatformX (_nearPosID) [1] (dist)\n end\n if <(_nearNegDist) > ((-1) * (PLAYER_SIZE_H))> then\n change [playerx v] by ((_nearNegDist) + (PLAYER_SIZE_H))\n _touchPlatformX (_nearNegID) [-1] (dist)\n end\n else\n if <(dist) < [0]> then\n set [_i1 v] to ((_nearNegDist) + (PLAYER_SIZE_H))\n change [_nearposdist v] by ((-1) * (_i1))\n change [playerx v] by (_i1)\n if <(_nearNegID) > [0]> then\n _touchPlatformX (_nearNegID) [-1] (dist)\n end\n if <(_nearPosDist) < (PLAYER_SIZE_H)> then\n change [playerx v] by ((_nearPosDist) - (PLAYER_SIZE_H))\n _touchPlatformX (_nearPosID) [1] (dist)\n end\n end\n end\nend\n\ndefine _moveZ (dist)\nset [movesize v] to (PLAYER_SIZE_H)\n_findNearestQuads (dist) [1] [2] [3] <[0] = [0]> ((-1) * ((PLAYER_SIZE_H) - (1e-5))) ((PLAYER_SIZE_H) - (1e-5)) ((-1) * ((PLAYER_SIZE_V) - (1e-5))) ((PLAYER_SIZE_V) - (1e-5))\nif <<((_nearPosDist) - (_nearNegDist)) < ((2) * (PLAYER_SIZE_H))> and <<(_nearNegID) > [0]> and <(_nearPosID) > [0]>>> then\n change [playerz v] by (((_nearPosDist) + (_nearNegDist)) / (2))\n _touchPlatformZ (_nearPosID) [0] (dist)\n _touchPlatformZ (_nearNegID) [0] (dist)\nelse\n if <(dist) > [0]> then\n set [_i1 v] to ((_nearPosDist) - (PLAYER_SIZE_H))\n change [_nearnegdist v] by ((-1) * (_i1))\n change [playerz v] by (_i1)\n if <(_nearPosID) > [0]> then\n _touchPlatformZ (_nearPosID) [1] (dist)\n end\n if <(_nearNegDist) > ((-1) * (PLAYER_SIZE_H))> then\n change [playerz v] by ((_nearNegDist) + (PLAYER_SIZE_H))\n _touchPlatformZ (_nearNegID) [-1] (dist)\n end\n else\n if <(dist) < [0]> then\n set [_i1 v] to ((_nearNegDist) + (PLAYER_SIZE_H))\n change [_nearposdist v] by ((-1) * (_i1))\n change [playerz v] by (_i1)\n if <(_nearNegID) > [0]> then\n _touchPlatformZ (_nearNegID) [-1] (dist)\n end\n if <(_nearPosDist) < (PLAYER_SIZE_H)> then\n change [playerz v] by ((_nearPosDist) - (PLAYER_SIZE_H))\n _touchPlatformZ (_nearPosID) [1] (dist)\n end\n end\n end\nend\n\ndefine _findNearestQuads (dist) (1) (2) (3) <minslope> (xmin) (xmax) (ymin) (ymax)\nif <(dist) < [0]> then\n set [_nearnegdist v] to ((round ((1e8) * ((dist) - (moveSize)))) / (1e8))\nelse\n set [_nearnegdist v] to [-1e9]\nend\nset [_nearnegid v] to [0]\nif <(dist) > [0]> then\n set [_nearposdist v] to ((round ((1e8) * ((dist) + (moveSize)))) / (1e8))\nelse\n set [_nearposdist v] to [1e9]\nend\nset [_nearposid v] to [0]\nset [_i0 v] to [1]\nrepeat (length of [_currentquads v])\n set [_i1 v] to (item (_i0) of [_currentquads v])\n delete all of [_clip v]\n set [_i2 v] to (((4) * (_i1)) - (3))\n if <(item (_i2) of [3dquadmovement v]) = [_]> then\n set [_rotatedx v] to [0]\n set [_rotatedy v] to [0]\n set [_rotatedz v] to [0]\n else\n set [_i3 v] to ((((frame) + ((frameSub) / (PHYSICS_STEPS))) mod ((2) * (item (_i2) of [3dquadmovement v]))) / (item (_i2) of [3dquadmovement v]))\n if <(_i3) > [1]> then\n set [_i3 v] to ((2) - (_i3))\n end\n set [_rotatedx v] to ((_i3) * (item ((_i2) + (1)) of [3dquadmovement v]))\n set [_rotatedy v] to ((_i3) * (item ((_i2) + (2)) of [3dquadmovement v]))\n set [_rotatedz v] to ((_i3) * (item ((_i2) + (3)) of [3dquadmovement v]))\n end\n repeat (4)\n set [_i3 v] to (length of [_clip v])\n if <not <(item (_i2) of [3dquadx v]) = [_]>> then\n add [] to [_clip v]\n add [] to [_clip v]\n add [] to [_clip v]\n replace item ((_i3) + (1)) of [_clip v] with (((item (_i2) of [3dquadx v]) + (_rotatedX)) - (playerX))\n replace item ((_i3) + (2)) of [_clip v] with (((item (_i2) of [3dquady v]) + (_rotatedY)) - (playerY))\n replace item ((_i3) + (3)) of [_clip v] with (((item (_i2) of [3dquadz v]) + (_rotatedZ)) - (playerZ))\n end\n change [_i2 v] by (1)\n end\n _quadFindNearest (_i1) (xmin) (xmax) (ymin) (ymax) <minslope>\n change [_i0 v] by (1)\nend\n\ndefine _touchPlatformY (id) (dir) (dist)\nif <not <(id) > [0]>> then\n stop [this script v]\nend\nif <not <(item (((4) * (id)) - (3)) of [3dquadmovement v]) = [_]>> then\n if <(PHYSICS_GRAVITY) < [0]> then\n if <<(dir) < [0]> or <(item (item (id) of [3dquadtype v]) of [platform_types v]) = [sticky]>> then\n set [_i2 v] to (((4) * (id)) - (3))\n set [_i3 v] to ((((frame) + ((frameSub) / (PHYSICS_STEPS))) mod ((2) * (item (_i2) of [3dquadmovement v]))) / (item (_i2) of [3dquadmovement v]))\n if <(_i3) > [1]> then\n set [_i3 v] to ((2) - (_i3))\n end\n set [_rotatedx v] to ((_i3) * (item ((_i2) + (1)) of [3dquadmovement v]))\n set [_rotatedy v] to ((_i3) * (item ((_i2) + (2)) of [3dquadmovement v]))\n set [_rotatedz v] to ((_i3) * (item ((_i2) + (3)) of [3dquadmovement v]))\n set [_i3 v] to ((((frame) + (((frameSub) + (1)) / (PHYSICS_STEPS))) mod ((2) * (item (_i2) of [3dquadmovement v]))) / (item (_i2) of [3dquadmovement v]))\n if <(_i3) > [1]> then\n set [_i3 v] to ((2) - (_i3))\n end\n set [_platmovex v] to ((PHYSICS_STEPS) * (((_i3) * (item ((_i2) + (1)) of [3dquadmovement v])) - (_rotatedX)))\n set [_platmovey v] to ((PHYSICS_STEPS) * ((((_i3) * (item ((_i2) + (2)) of [3dquadmovement v])) - (_rotatedY)) - (1e-5)))\n set [_platmovez v] to ((PHYSICS_STEPS) * (((_i3) * (item ((_i2) + (3)) of [3dquadmovement v])) - (_rotatedZ)))\n set [playermovingplattime v] to [5]\n set [playerjumptime v] to (PLAYER_COYOTE_TIME)\n set [playervely v] to [0]\n end\n else\n if <<(dir) > [0]> or <(item (item (id) of [3dquadtype v]) of [platform_types v]) = [sticky]>> then\n set [_i2 v] to (((4) * (id)) - (3))\n set [_i3 v] to ((((frame) + ((frameSub) / (PHYSICS_STEPS))) mod ((2) * (item (_i2) of [3dquadmovement v]))) / (item (_i2) of [3dquadmovement v]))\n if <(_i3) > [1]> then\n set [_i3 v] to ((2) - (_i3))\n end\n set [_rotatedx v] to ((_i3) * (item ((_i2) + (1)) of [3dquadmovement v]))\n set [_rotatedy v] to ((_i3) * (item ((_i2) + (2)) of [3dquadmovement v]))\n set [_rotatedz v] to ((_i3) * (item ((_i2) + (3)) of [3dquadmovement v]))\n set [_i3 v] to ((((frame) + (((frameSub) + (1)) / (PHYSICS_STEPS))) mod ((2) * (item (_i2) of [3dquadmovement v]))) / (item (_i2) of [3dquadmovement v]))\n if <(_i3) > [1]> then\n set [_i3 v] to ((2) - (_i3))\n end\n set [_platmovex v] to ((PHYSICS_STEPS) * (((_i3) * (item ((_i2) + (1)) of [3dquadmovement v])) - (_rotatedX)))\n set [_platmovey v] to ((PHYSICS_STEPS) * ((((_i3) * (item ((_i2) + (2)) of [3dquadmovement v])) - (_rotatedY)) + (1e-5)))\n set [_platmovez v] to ((PHYSICS_STEPS) * (((_i3) * (item ((_i2) + (3)) of [3dquadmovement v])) - (_rotatedZ)))\n set [playermovingplattime v] to [5]\n set [playerjumptime v] to (PLAYER_COYOTE_TIME)\n set [playervely v] to [0]\n end\n end\nend\nset [_i1 v] to (item ((4) * (id)) of [3dquadslope v])\nif <<not <(dir) = [0]>> and <<(_i1) > [1.2]> and <(_i1) < [1e8]>>> then\n if <(PHYSICS_GRAVITY) < [0]> then\n set [_i1 v] to (item (((4) * (id)) - (3)) of [3dquadslope v])\n if <<([abs v] of (_i1) ) > [0.8]> and <([abs v] of (_i1) ) < [1e8]>> then\n change [playervelx v] by ((((-1) * (PHYSICS_SLIPPERINESS)) * ((([sqrt v] of (((playerVelY) * (playerVelY)) + (36)) ) * ([sqrt v] of ((((1) / (_i1)) * ((1) / (_i1))) + (1)) )) / (_i1))) / (PHYSICS_STEPS))\n end\n set [_i1 v] to (item (((4) * (id)) - (1)) of [3dquadslope v])\n if <<([abs v] of (_i1) ) > [0.8]> and <([abs v] of (_i1) ) < [1e8]>> then\n change [playervelz v] by ((((-1) * (PHYSICS_SLIPPERINESS)) * ((([sqrt v] of (((playerVelY) * (playerVelY)) + (36)) ) * ([sqrt v] of ((((1) / (_i1)) * ((1) / (_i1))) + (1)) )) / (_i1))) / (PHYSICS_STEPS))\n end\n else\n set [_i1 v] to (item (((4) * (id)) - (3)) of [3dquadslope v])\n if <<([abs v] of (_i1) ) > [0.8]> and <([abs v] of (_i1) ) < [1e8]>> then\n change [playervelx v] by (((PHYSICS_SLIPPERINESS) * ((([sqrt v] of (((playerVelY) * (playerVelY)) + (36)) ) * ([sqrt v] of ((((1) / (_i1)) * ((1) / (_i1))) + (1)) )) / (_i1))) / (PHYSICS_STEPS))\n end\n set [_i1 v] to (item (((4) * (id)) - (1)) of [3dquadslope v])\n if <<([abs v] of (_i1) ) > [0.8]> and <([abs v] of (_i1) ) < [1e8]>> then\n change [playervelz v] by (((PHYSICS_SLIPPERINESS) * ((([sqrt v] of (((playerVelY) * (playerVelY)) + (36)) ) * ([sqrt v] of ((((1) / (_i1)) * ((1) / (_i1))) + (1)) )) / (_i1))) / (PHYSICS_STEPS))\n end\n end\n set [playerjumptime v] to [-1]\nend\nset [playervely v] to [0]\nset [_i1 v] to (item (item (id) of [3dquadtype v]) of [platform_types v])\nif <(_i1) = [regular]> then\n Start Sound [bumpY]\nelse\n if <(_i1) = [sticky]> then\n if <(dir) > [0]> then\n set [isstuck v] to [1e-3]\n Start Sound [sticky]\n else\n set [isstuck v] to [-1e-3]\n Start Sound [sticky]\n end\n else\n if <(_i1) = [bounce]> then\n if <(dir) > [0]> then\n set [playervely v] to ((-1) * (PHYSICS_BOUNCE))\n Start Sound [bounce]\n else\n if <(dir) < [0]> then\n set [playervely v] to (PHYSICS_BOUNCE)\n Start Sound [bounce]\n end\n end\n else\n if <(_i1) = [flip]> then\n if <(playerGravityFlipTime) < [-1e-3]> then\n _flipGravity\n end\n else\n if <(_i1) = [checkpoint]> then\n if <(playerJumpTime) = (PLAYER_COYOTE_TIME)> then\n Set Checkpoint (playerX) (playerY) (playerZ) (playerRotation) (3DCamRotX) (PHYSICS_GRAVITY) (frame)\n Start Sound [checkpoint]\n end\n else\n if <(_i1) = [goal]> then\n set [levelwon v] to [true]\n else\n if <(_i1) = [fire]> then\n if <(dir) > [0]> then\n set [playervely v] to ((-1) * (PHYSICS_FIRE_BOUNCE))\n else\n if <(dir) < [0]> then\n set [playervely v] to (PHYSICS_FIRE_BOUNCE)\n end\n end\n if <(playerFire) < ((PLAYER_FIRE_TIME) - (6))> then\n if <(playerFire) > [-1e-3]> then\n set [isdead v] to [true]\n else\n Start Sound [fire]\n end\n set [playerfire v] to (PLAYER_FIRE_TIME)\n end\n else\n if <(_i1) = [hazard]> then\n set [isdead v] to [true]\n end\n end\n end\n end\n end\n end\n end\nend\nif <(dir) = [0]> then\n set [playervely v] to [0]\nend\n\ndefine _touchPlatformX (id) (dir) (dist)\nif <not <(id) > [0]>> then\n stop [this script v]\nend\nset [_i1 v] to (item ((4) * (id)) of [3dquadslope v])\nset [isslope v] to [false]\nif <<(_i1) > [0]> and <(_i1) < [0.9]>> then\n set [_i1 v] to (item (((4) * (id)) - (3)) of [3dquadslope v])\n if <<([abs v] of (_i1) ) > [0]> and <([abs v] of (_i1) ) < [0.9]>> then\n if <(PHYSICS_GRAVITY) < [0]> then\n if <<(dir) > [0]> and <(_i1) > [0]>> then\n change [slopevely v] by ((PHYSICS_STEPS) * ((_i1) * (dist)))\n set [isslope v] to [true]\n else\n if <<(dir) < [0]> and <(_i1) < [0]>> then\n change [slopevely v] by ((PHYSICS_STEPS) * ((_i1) * (dist)))\n set [isslope v] to [true]\n end\n end\n else\n if <<(dir) > [0]> and <(_i1) < [0]>> then\n change [slopevely v] by ((PHYSICS_STEPS) * ((_i1) * (dist)))\n set [isslope v] to [true]\n else\n if <<(dir) < [0]> and <(_i1) > [0]>> then\n change [slopevely v] by ((PHYSICS_STEPS) * ((_i1) * (dist)))\n set [isslope v] to [true]\n end\n end\n end\n end\nend\nif <(isSlope) = [true]> then\n set [playerjumptime v] to (PLAYER_COYOTE_TIME)\n set [playervely v] to [0]\nelse\n set [playervelx v] to [0]\nend\nset [_i1 v] to (item (item (id) of [3dquadtype v]) of [platform_types v])\nif <(_i1) = [regular]> then\n Start Sound [bumpX]\nelse\n if <(_i1) = [bounce]> then\n if <(dir) > [0]> then\n set [playervelx v] to ((-2.25) * (PHYSICS_BOUNCE))\n Start Sound [bounce]\n else\n if <(dir) < [0]> then\n set [playervelx v] to ((2.25) * (PHYSICS_BOUNCE))\n Start Sound [bounce]\n end\n end\n else\n if <(_i1) = [flip]> then\n if <(playerGravityFlipTime) < [-1e-3]> then\n _flipGravity\n end\n else\n if <(_i1) = [checkpoint]> then\n if <(playerJumpTime) = (PLAYER_COYOTE_TIME)> then\n Set Checkpoint (playerX) (playerY) (playerZ) (playerRotation) (3DCamRotX) (PHYSICS_GRAVITY) (frame)\n Start Sound [checkpoint]\n end\n else\n if <(_i1) = [goal]> then\n set [levelwon v] to [true]\n else\n if <(_i1) = [fire]> then\n if <(dir) > [0]> then\n set [playervelx v] to ((-1.75) * (PHYSICS_FIRE_BOUNCE))\n else\n if <(dir) < [0]> then\n set [playervelx v] to ((1.75) * (PHYSICS_FIRE_BOUNCE))\n end\n end\n if <(playerFire) < ((PLAYER_FIRE_TIME) - (6))> then\n if <(playerFire) > [-1e-3]> then\n set [isdead v] to [true]\n else\n Start Sound [fire]\n end\n set [playerfire v] to (PLAYER_FIRE_TIME)\n end\n else\n if <(_i1) = [hazard]> then\n set [isdead v] to [true]\n end\n end\n end\n end\n end\n end\nend\nif <(dir) = [0]> then\n set [playervelx v] to [0]\nend\n\ndefine _touchPlatformZ (id) (dir) (dist)\nif <not <(id) > [0]>> then\n stop [this script v]\nend\nset [_i1 v] to (item ((4) * (id)) of [3dquadslope v])\nset [isslope v] to [false]\nif <<(_i1) > [0]> and <(_i1) < [0.9]>> then\n set [_i1 v] to (item (((4) * (id)) - (1)) of [3dquadslope v])\n if <<([abs v] of (_i1) ) > [0]> and <([abs v] of (_i1) ) < [0.9]>> then\n if <(PHYSICS_GRAVITY) < [0]> then\n if <<(dir) > [0]> and <(_i1) > [0]>> then\n change [slopevely v] by ((PHYSICS_STEPS) * ((_i1) * (dist)))\n set [isslope v] to [true]\n else\n if <<(dir) < [0]> and <(_i1) < [0]>> then\n change [slopevely v] by ((PHYSICS_STEPS) * ((_i1) * (dist)))\n set [isslope v] to [true]\n end\n end\n else\n if <<(dir) > [0]> and <(_i1) < [0]>> then\n change [slopevely v] by ((PHYSICS_STEPS) * ((_i1) * (dist)))\n set [isslope v] to [true]\n else\n if <<(dir) < [0]> and <(_i1) > [0]>> then\n change [slopevely v] by ((PHYSICS_STEPS) * ((_i1) * (dist)))\n set [isslope v] to [true]\n end\n end\n end\n end\nend\nif <(isSlope) = [true]> then\n set [playerjumptime v] to (PLAYER_COYOTE_TIME)\n set [playervely v] to [0]\nelse\n set [playervelz v] to [0]\nend\nset [_i1 v] to (item (item (id) of [3dquadtype v]) of [platform_types v])\nif <(_i1) = [regular]> then\n Start Sound [bumpZ]\nelse\n if <(_i1) = [bounce]> then\n if <(dir) > [0]> then\n set [playervelz v] to ((-2.25) * (PHYSICS_BOUNCE))\n Start Sound [bounce]\n else\n if <(dir) < [0]> then\n set [playervelz v] to ((2.25) * (PHYSICS_BOUNCE))\n Start Sound [bounce]\n end\n end\n else\n if <(_i1) = [flip]> then\n if <(playerGravityFlipTime) < [-1e-3]> then\n _flipGravity\n end\n else\n if <(_i1) = [checkpoint]> then\n if <(playerJumpTime) = (PLAYER_COYOTE_TIME)> then\n Set Checkpoint (playerX) (playerY) (playerZ) (playerRotation) (3DCamRotX) (PHYSICS_GRAVITY) (frame)\n Start Sound [checkpoint]\n end\n else\n if <(_i1) = [goal]> then\n set [levelwon v] to [true]\n else\n if <(_i1) = [fire]> then\n if <(dir) > [0]> then\n set [playervelz v] to ((-1.75) * (PHYSICS_FIRE_BOUNCE))\n else\n if <(dir) < [0]> then\n set [playervelz v] to ((1.75) * (PHYSICS_FIRE_BOUNCE))\n end\n end\n if <(playerFire) < ((PLAYER_FIRE_TIME) - (6))> then\n if <(playerFire) > [-1e-3]> then\n set [isdead v] to [true]\n else\n Start Sound [fire]\n end\n set [playerfire v] to (PLAYER_FIRE_TIME)\n end\n else\n if <(_i1) = [hazard]> then\n set [isdead v] to [true]\n end\n end\n end\n end\n end\n end\nend\nif <(dir) = [0]> then\n set [playervelz v] to [0]\nend\n\ndefine Set Checkpoint (x) (y) (z) (rot) (xrot) (gravity) (frame)\nif <(length of [locationcheckpoint v]) = [7]> then\n replace item (1) of [locationcheckpoint v] with (x)\n replace item (2) of [locationcheckpoint v] with (y)\n replace item (3) of [locationcheckpoint v] with (z)\n replace item (4) of [locationcheckpoint v] with ((1) * (rot))\n replace item (5) of [locationcheckpoint v] with ((1) * (xrot))\n replace item (6) of [locationcheckpoint v] with (gravity)\n replace item (7) of [locationcheckpoint v] with (frame)\nelse\n delete all of [locationcheckpoint v]\n add (x) to [locationcheckpoint v]\n add (y) to [locationcheckpoint v]\n add (z) to [locationcheckpoint v]\n add ((1) * (rot)) to [locationcheckpoint v]\n add ((1) * (xrot)) to [locationcheckpoint v]\n add (gravity) to [locationcheckpoint v]\n add (frame) to [locationcheckpoint v]\nend\n\ndefine Update Text Position\nreplace item (1) of [textareas v] with (playerX)\nreplace item (2) of [textareas v] with (playerY)\nreplace item (3) of [textareas v] with (playerZ)\n\ndefine reset sounds\ndelete all of [_currentsounds v]\nrepeat ((length of [sounds v]) / (2))\n add [false] to [_currentsounds v]\n add [-1] to [_currentsounds v]\nend\n\ndefine Update Sound\nset [_i0 v] to [1]\nrepeat ((length of [_currentsounds v]) / (2))\n if <(item (_i0) of [_currentsounds v]) = [true]> then\n replace item (_i0) of [_currentsounds v] with [false]\n if <(item ((_i0) + (1)) of [_currentsounds v]) < [-1e-3]> then\n start sound (item (_i0) of [sounds v])\n end\n replace item ((_i0) + (1)) of [_currentsounds v] with (item ((_i0) + (1)) of [sounds v])\n else\n replace item ((_i0) + (1)) of [_currentsounds v] with ((item ((_i0) + (1)) of [_currentsounds v]) - ((1) / (FrameMultiplier)))\n end\n change [_i0 v] by (2)\nend\n\ndefine Start Sound (sound)\nreplace item (item # of (join [_] (sound)) in [sounds v]) of [_currentsounds v] with [true]\n\ndefine _flipGravity\nset [physics_gravity v] to ((-1) * (PHYSICS_GRAVITY))\nset [playergravityfliptime v] to [30]\nStart Sound [gravityFlip]\n\nwhen I receive [editormovement v]\nif <not <(LoopTask) = [none]>> then\n wait until <(LoopTask) = [none]>\nend\nset [looptask v] to [editorMovement]\nupdate FrameMultiplier\nset [physics_gravity v] to [-1]\nset [player_size_h v] to [0]\nset [player_size_v v] to [0]\nset [frame v] to [0]\nEditor Movement <key ((item (1) of [controls v]) v) pressed?> <key ((item (2) of [controls v]) v) pressed?> <key ((item (4) of [controls v]) v) pressed?> <key ((item (3) of [controls v]) v) pressed?> <key (up arrow v) pressed?> <key (down arrow v) pressed?> <key (right arrow v) pressed?> <key (left arrow v) pressed?> <key (q v) pressed?> <key (e v) pressed?>\nUpdate Camera\nset [playerfire v] to [-100]\nset [textindex v] to [0]\nset [lastupdate v] to (days since 2000)\nset [looptask v] to [none]\n\ndefine Editor Movement <forward> <backward> <right> <left> <lookup> <lookdown> <lookright> <lookleft> <up> <down>\nif <<lookup> or <<key (space v) pressed?> and <forward>>> then\n change [playerrotx v] by ((5) / (FrameMultiplier))\nend\nif <<lookdown> or <<key (space v) pressed?> and <backward>>> then\n change [playerrotx v] by ((-5) / (FrameMultiplier))\nend\nif <(playerRotX) > [90]> then\n set [playerrotx v] to [90]\nelse\n if <(playerRotX) < [-90]> then\n set [playerrotx v] to [-90]\n end\nend\nif <<lookright> or <<key (space v) pressed?> and <right>>> then\n if <(PHYSICS_GRAVITY) < [0]> then\n change [playerrotation v] by ((5) / (FrameMultiplier))\n else\n change [playerrotation v] by ((-5) / (FrameMultiplier))\n end\nend\nif <<lookleft> or <<key (space v) pressed?> and <left>>> then\n if <(PHYSICS_GRAVITY) < [0]> then\n change [playerrotation v] by ((-5) / (FrameMultiplier))\n else\n change [playerrotation v] by ((5) / (FrameMultiplier))\n end\nend\nset [playerrotation v] to ((playerRotation) mod (360))\nif <not <key (space v) pressed?>> then\n if <forward> then\n if <key (f v) pressed?> then\n change [playerz v] by (((10) / (30)) / (FrameMultiplier))\n else\n change [playerz v] by (((6) * ([cos v] of (playerRotation) )) / (FrameMultiplier))\n change [playerx v] by (((6) * ([sin v] of (playerRotation) )) / (FrameMultiplier))\n end\n end\n if <backward> then\n if <key (f v) pressed?> then\n change [playerz v] by (((-10) / (30)) / (FrameMultiplier))\n else\n change [playerz v] by (((-6) * ([cos v] of (playerRotation) )) / (FrameMultiplier))\n change [playerx v] by (((-6) * ([sin v] of (playerRotation) )) / (FrameMultiplier))\n end\n end\n if <right> then\n if <key (f v) pressed?> then\n change [playerx v] by (((10) / (30)) / (FrameMultiplier))\n else\n if <(PHYSICS_GRAVITY) < [0]> then\n change [playerx v] by (((6) * ([cos v] of (playerRotation) )) / (FrameMultiplier))\n change [playerz v] by (((-6) * ([sin v] of (playerRotation) )) / (FrameMultiplier))\n else\n change [playerx v] by (((-6) * ([cos v] of (playerRotation) )) / (FrameMultiplier))\n change [playerz v] by (((6) * ([sin v] of (playerRotation) )) / (FrameMultiplier))\n end\n end\n end\n if <left> then\n if <key (f v) pressed?> then\n change [playerx v] by (((-10) / (30)) / (FrameMultiplier))\n else\n if <(PHYSICS_GRAVITY) < [0]> then\n change [playerx v] by (((-6) * ([cos v] of (playerRotation) )) / (FrameMultiplier))\n change [playerz v] by (((6) * ([sin v] of (playerRotation) )) / (FrameMultiplier))\n else\n change [playerx v] by (((6) * ([cos v] of (playerRotation) )) / (FrameMultiplier))\n change [playerz v] by (((-6) * ([sin v] of (playerRotation) )) / (FrameMultiplier))\n end\n end\n end\nend\nif <up> then\n if <key (f v) pressed?> then\n change [playery v] by (((10) / (30)) / (FrameMultiplier))\n else\n if <(PHYSICS_GRAVITY) < [0]> then\n change [playery v] by ((6) / (FrameMultiplier))\n else\n change [playery v] by ((-6) / (FrameMultiplier))\n end\n end\nend\nif <down> then\n if <key (f v) pressed?> then\n change [playery v] by (((-10) / (30)) / (FrameMultiplier))\n else\n if <(PHYSICS_GRAVITY) < [0]> then\n change [playery v] by ((-6) / (FrameMultiplier))\n else\n change [playery v] by ((6) / (FrameMultiplier))\n end\n end\nend\n\ndefine update FrameMultiplier\nset [lastupdateelapsed v] to ((round ((86400000) * ((days since 2000) - (lastUpdate)))) / (1000))\nset [lastupdate v] to (days since 2000)\nif <(lastUpdateElapsed) < ((1) / (10))> then\n if <(lastUpdateElapsed) < ((1) / (20))> then\n if <(lastUpdateElapsed) < ((1) / (50))> then\n if <(lastUpdateElapsed) < ((1) / (100))> then\n set [framemultiplier v] to [4]\n else\n set [framemultiplier v] to [2]\n end\n else\n set [framemultiplier v] to [1]\n end\n else\n set [framemultiplier v] to [0.5]\n end\nelse\n set [framemultiplier v] to [0.25]\nend\n\n@Graphics\n\ndefine _sortAndRenderOrderEqual (lo) (hi)\nif <(hi) > (lo)> then\n set [_sort0 v] to (lo)\n repeat ((hi) - ((lo) - (1)))\n set [_sort1 v] to ((4) * (item (_sort0) of [_orderequal v]))\n if <(item (_sort1) of [_qdz v]) = [_]> then\n replace item (_sort0) of [_orderequaldepth v] with ((((1) / (item ((_sort1) - (3)) of [_qdz v])) + (((1) / (item ((_sort1) - (2)) of [_qdz v])) + ((1) / (item ((_sort1) - (1)) of [_qdz v])))) / (-3))\n else\n replace item (_sort0) of [_orderequaldepth v] with (((((1) / (item ((_sort1) - (3)) of [_qdz v])) + ((1) / (item ((_sort1) - (2)) of [_qdz v]))) + (((1) / (item ((_sort1) - (1)) of [_qdz v])) + ((1) / (item (_sort1) of [_qdz v])))) / (-4))\n end\n change [_sort0 v] by (1)\n end\n _sort (lo) (hi)\nend\nset [_sort0 v] to (lo)\nrepeat ((hi) - ((lo) - (1)))\n _drawQuad (item (_sort0) of [_orderequal v])\n change [_sort0 v] by (1)\nend\n\nwhen flag clicked\nhide\nswitch costume to (small v)\nset size to (100000) %\nswitch costume to (large v)\npoint in direction (90)\nset rotation style [don't rotate v]\n\ndefine Render 3D\nGet Quads (3DCamX) (3DCamY) (3DCamZ) ((-1) * (3DCamRotX)) ((-1) * (3DCamRotY)) ((-1) * (3DCamRotZ)) (3DCamFOV) (3DCamNearZ) (3DCamFarZ) (3DLightAmbientLevel) ((3DLightSourceLevel) / (90)) (3DScreenWidth)\npen up\nset pen color to (3DSkyColor)\nset pen size to (182)\ngo to x: (-400) y: (-90)\nif <not <(TextIndex) = [0]>> then\n change y by ((TEXTBOX_Y) - (180))\nend\npen down\nset x to (400)\nchange y by (180)\nset x to (-400)\nchange y by (-180)\npen up\nRender Quads <not <(3DSortMethod) = [fast]>>\nif <(playerFire) > [-20]> then\n set pen size to (152)\n set pen color to (item (7) of [platform_colors v])\n set pen (transparency v) to ((100) - ((100) * (((playerFire) + (20)) / (120))))\n go to x: (-600) y: (-105)\n pen down\n set x to (600)\n pen up\nend\nif <not <(TextIndex) = [0]>> then\n set pen size to (4)\n set pen color to ((31) + ((256) * ((31) + ((256) * (31)))))\n set pen (transparency v) to (0)\n go to x: (-400) y: (TEXTBOX_Y)\n pen down\n set x to (400)\n pen up\nend\n\ndefine _copyTmpToQd\ndelete all of [_qdx v]\nset [_i0 v] to [1]\nrepeat (length of [_tmpx v])\n add (item (_i0) of [_tmpx v]) to [_qdx v]\n change [_i0 v] by (1)\nend\ndelete all of [_qdy v]\nset [_i0 v] to [1]\nrepeat (length of [_tmpy v])\n add (item (_i0) of [_tmpy v]) to [_qdy v]\n change [_i0 v] by (1)\nend\ndelete all of [_qdz v]\nset [_i0 v] to [1]\nrepeat (length of [_tmpz v])\n add (item (_i0) of [_tmpz v]) to [_qdz v]\n change [_i0 v] by (1)\nend\ndelete all of [_qdparent v]\nset [_i0 v] to [1]\nrepeat (length of [_tmpparent v])\n add (item (_i0) of [_tmpparent v]) to [_qdparent v]\n change [_i0 v] by (1)\nend\n\ndefine Render Quads <highquality>\nif <highquality> then\n delete all of [_orderbehind v]\n delete all of [_orderahead v]\n delete all of [_orderequal v]\n delete all of [_orderequaldepth v]\n set [_i0 v] to [1]\n repeat (length of [_qdparent v])\n add (_i0) to [_orderbehind v]\n change [_i0 v] by (1)\n end\n set [_trisrendered v] to [0]\n _bspBehind [1] [1] (length of [_orderbehind v]) (length of [_orderahead v]) (length of [_orderequal v])\nelse\n delete all of [_orderequal v]\n delete all of [_orderequaldepth v]\n set [_i0 v] to [1]\n repeat (length of [_qdparent v])\n add (_i0) to [_orderequal v]\n add [] to [_orderequaldepth v]\n change [_i0 v] by (1)\n end\n set [_trisrendered v] to [0]\n _sortAndRenderOrderEqual [1] (length of [_orderequal v])\nend\n\ndefine Rotate Point (x) (y) (z) Angle (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\nset [_rot0 v] to (((cosy) * (x)) + ((siny) * (z)))\nset [_rotatedz v] to (((cosy) * (z)) - ((siny) * (x)))\nset [_rotatedy v] to (((cosx) * (y)) + ((sinx) * (_rotatedZ)))\nset [_rotatedz v] to (((cosx) * (_rotatedZ)) - ((sinx) * (y)))\nset [_rotatedx v] to (((cosz) * (_rot0)) + ((sinz) * (_rotatedY)))\nset [_rotatedy v] to (((cosz) * (_rotatedY)) - ((sinz) * (_rot0)))\n\ndefine _getPlaneOfTri (x0) (y0) (z0) (x1) (y1) (z1) (x2) (y2) (z2)\nset [_planetype v] to [perp]\nif <<([abs v] of ((x0) - (x1)) ) < [1e-7]> and <([abs v] of ((x1) - (x2)) ) < [1e-7]>> then\n stop [this script v]\nend\nif <<([abs v] of ((y0) - (y1)) ) < [1e-7]> and <([abs v] of ((y1) - (y2)) ) < [1e-7]>> then\n stop [this script v]\nend\nif <([abs v] of ((((x2) - (x0)) / ((x1) - (x0))) - (((y2) - (y0)) / ((y1) - (y0)))) ) < [1e-7]> then\n stop [this script v]\nend\nset [_planetype v] to [regular]\nset [_sys0 v] to ((round ((134217728) * ((x1) - (x0)))) / (134217728))\nset [_sys1 v] to ((round ((134217728) * ((y1) - (y0)))) / (134217728))\nset [_sys2 v] to ((round ((134217728) * ((z1) - (z0)))) / (134217728))\nset [_sys3 v] to ((round ((134217728) * ((x2) - (x0)))) / (134217728))\nset [_sys4 v] to ((round ((134217728) * ((y2) - (y0)))) / (134217728))\nset [_sys5 v] to ((round ((134217728) * ((z2) - (z0)))) / (134217728))\nif <<(_sys0) = [0]> or <(_sys3) = [0]>> then\n if <(_sys0) = [0]> then\n set [_planeyslope v] to ((_sys2) / (_sys1))\n set [_planexslope v] to (((_sys5) - ((_planeYSlope) * (_sys4))) / (_sys3))\n else\n set [_planeyslope v] to ((_sys5) / (_sys4))\n set [_planexslope v] to (((_sys2) - ((_planeYSlope) * (_sys1))) / (_sys0))\n end\nelse\n set [_planeorigin v] to ((-1) * ((_sys0) / (_sys3)))\n set [_sys3 v] to ((_planeOrigin) * (_sys3))\n set [_sys4 v] to ((_planeOrigin) * (_sys4))\n set [_sys5 v] to ((_planeOrigin) * (_sys5))\n set [_planeyslope v] to (((_sys2) + (_sys5)) / ((_sys1) + (_sys4)))\n set [_planexslope v] to (((_sys2) - ((_planeYSlope) * (_sys1))) / (_sys0))\nend\nset [_planeorigin v] to ((z0) - (((_planeXSlope) * (x0)) + ((_planeYSlope) * (y0))))\n\ndefine _splitQuad (x0) (y0) (z0) (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) (id)\nset [_tri0 v] to ((z0) - ((_planeOrigin) + (((_planeXSlope) * (x0)) + ((_planeYSlope) * (y0)))))\nif <([abs v] of (_tri0) ) < [1e-6]> then\n set [_tri0 v] to [0]\nend\nset [_tri1 v] to ((z1) - ((_planeOrigin) + (((_planeXSlope) * (x1)) + ((_planeYSlope) * (y1)))))\nif <([abs v] of (_tri1) ) < [1e-6]> then\n set [_tri1 v] to [0]\nend\nset [_tri2 v] to ((z2) - ((_planeOrigin) + (((_planeXSlope) * (x2)) + ((_planeYSlope) * (y2)))))\nif <([abs v] of (_tri2) ) < [1e-6]> then\n set [_tri2 v] to [0]\nend\nif <(x3) = [_]> then\n set [_tri3 v] to [0]\nelse\n set [_tri3 v] to ((z3) - ((_planeOrigin) + (((_planeXSlope) * (x3)) + ((_planeYSlope) * (y3)))))\n if <([abs v] of (_tri3) ) < [1e-6]> then\n set [_tri3 v] to [0]\n end\nend\nif <<<(_tri0) = [0]> and <(_tri1) = [0]>> and <<(_tri2) = [0]> and <(_tri3) = [0]>>> then\n add (id) to [_orderequal v]\n add [] to [_orderequaldepth v]\n stop [this script v]\nend\nif <not <<<(_tri0) > [0]> or <(_tri1) > [0]>> or <<(_tri2) > [0]> or <(_tri3) > [0]>>>> then\n add (id) to [_orderbehind v]\n stop [this script v]\nend\nif <not <<<(_tri0) < [0]> or <(_tri1) < [0]>> or <<(_tri2) < [0]> or <(_tri3) < [0]>>>> then\n add (id) to [_orderahead v]\n stop [this script v]\nend\n_splitQuadInternal (x0) (y0) (z0) (_tri0) (x1) (y1) (z1) (_tri1) (x2) (y2) (z2) (_tri2) (x3) (y3) (z3) (_tri3) (id)\n\ndefine _drawQuad (id)\nif <(_trisRendered) < [2000]> then\n set [_id0 v] to ((4) * (id))\n set pen color to (item (item (id) of [_qdparent v]) of [_qdcolor v])\n _fillTri (item ((_id0) - (3)) of [_qdx v]) (item ((_id0) - (3)) of [_qdy v]) (item ((_id0) - (1)) of [_qdx v]) (item ((_id0) - (1)) of [_qdy v]) (item ((_id0) - (2)) of [_qdx v]) (item ((_id0) - (2)) of [_qdy v])\n if <not <(item (_id0) of [_qdx v]) = [_]>> then\n _fillTri (item ((_id0) - (3)) of [_qdx v]) (item ((_id0) - (3)) of [_qdy v]) (item ((_id0) - (1)) of [_qdx v]) (item ((_id0) - (1)) of [_qdy v]) (item (_id0) of [_qdx v]) (item (_id0) of [_qdy v])\n end\nend\n\ndefine _splitQuadInternal (x0) (y0) (z0) (az0) (x1) (y1) (z1) (az1) (x2) (y2) (z2) (az2) (x3) (y3) (z3) (az3) (id)\ndelete all of [_splitbehind v]\ndelete all of [_splitahead v]\nif <not <(az0) > [0]>> then\n add (x0) to [_splitbehind v]\n add (y0) to [_splitbehind v]\n add (z0) to [_splitbehind v]\nend\nif <not <(az0) < [0]>> then\n add (x0) to [_splitahead v]\n add (y0) to [_splitahead v]\n add (z0) to [_splitahead v]\nend\nset [_lerp0 v] to (((0) - (az0)) / ((az1) - (az0)))\nif <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (x0)) + ((_lerp0) * (x1))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n add ((((1) - (_lerp0)) * (y0)) + ((_lerp0) * (y1))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n add ((((1) - (_lerp0)) * (z0)) + ((_lerp0) * (z1))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\nend\nif <not <(az1) > [0]>> then\n add (x1) to [_splitbehind v]\n add (y1) to [_splitbehind v]\n add (z1) to [_splitbehind v]\nend\nif <not <(az1) < [0]>> then\n add (x1) to [_splitahead v]\n add (y1) to [_splitahead v]\n add (z1) to [_splitahead v]\nend\nset [_lerp0 v] to (((0) - (az1)) / ((az2) - (az1)))\nif <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (x1)) + ((_lerp0) * (x2))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n add ((((1) - (_lerp0)) * (y1)) + ((_lerp0) * (y2))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n add ((((1) - (_lerp0)) * (z1)) + ((_lerp0) * (z2))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\nend\nif <not <(az2) > [0]>> then\n add (x2) to [_splitbehind v]\n add (y2) to [_splitbehind v]\n add (z2) to [_splitbehind v]\nend\nif <not <(az2) < [0]>> then\n add (x2) to [_splitahead v]\n add (y2) to [_splitahead v]\n add (z2) to [_splitahead v]\nend\nif <(x3) = [_]> then\n set [_lerp0 v] to (((0) - (az2)) / ((az0) - (az2)))\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (x2)) + ((_lerp0) * (x0))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n add ((((1) - (_lerp0)) * (y2)) + ((_lerp0) * (y0))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n add ((((1) - (_lerp0)) * (z2)) + ((_lerp0) * (z0))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n end\nelse\n set [_lerp0 v] to (((0) - (az2)) / ((az3) - (az2)))\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (x2)) + ((_lerp0) * (x3))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n add ((((1) - (_lerp0)) * (y2)) + ((_lerp0) * (y3))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n add ((((1) - (_lerp0)) * (z2)) + ((_lerp0) * (z3))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n end\n if <not <(az3) > [0]>> then\n add (x3) to [_splitbehind v]\n add (y3) to [_splitbehind v]\n add (z3) to [_splitbehind v]\n end\n if <not <(az3) < [0]>> then\n add (x3) to [_splitahead v]\n add (y3) to [_splitahead v]\n add (z3) to [_splitahead v]\n end\n set [_lerp0 v] to (((0) - (az3)) / ((az0) - (az3)))\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (x3)) + ((_lerp0) * (x0))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n add ((((1) - (_lerp0)) * (y3)) + ((_lerp0) * (y0))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n add ((((1) - (_lerp0)) * (z3)) + ((_lerp0) * (z0))) to [_splitbehind v]\n add (item (last) of [_splitbehind v]) to [_splitahead v]\n end\nend\nset [_id0 v] to (item (id) of [_qdparent v])\nif <(length of [_splitbehind v]) > [8]> then\n set [_tri1 v] to (item (1) of [_splitbehind v])\n set [_tri2 v] to (item (2) of [_splitbehind v])\n set [_tri3 v] to (item (3) of [_splitbehind v])\n set [_tri0 v] to [7]\n repeat ([floor v] of (((length of [_splitbehind v]) - (6)) / (6)) )\n add (_tri1) to [_qdx v]\n add (_tri2) to [_qdy v]\n add (_tri3) to [_qdz v]\n add (item ((_tri0) - (3)) of [_splitbehind v]) to [_qdx v]\n add (item ((_tri0) - (2)) of [_splitbehind v]) to [_qdy v]\n add (item ((_tri0) - (1)) of [_splitbehind v]) to [_qdz v]\n add (item (_tri0) of [_splitbehind v]) to [_qdx v]\n add (item ((_tri0) + (1)) of [_splitbehind v]) to [_qdy v]\n add (item ((_tri0) + (2)) of [_splitbehind v]) to [_qdz v]\n add (item ((_tri0) + (3)) of [_splitbehind v]) to [_qdx v]\n add (item ((_tri0) + (4)) of [_splitbehind v]) to [_qdy v]\n add (item ((_tri0) + (5)) of [_splitbehind v]) to [_qdz v]\n add (_id0) to [_qdparent v]\n add (length of [_qdparent v]) to [_orderbehind v]\n change [_tri0 v] by (6)\n end\n if <(_tri0) < (length of [_splitbehind v])> then\n add (_tri1) to [_qdx v]\n add (_tri2) to [_qdy v]\n add (_tri3) to [_qdz v]\n add (item ((_tri0) - (3)) of [_splitbehind v]) to [_qdx v]\n add (item ((_tri0) - (2)) of [_splitbehind v]) to [_qdy v]\n add (item ((_tri0) - (1)) of [_splitbehind v]) to [_qdz v]\n add (item (_tri0) of [_splitbehind v]) to [_qdx v]\n add (item ((_tri0) + (1)) of [_splitbehind v]) to [_qdy v]\n add (item ((_tri0) + (2)) of [_splitbehind v]) to [_qdz v]\n add [_] to [_qdx v]\n add [_] to [_qdy v]\n add [_] to [_qdz v]\n add (_id0) to [_qdparent v]\n add (length of [_qdparent v]) to [_orderbehind v]\n end\nend\nif <(length of [_splitahead v]) > [8]> then\n set [_tri1 v] to (item (1) of [_splitahead v])\n set [_tri2 v] to (item (2) of [_splitahead v])\n set [_tri3 v] to (item (3) of [_splitahead v])\n set [_tri0 v] to [7]\n repeat ([floor v] of (((length of [_splitahead v]) - (6)) / (6)) )\n add (_tri1) to [_qdx v]\n add (_tri2) to [_qdy v]\n add (_tri3) to [_qdz v]\n add (item ((_tri0) - (3)) of [_splitahead v]) to [_qdx v]\n add (item ((_tri0) - (2)) of [_splitahead v]) to [_qdy v]\n add (item ((_tri0) - (1)) of [_splitahead v]) to [_qdz v]\n add (item (_tri0) of [_splitahead v]) to [_qdx v]\n add (item ((_tri0) + (1)) of [_splitahead v]) to [_qdy v]\n add (item ((_tri0) + (2)) of [_splitahead v]) to [_qdz v]\n add (item ((_tri0) + (3)) of [_splitahead v]) to [_qdx v]\n add (item ((_tri0) + (4)) of [_splitahead v]) to [_qdy v]\n add (item ((_tri0) + (5)) of [_splitahead v]) to [_qdz v]\n add (_id0) to [_qdparent v]\n add (length of [_qdparent v]) to [_orderahead v]\n change [_tri0 v] by (6)\n end\n if <(_tri0) < (length of [_splitahead v])> then\n add (_tri1) to [_qdx v]\n add (_tri2) to [_qdy v]\n add (_tri3) to [_qdz v]\n add (item ((_tri0) - (3)) of [_splitahead v]) to [_qdx v]\n add (item ((_tri0) - (2)) of [_splitahead v]) to [_qdy v]\n add (item ((_tri0) - (1)) of [_splitahead v]) to [_qdz v]\n add (item (_tri0) of [_splitahead v]) to [_qdx v]\n add (item ((_tri0) + (1)) of [_splitahead v]) to [_qdy v]\n add (item ((_tri0) + (2)) of [_splitahead v]) to [_qdz v]\n add [_] to [_qdx v]\n add [_] to [_qdy v]\n add [_] to [_qdz v]\n add (_id0) to [_qdparent v]\n add (length of [_qdparent v]) to [_orderahead v]\n end\nend\n\ndefine _bspBehind (blo) (alo) (bhi) (ahi) (ehi)\nif <<not <(bhi) < (blo)>> and <(_trisRendered) < [2000]>> then\n if <(blo) = (bhi)> then\n _drawQuad (item (blo) of [_orderbehind v])\n else\n set [_id2 v] to (blo)\n _getPlaneOfQuad (item (_id2) of [_orderbehind v])\n if <(_planeType) = [perp]> then\n set [_id2 v] to ((blo) + (1))\n repeat until <<not <(_planeType) = [perp]>> or <(_id2) > (bhi)>>\n _getPlaneOfQuad (item (_id2) of [_orderbehind v])\n change [_id2 v] by (1)\n end\n change [_id2 v] by (-1)\n end\n if <(_planeType) = [perp]> then\n set [_i0 v] to (blo)\n repeat ((bhi) - ((blo) - (1)))\n add (item (_i0) of [_orderbehind v]) to [_orderequal v]\n add [] to [_orderequaldepth v]\n change [_i0 v] by (1)\n end\n _sortAndRenderOrderEqual ((ehi) + (1)) (length of [_orderequal v])\n else\n set [_i3 v] to ((length of [_orderbehind v]) + (1))\n set [_i4 v] to ((length of [_orderahead v]) + (1))\n set [_i0 v] to (blo)\n repeat ((bhi) - ((blo) - (1)))\n if <not <(_i0) = (_id2)>> then\n set [_id1 v] to (item (_i0) of [_orderbehind v])\n set [_id0 v] to ((4) * (_id1))\n _splitQuad (item ((_id0) - (3)) of [_qdx v]) (item ((_id0) - (3)) of [_qdy v]) (item ((_id0) - (3)) of [_qdz v]) (item ((_id0) - (2)) of [_qdx v]) (item ((_id0) - (2)) of [_qdy v]) (item ((_id0) - (2)) of [_qdz v]) (item ((_id0) - (1)) of [_qdx v]) (item ((_id0) - (1)) of [_qdy v]) (item ((_id0) - (1)) of [_qdz v]) (item (_id0) of [_qdx v]) (item (_id0) of [_qdy v]) (item (_id0) of [_qdz v]) (_id1)\n end\n change [_i0 v] by (1)\n end\n add (item (_id2) of [_orderbehind v]) to [_orderequal v]\n add [] to [_orderequaldepth v]\n _bspBehind (_i3) (_i4) (length of [_orderbehind v]) (length of [_orderahead v]) (length of [_orderequal v])\n _sortAndRenderOrderEqual ((ehi) + (1)) (_i5)\n _bspAhead (_i3) (_i4) (_i1) (_i2) (length of [_orderequal v])\n end\n end\nend\nset [_i1 v] to (bhi)\nset [_i2 v] to (ahi)\nset [_i3 v] to (blo)\nset [_i4 v] to (alo)\nset [_i5 v] to (ehi)\n\ndefine _getPlaneOfQuad (id)\nset [_id0 v] to ((4) * (id))\n_getPlaneOfTri (item ((_id0) - (3)) of [_qdx v]) (item ((_id0) - (3)) of [_qdy v]) (item ((_id0) - (3)) of [_qdz v]) (item ((_id0) - (1)) of [_qdx v]) (item ((_id0) - (1)) of [_qdy v]) (item ((_id0) - (1)) of [_qdz v]) (item ((_id0) - (2)) of [_qdx v]) (item ((_id0) - (2)) of [_qdy v]) (item ((_id0) - (2)) of [_qdz v])\nif <<(_planeType) = [perp]> and <not <(item (_id0) of [_qdx v]) = [_]>>> then\n _getPlaneOfTri (item ((_id0) - (3)) of [_qdx v]) (item ((_id0) - (3)) of [_qdy v]) (item ((_id0) - (3)) of [_qdz v]) (item ((_id0) - (1)) of [_qdx v]) (item ((_id0) - (1)) of [_qdy v]) (item ((_id0) - (1)) of [_qdz v]) (item (_id0) of [_qdx v]) (item (_id0) of [_qdy v]) (item (_id0) of [_qdz v])\nend\n\ndefine _bspAhead (blo) (alo) (bhi) (ahi) (ehi)\nif <<not <(ahi) < (alo)>> and <(_trisRendered) < [2000]>> then\n if <(alo) = (ahi)> then\n _drawQuad (item (alo) of [_orderahead v])\n else\n set [_id2 v] to (alo)\n _getPlaneOfQuad (item (_id2) of [_orderahead v])\n if <(_planeType) = [perp]> then\n set [_id2 v] to ((alo) + (1))\n repeat until <<not <(_planeType) = [perp]>> or <(_id2) > (ahi)>>\n _getPlaneOfQuad (item (_id2) of [_orderahead v])\n change [_id2 v] by (1)\n end\n change [_id2 v] by (-1)\n end\n if <(_planeType) = [perp]> then\n set [_i0 v] to (alo)\n repeat ((ahi) - ((alo) - (1)))\n add (item (_i0) of [_orderahead v]) to [_orderequal v]\n add [] to [_orderequaldepth v]\n change [_i0 v] by (1)\n end\n _sortAndRenderOrderEqual ((ehi) + (1)) (length of [_orderequal v])\n else\n set [_i3 v] to ((length of [_orderbehind v]) + (1))\n set [_i4 v] to ((length of [_orderahead v]) + (1))\n set [_i0 v] to (alo)\n repeat ((ahi) - ((alo) - (1)))\n if <not <(_i0) = (_id2)>> then\n set [_id1 v] to (item (_i0) of [_orderahead v])\n set [_id0 v] to ((4) * (_id1))\n _splitQuad (item ((_id0) - (3)) of [_qdx v]) (item ((_id0) - (3)) of [_qdy v]) (item ((_id0) - (3)) of [_qdz v]) (item ((_id0) - (2)) of [_qdx v]) (item ((_id0) - (2)) of [_qdy v]) (item ((_id0) - (2)) of [_qdz v]) (item ((_id0) - (1)) of [_qdx v]) (item ((_id0) - (1)) of [_qdy v]) (item ((_id0) - (1)) of [_qdz v]) (item (_id0) of [_qdx v]) (item (_id0) of [_qdy v]) (item (_id0) of [_qdz v]) (_id1)\n end\n change [_i0 v] by (1)\n end\n add (item (_id2) of [_orderahead v]) to [_orderequal v]\n add [] to [_orderequaldepth v]\n _bspBehind (_i3) (_i4) (length of [_orderbehind v]) (length of [_orderahead v]) (length of [_orderequal v])\n _sortAndRenderOrderEqual ((ehi) + (1)) (_i5)\n _bspAhead (_i3) (_i4) (_i1) (_i2) (length of [_orderequal v])\n end\n end\nend\n\ndefine _addSplitBehindToTmp (idx) (parent)\nif <((length of [_splitbehind v]) - ((idx) - (1))) > [8]> then\n set [_i2 v] to (item (idx) of [_splitbehind v])\n set [_i3 v] to (item ((idx) + (1)) of [_splitbehind v])\n set [_i4 v] to (item ((idx) + (2)) of [_splitbehind v])\n set [_i1 v] to ((idx) + (6))\n repeat ([floor v] of ((((length of [_splitbehind v]) - ((idx) - (1))) - (6)) / (6)) )\n add (_i2) to [_tmpx v]\n add (_i3) to [_tmpy v]\n add (_i4) to [_tmpz v]\n add (item ((_i1) - (3)) of [_splitbehind v]) to [_tmpx v]\n add (item ((_i1) - (2)) of [_splitbehind v]) to [_tmpy v]\n add (item ((_i1) - (1)) of [_splitbehind v]) to [_tmpz v]\n add (item (_i1) of [_splitbehind v]) to [_tmpx v]\n add (item ((_i1) + (1)) of [_splitbehind v]) to [_tmpy v]\n add (item ((_i1) + (2)) of [_splitbehind v]) to [_tmpz v]\n add (item ((_i1) + (3)) of [_splitbehind v]) to [_tmpx v]\n add (item ((_i1) + (4)) of [_splitbehind v]) to [_tmpy v]\n add (item ((_i1) + (5)) of [_splitbehind v]) to [_tmpz v]\n add (parent) to [_tmpparent v]\n change [_i1 v] by (6)\n end\n if <(_i1) < (length of [_splitbehind v])> then\n add (_i2) to [_tmpx v]\n add (_i3) to [_tmpy v]\n add (_i4) to [_tmpz v]\n add (item ((_i1) - (3)) of [_splitbehind v]) to [_tmpx v]\n add (item ((_i1) - (2)) of [_splitbehind v]) to [_tmpy v]\n add (item ((_i1) - (1)) of [_splitbehind v]) to [_tmpz v]\n add (item (_i1) of [_splitbehind v]) to [_tmpx v]\n add (item ((_i1) + (1)) of [_splitbehind v]) to [_tmpy v]\n add (item ((_i1) + (2)) of [_splitbehind v]) to [_tmpz v]\n add [_] to [_tmpx v]\n add [_] to [_tmpy v]\n add [_] to [_tmpz v]\n add (parent) to [_tmpparent v]\n end\nend\n\ndefine _applyLighting (ambient) (light)\nset [_i0 v] to [1]\nrepeat (length of [_qdcolor v])\n set [_id0 v] to ((4) * (_i0))\n set [_tri0 v] to (item ((_id0) - (3)) of [_qdx v])\n set [_tri1 v] to (item ((_id0) - (3)) of [_qdy v])\n set [_tri2 v] to (item ((_id0) - (3)) of [_qdz v])\n set [_rotatedx v] to ((item ((_id0) - (2)) of [_qdx v]) - (_tri0))\n set [_rotatedy v] to ((item ((_id0) - (2)) of [_qdy v]) - (_tri1))\n set [_rotatedz v] to ((item ((_id0) - (2)) of [_qdz v]) - (_tri2))\n set [_i4 v] to ((item ((_id0) - (1)) of [_qdx v]) - (_tri0))\n set [_i5 v] to ((item ((_id0) - (1)) of [_qdy v]) - (_tri1))\n set [_i6 v] to ((item ((_id0) - (1)) of [_qdz v]) - (_tri2))\n set [_i1 v] to (((_rotatedY) * (_i6)) - ((_rotatedZ) * (_i5)))\n set [_i2 v] to (((_rotatedZ) * (_i4)) - ((_rotatedX) * (_i6)))\n set [_i3 v] to (((_rotatedX) * (_i5)) - ((_rotatedY) * (_i4)))\n set [_i4 v] to (([abs v] of (((_i1) * (_tri0)) + (((_i2) * (_tri1)) + ((_i3) * (_tri2)))) ) / ([sqrt v] of (((_i1) * (_i1)) + (((_i2) * (_i2)) + ((_i3) * (_i3)))) ))\n set [_i5 v] to ((ambient) + ((([floor v] of ((item (_i0) of [_qdreflect v]) / (2)) ) / (8)) * ((-0.35) - (ambient))))\n set [_i6 v] to ((light) + ((([floor v] of ((item (_i0) of [_qdreflect v]) / (2)) ) / (10)) * ((0.01) - (light))))\n if <(3DLightQuality) = [low]> then\n set [_i2 v] to (((_i5) + (0.1)) + ((1200) * ((_i6) / ((_i4) + (25)))))\n else\n set [_i4 v] to ((_i5) + ((800) * ((_i6) / ((_i4) + (20)))))\n set [_i2 v] to ((_i4) + (((0.8) * (_i6)) * (((item (_i0) of [_qdreflect v]) mod (2)) * ([abs v] of (([acos v] of ((_i3) / ([sqrt v] of (((_i1) * (_i1)) + (((_i2) * (_i2)) + ((_i3) * (_i3)))) )) ) - (90)) ))))\n end\n set [_i3 v] to (item (_i0) of [_qdcolor v])\n if <(_i2) < [-1]> then\n set [_i2 v] to [-1]\n end\n if <(_i2) > [1]> then\n set [_i2 v] to [1]\n end\n if <not <(_i2) = [0]>> then\n if <(_i2) < [0]> then\n change [_i2 v] by (1)\n set [_i4 v] to ((_i2) * (((_i3) / (65536)) mod (256)))\n set [_i5 v] to ((_i2) * (((_i3) / (256)) mod (256)))\n set [_i6 v] to ((_i2) * ((_i3) mod (256)))\n else\n if <(_i2) > [0]> then\n set [_i2 v] to ((1) - (_i2))\n set [_i4 v] to ((255) - ((_i2) * ((255) - (((_i3) / (65536)) mod (256)))))\n set [_i5 v] to ((255) - ((_i2) * ((255) - (((_i3) / (256)) mod (256)))))\n set [_i6 v] to ((255) - ((_i2) * ((255) - ((_i3) mod (256)))))\n end\n end\n if <(_i4) > [255]> then\n set [_i4 v] to [255]\n else\n if <(_i4) < [0]> then\n set [_i4 v] to [0]\n end\n end\n if <(_i5) > [255]> then\n set [_i5 v] to [255]\n else\n if <(_i5) < [0]> then\n set [_i5 v] to [0]\n end\n end\n if <(_i6) > [255]> then\n set [_i6 v] to [255]\n else\n if <(_i6) < [0]> then\n set [_i6 v] to [0]\n end\n end\n replace item (_i0) of [_qdcolor v] with ((((65536) * (round (_i4))) + ((256) * (round (_i5)))) + (round (_i6)))\n end\n change [_i0 v] by (1)\nend\n\ndefine _getBoundsInner (x) (y) (z)\nif <(x) < (_xmin)> then\n set [_xmin v] to (x)\nelse\n if <(x) > (_xmax)> then\n set [_xmax v] to (x)\n end\nend\nif <(y) < (_ymin)> then\n set [_ymin v] to (y)\nelse\n if <(y) > (_ymax)> then\n set [_ymax v] to (y)\n end\nend\nif <(z) < (_zmin)> then\n set [_zmin v] to (z)\nelse\n if <(z) > (_zmax)> then\n set [_zmax v] to (z)\n end\nend\n\ndefine Reverse Rotate (x) (y) (z) (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\nset [_rot0 v] to (((cosz) * (x)) - ((sinz) * (y)))\nset [_rotatedy v] to (((cosz) * (y)) + ((sinz) * (x)))\nset [_rotatedz v] to (((cosx) * (z)) + ((sinx) * (_rotatedY)))\nset [_rotatedy v] to (((cosx) * (_rotatedY)) - ((sinx) * (z)))\nset [_rotatedx v] to (((cosy) * (_rot0)) - ((siny) * (_rotatedZ)))\nset [_rotatedz v] to (((cosy) * (_rotatedZ)) + ((siny) * (_rot0)))\n\nwhen I receive [graphics v]\nif <not <(LoopTask) = [none]>> then\n wait until <(LoopTask) = [none]>\nend\nset [looptask v] to [graphics]\nRender 3D\nset [looptask v] to [none]\n\ndefine _getQuads <bounds> (x) (y) (z) (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\ndelete all of [_qdx v]\ndelete all of [_qdy v]\ndelete all of [_qdz v]\ndelete all of [_qdcolor v]\ndelete all of [_qdreflect v]\ndelete all of [_qdparent v]\ndelete all of [_qdoriginal v]\nset [_id1 v] to [1]\nif <bounds> then\n repeat (length of [3dquadorder v])\n set [_i0 v] to (((4) * (item (_id1) of [3dquadorder v])) - (3))\n if <not <<(item (_i0) of [3dquadboundz v]) > (_zmax)> or <(item ((_i0) + (1)) of [3dquadboundz v]) < (_zmin)>>> then\n if <not <<(item (_i0) of [3dquadboundx v]) > (_xmax)> or <(item ((_i0) + (1)) of [3dquadboundx v]) < (_xmin)>>> then\n if <not <<(item (_i0) of [3dquadboundy v]) > (_ymax)> or <(item ((_i0) + (1)) of [3dquadboundy v]) < (_ymin)>>> then\n _addQuad (x) (y) (z) (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\n end\n end\n end\n change [_id1 v] by (1)\n end\nelse\n repeat (length of [3dquadorder v])\n set [_i0 v] to (((4) * (item (_id1) of [3dquadorder v])) - (3))\n _addQuad (x) (y) (z) (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\n change [_id1 v] by (1)\n end\nend\n\ndefine _addQuad (x) (y) (z) (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\nif <(item (_i0) of [3dquadmovement v]) = [_]> then\n repeat (4)\n if <(item (_i0) of [3dquadx v]) = [_]> then\n add [_] to [_qdx v]\n add [_] to [_qdy v]\n add [_] to [_qdz v]\n else\n Rotate Point ((item (_i0) of [3dquadx v]) - (x)) ((item (_i0) of [3dquady v]) - (y)) ((item (_i0) of [3dquadz v]) - (z)) Angle (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\n add (_rotatedX) to [_qdx v]\n add (_rotatedY) to [_qdy v]\n add (_rotatedZ) to [_qdz v]\n end\n change [_i0 v] by (1)\n end\nelse\n set [_i1 v] to (((frame) mod ((2) * (item (_i0) of [3dquadmovement v]))) / (item (_i0) of [3dquadmovement v]))\n if <(_i1) > [1]> then\n set [_i1 v] to ((2) - (_i1))\n end\n set [_i2 v] to ((_i1) * (item ((_i0) + (1)) of [3dquadmovement v]))\n set [_i3 v] to ((_i1) * (item ((_i0) + (2)) of [3dquadmovement v]))\n set [_i4 v] to ((_i1) * (item ((_i0) + (3)) of [3dquadmovement v]))\n if <(item ((_i0) + (3)) of [3dquadx v]) = [_]> then\n repeat (3)\n Rotate Point (((item (_i0) of [3dquadx v]) + (_i2)) - (x)) (((item (_i0) of [3dquady v]) + (_i3)) - (y)) (((item (_i0) of [3dquadz v]) + (_i4)) - (z)) Angle (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\n add (_rotatedX) to [_qdx v]\n add (_rotatedY) to [_qdy v]\n add (_rotatedZ) to [_qdz v]\n change [_i0 v] by (1)\n end\n add [_] to [_qdx v]\n add [_] to [_qdy v]\n add [_] to [_qdz v]\n else\n repeat (4)\n Rotate Point (((item (_i0) of [3dquadx v]) + (_i2)) - (x)) (((item (_i0) of [3dquady v]) + (_i3)) - (y)) (((item (_i0) of [3dquadz v]) + (_i4)) - (z)) Angle (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\n add (_rotatedX) to [_qdx v]\n add (_rotatedY) to [_qdy v]\n add (_rotatedZ) to [_qdz v]\n change [_i0 v] by (1)\n end\n end\nend\nset [_id0 v] to (item (_id1) of [3dquadorder v])\nif <(item (_id0) of [3dquadbackculling v]) = [true]> then\n set [_i0 v] to (length of [_qdx v])\n set [_i1 v] to (item ((_i0) - (3)) of [_qdx v])\n set [_i2 v] to (item ((_i0) - (3)) of [_qdy v])\n set [_i3 v] to (item ((_i0) - (3)) of [_qdz v])\n set [_rotatedx v] to ((item ((_i0) - (2)) of [_qdx v]) - (_i1))\n set [_rotatedy v] to ((item ((_i0) - (2)) of [_qdy v]) - (_i2))\n set [_rotatedz v] to ((item ((_i0) - (2)) of [_qdz v]) - (_i3))\n set [_i4 v] to ((item ((_i0) - (1)) of [_qdx v]) - (_i1))\n set [_i5 v] to ((item ((_i0) - (1)) of [_qdy v]) - (_i2))\n set [_i6 v] to ((item ((_i0) - (1)) of [_qdz v]) - (_i3))\n if <not <(((((_rotatedY) * (_i6)) - ((_rotatedZ) * (_i5))) * (_i1)) + (((((_rotatedZ) * (_i4)) - ((_rotatedX) * (_i6))) * (_i2)) + ((((_rotatedX) * (_i5)) - ((_rotatedY) * (_i4))) * (_i3)))) < [0]>> then\n delete (last) of [_qdx v]\n delete (last) of [_qdx v]\n delete (last) of [_qdx v]\n delete (last) of [_qdx v]\n delete (last) of [_qdy v]\n delete (last) of [_qdy v]\n delete (last) of [_qdy v]\n delete (last) of [_qdy v]\n delete (last) of [_qdz v]\n delete (last) of [_qdz v]\n delete (last) of [_qdz v]\n delete (last) of [_qdz v]\n stop [this script v]\n end\nend\nadd ((length of [_qdparent v]) + (1)) to [_qdparent v]\nadd (_id0) to [_qdoriginal v]\nadd (item (_id0) of [3dquadcolor v]) to [_qdcolor v]\nadd (item (_id0) of [3dquadreflectivity v]) to [_qdreflect v]\n\ndefine _fillTri (x0) (y0) (x1) (y1) (x2) (y2)\nchange [_trisrendered v] by (1)\nset [_tri2 v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\nset [_tri3 v] to ([sqrt v] of ((((x0) - (x2)) * ((x0) - (x2))) + (((y0) - (y2)) * ((y0) - (y2)))) )\nset [_tri4 v] to ([sqrt v] of ((((x0) - (x1)) * ((x0) - (x1))) + (((y0) - (y1)) * ((y0) - (y1)))) )\nset [_tri1 v] to (((_tri2) + ((_tri3) + (_tri4))) / (2))\nset [_tri0 v] to ((2) * ([sqrt v] of ((((_tri1) - (_tri2)) * (((_tri1) - (_tri3)) * ((_tri1) - (_tri4)))) / (_tri1)) ))\nchange [_tri1 v] by (_tri1)\ngo to x: (((((_tri2) * (x0)) + ((_tri3) * (x1))) + ((_tri4) * (x2))) / (_tri1)) y: (((((_tri2) * (y0)) + ((_tri3) * (y1))) + ((_tri4) * (y2))) / (_tri1))\nset pen size to ((_tri0) - (0.5))\npen down\nif <(_tri0) > [0]> then\n if <<(_tri3) < (_tri2)> or <(_tri4) < (_tri2)>> then\n if <<(_tri2) < (_tri3)> or <(_tri4) < (_tri3)>> then\n set [_tri1 v] to ((x position) - (x2))\n set [_tri2 v] to ((y position) - (y2))\n else\n set [_tri1 v] to ((x position) - (x1))\n set [_tri2 v] to ((y position) - (y1))\n end\n else\n set [_tri1 v] to ((x position) - (x0))\n set [_tri2 v] to ((y position) - (y0))\n end\n set [_tri1 v] to (([sqrt v] of (((_tri1) * (_tri1)) + ((_tri2) * (_tri2))) ) / ((_tri0) / (2)))\n set [_tri8 v] to ((_tri1) / ((_tri1) - (1)))\n set [_tri1 v] to ((0.5) - ((0.5) / (_tri1)))\n set [_tri2 v] to (((x position) - (x0)) / (_tri0))\n set [_tri3 v] to (((y position) - (y0)) / (_tri0))\n set [_tri4 v] to (((x position) - (x1)) / (_tri0))\n set [_tri5 v] to (((y position) - (y1)) / (_tri0))\n set [_tri6 v] to (((x position) - (x2)) / (_tri0))\n set [_tri7 v] to (((y position) - (y2)) / (_tri0))\n repeat until <(_tri0) < (_tri8)>\n set [_tri0 v] to ((_tri1) * (_tri0))\n set pen size to ((_tri0) + (0.5))\n go to x: ((x0) + ((_tri0) * (_tri2))) y: ((y0) + ((_tri0) * (_tri3)))\n go to x: ((x1) + ((_tri0) * (_tri4))) y: ((y1) + ((_tri0) * (_tri5)))\n go to x: ((x2) + ((_tri0) * (_tri6))) y: ((y2) + ((_tri0) * (_tri7)))\n go to x: ((x0) + ((_tri0) * (_tri2))) y: ((y0) + ((_tri0) * (_tri3)))\n end\nend\nset pen size to (1.01)\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\nwhen I receive [simple3d v]\nset [3dcamfarz v] to ((1) / (0))\nset [3dcamfov v] to [75]\nset [3dlightquality v] to [high]\nGet Quads [-120] [90] [-70] [20] [-5] [0] (3DCamFOV) (3DCamNearZ) (3DCamFarZ) (3DLightAmbientLevel) ((3DLightSourceLevel) / (90)) [242]\nRender Quads <[0] = [0]>\n\ndefine _selectVertices (mx) (my) (nearz) (farz) (fov)\ndelete all of [selectvertex v]\nadd ((farz) + (1)) to [selectvertex v]\nadd [none] to [selectvertex v]\nset [_i5 v] to (length of [3dquadtype v])\nset [_i0 v] to [1]\nrepeat (length of [_qdoriginal v])\n if <not <(item (_i0) of [_qdoriginal v]) > (_i5)>> then\n set [_id0 v] to (((4) * (_i0)) - (3))\n set [_i1 v] to [none]\n set [_i2 v] to ((farz) + (1))\n set [_id1 v] to [0]\n _selectVertex (mx) (my) (nearz) (farz) (fov) (item ((_id0) + (_id1)) of [_qdx v]) (item ((_id0) + (_id1)) of [_qdy v]) (item ((_id0) + (_id1)) of [_qdz v])\n set [_id1 v] to [1]\n _selectVertex (mx) (my) (nearz) (farz) (fov) (item ((_id0) + (_id1)) of [_qdx v]) (item ((_id0) + (_id1)) of [_qdy v]) (item ((_id0) + (_id1)) of [_qdz v])\n set [_id1 v] to [2]\n _selectVertex (mx) (my) (nearz) (farz) (fov) (item ((_id0) + (_id1)) of [_qdx v]) (item ((_id0) + (_id1)) of [_qdy v]) (item ((_id0) + (_id1)) of [_qdz v])\n set [_id1 v] to [3]\n _selectVertex (mx) (my) (nearz) (farz) (fov) (item ((_id0) + (_id1)) of [_qdx v]) (item ((_id0) + (_id1)) of [_qdy v]) (item ((_id0) + (_id1)) of [_qdz v])\n if <not <(_i1) = [none]>> then\n if <(_i2) < (item (1) of [selectvertex v])> then\n delete all of [selectvertex v]\n add (_i2) to [selectvertex v]\n add ((((4) * (item (_i0) of [_qdoriginal v])) - (3)) + (_i1)) to [selectvertex v]\n else\n if <([abs v] of ((_i2) - (item (1) of [selectvertex v])) ) < [1e-7]> then\n add ((((4) * (item (_i0) of [_qdoriginal v])) - (3)) + (_i1)) to [selectvertex v]\n end\n end\n end\n end\n change [_i0 v] by (1)\nend\n\ndefine _selectVertex (mx) (my) (nearz) (farz) (fov) (x) (y) (z)\nif <not <(x) = [_]>> then\n if <<(z) > (nearz)> and <(z) < (farz)>> then\n if <(z) < (_i2)> then\n set [_i3 v] to ((180) * ((x) / ((fov) * (z))))\n set [_i4 v] to ((180) * ((y) / ((fov) * (z))))\n if <((((mx) - (_i3)) * ((mx) - (_i3))) + (((my) - (_i4)) * ((my) - (_i4)))) < [36]> then\n set [_i1 v] to (_id1)\n set [_i2 v] to (z)\n end\n end\n end\nend\n\ndefine _selectQuad (mx) (my) (x0) (y0) (z0) (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nset [_ymin v] to [none]\nset [_ymax v] to [none]\nset [_zmin v] to [none]\nset [_zmax v] to [none]\n_selectQuadLine (mx) (my) (x0) (y0) (z0) (x1) (y1) (z1)\n_selectQuadLine (mx) (my) (x1) (y1) (z1) (x2) (y2) (z2)\nif <(x3) = [_]> then\n _selectQuadLine (mx) (my) (x2) (y2) (z2) (x0) (y0) (z0)\nelse\n _selectQuadLine (mx) (my) (x2) (y2) (z2) (x3) (y3) (z3)\n _selectQuadLine (mx) (my) (x3) (y3) (z3) (x0) (y0) (z0)\nend\nif <not <(_ymin) = [none]>> then\n if <<(_ymin) < (my)> and <(_ymax) > (my)>> then\n set [_lerp0 v] to (((my) - (_ymin)) / ((_ymax) - (_ymin)))\n set [_i1 v] to ((((1) - (_lerp0)) * (_zmin)) + ((_lerp0) * (_zmax)))\n if <(_i1) > (item (1) of [selectquad v])> then\n delete all of [selectquad v]\n add (_i1) to [selectquad v]\n add (item (item (_i0) of [_qdparent v]) of [_qdoriginal v]) to [selectquad v]\n end\n end\nend\n\ndefine _selectQuads (mx) (my)\ndelete all of [selectquad v]\nadd ((0) * (0)) to [selectquad v]\nadd [none] to [selectquad v]\nset [_i0 v] to [1]\nrepeat (length of [_qdparent v])\n set [_id0 v] to (((4) * (_i0)) - (3))\n _selectQuad (mx) (my) (item (_id0) of [_qdx v]) (item (_id0) of [_qdy v]) (item (_id0) of [_qdz v]) (item ((_id0) + (1)) of [_qdx v]) (item ((_id0) + (1)) of [_qdy v]) (item ((_id0) + (1)) of [_qdz v]) (item ((_id0) + (2)) of [_qdx v]) (item ((_id0) + (2)) of [_qdy v]) (item ((_id0) + (2)) of [_qdz v]) (item ((_id0) + (3)) of [_qdx v]) (item ((_id0) + (3)) of [_qdy v]) (item ((_id0) + (3)) of [_qdz v])\n change [_i0 v] by (1)\nend\n\ndefine _selectQuadLine (mx) (my) (x0) (y0) (z0) (x1) (y1) (z1)\nset [_lerp0 v] to (((mx) - (x0)) / ((x1) - (x0)))\nif <<[0] < (_lerp0)> and <(_lerp0) < [1]>> then\n set [_i1 v] to ((((1) - (_lerp0)) * (y0)) + ((_lerp0) * (y1)))\n set [_i2 v] to ((((1) - (_lerp0)) * (z0)) + ((_lerp0) * (z1)))\n if <(_ymin) = [none]> then\n set [_ymin v] to (_i1)\n set [_zmin v] to (_i2)\n set [_ymax v] to (_ymin)\n set [_zmax v] to (_zmin)\n else\n if <(_i1) < (_ymin)> then\n set [_ymin v] to (_i1)\n set [_zmin v] to (_i2)\n else\n if <(_i1) > (_ymax)> then\n set [_ymax v] to (_i1)\n set [_zmax v] to (_i2)\n end\n end\n end\nend\n\ndefine _sort (lo) (hi)\nset [_sort0 v] to ((lo) - (1))\nrepeat until <((hi) - (_sort0)) < [17]>\n set [_sort1 v] to ((((hi) - (_sort0)) mod (3)) + (1))\n change [_sort0 v] by (1)\n set [_sort2 v] to (item ((round (((_sort0) + (hi)) / (2))) + ((_sort1) - (2))) of [_orderequaldepth v])\n set [_sort3 v] to (item ((hi) - (_sort1)) of [_orderequaldepth v])\n set [_sort1 v] to (item ((_sort0) + (_sort1)) of [_orderequaldepth v])\n if <not <<(_sort1) > (_sort2)> or <(_sort2) > (_sort3)>>> then\n set [_sort4 v] to (_sort0)\n set [_sort5 v] to ((hi) - (1))\n repeat until <(_sort4) > (_sort5)>\n if <(item (_sort4) of [_orderequaldepth v]) > (item ((_sort4) + (1)) of [_orderequaldepth v])> then\n if <<(_sort1) = (_sort2)> and <(_sort2) = (_sort3)>> then\n if <(item ((_sort4) + (1)) of [_orderequaldepth v]) = (_sort1)> then\n set [_sort1 v] to (item (_sort4) of [_orderequaldepth v])\n else\n set [_sort1 v] to (item ((_sort4) + (1)) of [_orderequaldepth v])\n end\n end\n set [_sort4 v] to [0]\n set [_sort5 v] to [-1]\n else\n if <(item (_sort5) of [_orderequaldepth v]) > (item ((_sort5) + (1)) of [_orderequaldepth v])> then\n if <<(_sort1) = (_sort2)> and <(_sort2) = (_sort3)>> then\n if <(item ((_sort5) + (1)) of [_orderequaldepth v]) = (_sort1)> then\n set [_sort1 v] to (item (_sort5) of [_orderequaldepth v])\n else\n set [_sort1 v] to (item ((_sort5) + (1)) of [_orderequaldepth v])\n end\n end\n set [_sort4 v] to [0]\n set [_sort5 v] to [-1]\n end\n end\n change [_sort4 v] by (1)\n change [_sort5 v] by (-1)\n end\n if <(_sort5) > [0]> then\n set [_sort0 v] to (hi)\n stop [this script v]\n end\n end\n if <(_sort1) < (_sort2)> then\n if <(_sort3) < (_sort2)> then\n if <(_sort3) < (_sort1)> then\n set [_sort1 v] to (_sort1)\n else\n if <(_sort1) < (_sort3)> then\n set [_sort1 v] to (_sort3)\n else\n set [_sort1 v] to (_sort2)\n end\n end\n else\n set [_sort1 v] to (_sort2)\n end\n else\n if <(_sort2) < (_sort1)> then\n if <(_sort3) < (_sort1)> then\n if <(_sort3) < (_sort2)> then\n set [_sort1 v] to (_sort2)\n else\n if <(_sort2) < (_sort3)> then\n set [_sort1 v] to (_sort3)\n else\n set [_sort1 v] to (_sort1)\n end\n end\n else\n set [_sort1 v] to (_sort1)\n end\n else\n if <(_sort3) < (_sort1)> then\n set [_sort1 v] to (_sort1)\n else\n set [_sort1 v] to (_sort3)\n end\n end\n end\n set [_sort2 v] to (_sort0)\n repeat until <not <(item (_sort2) of [_orderequaldepth v]) < (_sort1)>>\n change [_sort2 v] by (1)\n end\n set [_sort3 v] to (hi)\n repeat until <(item (_sort3) of [_orderequaldepth v]) < (_sort1)>\n change [_sort3 v] by (-1)\n end\n repeat until <not <(_sort2) < (_sort3)>>\n set [_sort4 v] to (item (_sort2) of [_orderequaldepth v])\n replace item (_sort2) of [_orderequaldepth v] with (item (_sort3) of [_orderequaldepth v])\n replace item (_sort3) of [_orderequaldepth v] with (_sort4)\n set [_sort5 v] to (item (_sort2) of [_orderequal v])\n replace item (_sort2) of [_orderequal v] with (item (_sort3) of [_orderequal v])\n replace item (_sort3) of [_orderequal v] with (_sort5)\n change [_sort2 v] by (1)\n repeat until <not <(item (_sort2) of [_orderequaldepth v]) < (_sort1)>>\n change [_sort2 v] by (1)\n end\n change [_sort3 v] by (-1)\n repeat until <(item (_sort3) of [_orderequaldepth v]) < (_sort1)>\n change [_sort3 v] by (-1)\n end\n end\n _sort (_sort0) (_sort3)\nend\nchange [_sort0 v] by (1)\nset [_sort3 v] to (_sort0)\nrepeat ((hi) - (_sort0))\n set [_sort1 v] to (item ((_sort0) + (1)) of [_orderequaldepth v])\n set [_sort4 v] to (item ((_sort0) + (1)) of [_orderequal v])\n set [_sort2 v] to (_sort0)\n repeat until <<not <(_sort1) < (item (_sort2) of [_orderequaldepth v])>> or <(_sort2) < (_sort3)>>\n replace item ((_sort2) + (1)) of [_orderequaldepth v] with (item (_sort2) of [_orderequaldepth v])\n replace item ((_sort2) + (1)) of [_orderequal v] with (item (_sort2) of [_orderequal v])\n change [_sort2 v] by (-1)\n end\n replace item ((_sort2) + (1)) of [_orderequaldepth v] with (_sort1)\n replace item ((_sort2) + (1)) of [_orderequal v] with (_sort4)\n change [_sort0 v] by (1)\nend\n\ndefine Get Quads (x) (y) (z) (xrot) (yrot) (zrot) (fov) (nearz) (farz) (ambientlight) (sourcelight) (screenwidth)\nif <<(farz) < ((1) / (0))> and <(farz) > (nearz)>> then\n _getBounds (x) (y) (z) ([tan v] of (([abs v] of (fov) ) / (2)) ) (farz) ([sin v] of (xrot) ) ([cos v] of (xrot) ) ([sin v] of (yrot) ) ([cos v] of (yrot) ) ([sin v] of (zrot) ) ([cos v] of (zrot) ) (screenwidth)\nend\n_getQuads <<(farz) < ((1) / (0))> and <(farz) > (nearz)>> (x) (y) (z) ([sin v] of (xrot) ) ([cos v] of (xrot) ) ([sin v] of (yrot) ) ([cos v] of (yrot) ) ([sin v] of (zrot) ) ([cos v] of (zrot) )\n_applyLighting (ambientlight) (sourcelight)\nif <(EditorMode) = [true]> then\n if <(item (1) of [selectvertex v]) = [needSelection]> then\n _selectVertices (mouse x) (mouse y) (nearz) (farz) ([tan v] of (([abs v] of (fov) ) / (2)) )\n end\nend\nif <(farz) < ((1) / (0))> then\n set [_i0 v] to ((1) / (farz))\nelse\n set [_i0 v] to ((1) * (-1))\nend\nif <(TextIndex) = [0]> then\n set [_i1 v] to [182]\nelse\n set [_i1 v] to (TEXTBOX_Y)\nend\n_clipQuads (nearz) (([tan v] of (([abs v] of (fov) ) / (2)) ) / (180)) (_i0) ((-1) * (screenwidth)) ((1) * (screenwidth)) ((1) * (-182)) ((1) * (_i1))\nif <(EditorMode) = [true]> then\n if <(item (1) of [selectquad v]) = [needSelection]> then\n _selectQuads (mouse x) (mouse y)\n end\nend\n\ndefine _getBounds (x) (y) (z) (fov) (farz) (sinx) (cosx) (siny) (cosy) (sinz) (cosz) (screenwidth)\nset [_xmin v] to (x)\nset [_xmax v] to (x)\nset [_ymin v] to (y)\nset [_ymax v] to (y)\nset [_zmin v] to (z)\nset [_zmax v] to (z)\nset [_i0 v] to (((screenwidth) / (180)) * ((fov) * (farz)))\nset [_i1 v] to ((fov) * (farz))\nset [_i2 v] to (farz)\nReverse Rotate (_i0) (_i1) (_i2) (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\n_getBoundsInner ((x) + (_rotatedX)) ((y) + (_rotatedY)) ((z) + (_rotatedZ))\nReverse Rotate (_i0) ((-1) * (_i1)) (_i2) (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\n_getBoundsInner ((x) + (_rotatedX)) ((y) + (_rotatedY)) ((z) + (_rotatedZ))\nReverse Rotate ((-1) * (_i0)) (_i1) (_i2) (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\n_getBoundsInner ((x) + (_rotatedX)) ((y) + (_rotatedY)) ((z) + (_rotatedZ))\nReverse Rotate ((-1) * (_i0)) ((-1) * (_i1)) (_i2) (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\n_getBoundsInner ((x) + (_rotatedX)) ((y) + (_rotatedY)) ((z) + (_rotatedZ))\nchange [_xmin v] by (-4)\nchange [_xmax v] by (4)\nchange [_ymin v] by (-4)\nchange [_ymax v] by (4)\nchange [_zmin v] by (-4)\nchange [_zmax v] by (4)\n\ndefine _clipQuads (nearz) (fov) (farz) (xmin) (xmax) (ymin) (ymax)\ndelete all of [_tmpx v]\ndelete all of [_tmpy v]\ndelete all of [_tmpz v]\ndelete all of [_tmpparent v]\nset [_i0 v] to [1]\nrepeat (length of [_qdparent v])\n set [_id0 v] to ((4) * (_i0))\n _clipQuadFull (nearz) (fov) (farz) (xmin) (xmax) (ymin) (ymax) (item ((_id0) - (3)) of [_qdx v]) (item ((_id0) - (3)) of [_qdy v]) (item ((_id0) - (3)) of [_qdz v]) (item ((_id0) - (2)) of [_qdx v]) (item ((_id0) - (2)) of [_qdy v]) (item ((_id0) - (2)) of [_qdz v]) (item ((_id0) - (1)) of [_qdx v]) (item ((_id0) - (1)) of [_qdy v]) (item ((_id0) - (1)) of [_qdz v]) (item (_id0) of [_qdx v]) (item (_id0) of [_qdy v]) (item (_id0) of [_qdz v]) (item (_i0) of [_qdparent v])\n change [_i0 v] by (1)\nend\n_copyTmpToQd\n\ndefine _clipQuadFull (nearz) (fov) (farz) (xmin) (xmax) (ymin) (ymax) (x0) (y0) (z0) (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) (parent)\nif <not <<(z0) > (nearz)> or <<(z1) > (nearz)> or <(z2) > (nearz)>>>> then\n if <<(x3) = [_]> or <not <(z3) > (nearz)>>> then\n stop [this script v]\n end\nend\ndelete all of [_splitbehind v]\nif <not <(z0) < (nearz)>> then\n add ((x0) / ((fov) * (z0))) to [_splitbehind v]\n add ((y0) / ((fov) * (z0))) to [_splitbehind v]\n add ((1) / (z0)) to [_splitbehind v]\nend\nset [_lerp0 v] to (((nearz) - (z0)) / ((z1) - (z0)))\nif <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add (((((1) - (_lerp0)) * (x0)) + ((_lerp0) * (x1))) / ((fov) * (nearz))) to [_splitbehind v]\n add (((((1) - (_lerp0)) * (y0)) + ((_lerp0) * (y1))) / ((fov) * (nearz))) to [_splitbehind v]\n add ((1) / (nearz)) to [_splitbehind v]\nend\nif <not <(z1) < (nearz)>> then\n add ((x1) / ((fov) * (z1))) to [_splitbehind v]\n add ((y1) / ((fov) * (z1))) to [_splitbehind v]\n add ((1) / (z1)) to [_splitbehind v]\nend\nset [_lerp0 v] to (((nearz) - (z1)) / ((z2) - (z1)))\nif <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add (((((1) - (_lerp0)) * (x1)) + ((_lerp0) * (x2))) / ((fov) * (nearz))) to [_splitbehind v]\n add (((((1) - (_lerp0)) * (y1)) + ((_lerp0) * (y2))) / ((fov) * (nearz))) to [_splitbehind v]\n add ((1) / (nearz)) to [_splitbehind v]\nend\nif <(x3) = [_]> then\n if <not <(z2) < (nearz)>> then\n add ((x2) / ((fov) * (z2))) to [_splitbehind v]\n add ((y2) / ((fov) * (z2))) to [_splitbehind v]\n add ((1) / (z2)) to [_splitbehind v]\n end\n set [_lerp0 v] to (((nearz) - (z2)) / ((z0) - (z2)))\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add (((((1) - (_lerp0)) * (x2)) + ((_lerp0) * (x0))) / ((fov) * (nearz))) to [_splitbehind v]\n add (((((1) - (_lerp0)) * (y2)) + ((_lerp0) * (y0))) / ((fov) * (nearz))) to [_splitbehind v]\n add ((1) / (nearz)) to [_splitbehind v]\n end\nelse\n if <not <(z2) < (nearz)>> then\n add ((x2) / ((fov) * (z2))) to [_splitbehind v]\n add ((y2) / ((fov) * (z2))) to [_splitbehind v]\n add ((1) / (z2)) to [_splitbehind v]\n end\n set [_lerp0 v] to (((nearz) - (z2)) / ((z3) - (z2)))\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add (((((1) - (_lerp0)) * (x2)) + ((_lerp0) * (x3))) / ((fov) * (nearz))) to [_splitbehind v]\n add (((((1) - (_lerp0)) * (y2)) + ((_lerp0) * (y3))) / ((fov) * (nearz))) to [_splitbehind v]\n add ((1) / (nearz)) to [_splitbehind v]\n end\n if <not <(z3) < (nearz)>> then\n add ((x3) / ((fov) * (z3))) to [_splitbehind v]\n add ((y3) / ((fov) * (z3))) to [_splitbehind v]\n add ((1) / (z3)) to [_splitbehind v]\n end\n set [_lerp0 v] to (((nearz) - (z3)) / ((z0) - (z3)))\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add (((((1) - (_lerp0)) * (x3)) + ((_lerp0) * (x0))) / ((fov) * (nearz))) to [_splitbehind v]\n add (((((1) - (_lerp0)) * (y3)) + ((_lerp0) * (y0))) / ((fov) * (nearz))) to [_splitbehind v]\n add ((1) / (nearz)) to [_splitbehind v]\n end\nend\nif <(length of [_splitbehind v]) < [9]> then\n stop [this script v]\nend\nset [_i1 v] to [1]\nif <(farz) > [0]> then\n set [_tri0 v] to (item (1) of [_splitbehind v])\n set [_tri1 v] to (item (2) of [_splitbehind v])\n set [_tri2 v] to (item (3) of [_splitbehind v])\n repeat (((length of [_splitbehind v]) / (3)) - (1))\n set [_tri3 v] to (item ((_i1) + (3)) of [_splitbehind v])\n set [_tri4 v] to (item ((_i1) + (4)) of [_splitbehind v])\n set [_tri5 v] to (item ((_i1) + (5)) of [_splitbehind v])\n if <not <(_tri2) < (farz)>> then\n add (_tri0) to [_splitbehind v]\n add (_tri1) to [_splitbehind v]\n add (_tri2) to [_splitbehind v]\n end\n set [_lerp0 v] to (((farz) - (_tri2)) / ((_tri5) - (_tri2)))\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (_tri0)) + ((_lerp0) * (_tri3))) to [_splitbehind v]\n add ((((1) - (_lerp0)) * (_tri1)) + ((_lerp0) * (_tri4))) to [_splitbehind v]\n add (farz) to [_splitbehind v]\n end\n set [_tri0 v] to (_tri3)\n set [_tri1 v] to (_tri4)\n set [_tri2 v] to (_tri5)\n change [_i1 v] by (3)\n end\n set [_tri3 v] to (item (1) of [_splitbehind v])\n set [_tri4 v] to (item (2) of [_splitbehind v])\n set [_tri5 v] to (item (3) of [_splitbehind v])\n if <not <(_tri2) < (farz)>> then\n add (_tri0) to [_splitbehind v]\n add (_tri1) to [_splitbehind v]\n add (_tri2) to [_splitbehind v]\n end\n set [_lerp0 v] to (((farz) - (_tri2)) / ((_tri5) - (_tri2)))\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (_tri0)) + ((_lerp0) * (_tri3))) to [_splitbehind v]\n add ((((1) - (_lerp0)) * (_tri1)) + ((_lerp0) * (_tri4))) to [_splitbehind v]\n add (farz) to [_splitbehind v]\n end\n change [_i1 v] by (3)\nend\nif <((length of [_splitbehind v]) - ((_i1) - (1))) < [9]> then\n stop [this script v]\nend\nset [_i2 v] to (_i1)\nset [_tri0 v] to (item (_i2) of [_splitbehind v])\nset [_tri1 v] to (item ((_i2) + (1)) of [_splitbehind v])\nset [_tri2 v] to (item ((_i2) + (2)) of [_splitbehind v])\nrepeat ((((length of [_splitbehind v]) - ((_i1) - (1))) / (3)) - (1))\n set [_tri3 v] to (item ((_i1) + (3)) of [_splitbehind v])\n set [_tri4 v] to (item ((_i1) + (4)) of [_splitbehind v])\n set [_tri5 v] to (item ((_i1) + (5)) of [_splitbehind v])\n if <not <<(_tri0) < (xmin)> or <(_tri0) > (xmax)>>> then\n add (_tri0) to [_splitbehind v]\n add (_tri1) to [_splitbehind v]\n add (_tri2) to [_splitbehind v]\n end\n set [_lerp0 v] to (((xmin) - (_tri0)) / ((_tri3) - (_tri0)))\n set [_lerp1 v] to (((xmax) - (_tri0)) / ((_tri3) - (_tri0)))\n if <(_lerp0) > (_lerp1)> then\n set [_i3 v] to (_lerp1)\n set [_lerp1 v] to (_lerp0)\n set [_lerp0 v] to (_i3)\n end\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (_tri0)) + ((_lerp0) * (_tri3))) to [_splitbehind v]\n add ((((1) - (_lerp0)) * (_tri1)) + ((_lerp0) * (_tri4))) to [_splitbehind v]\n add ((((1) - (_lerp0)) * (_tri2)) + ((_lerp0) * (_tri5))) to [_splitbehind v]\n end\n if <<(_lerp1) > [0]> and <(_lerp1) < [1]>> then\n add ((((1) - (_lerp1)) * (_tri0)) + ((_lerp1) * (_tri3))) to [_splitbehind v]\n add ((((1) - (_lerp1)) * (_tri1)) + ((_lerp1) * (_tri4))) to [_splitbehind v]\n add ((((1) - (_lerp1)) * (_tri2)) + ((_lerp1) * (_tri5))) to [_splitbehind v]\n end\n set [_tri0 v] to (_tri3)\n set [_tri1 v] to (_tri4)\n set [_tri2 v] to (_tri5)\n change [_i1 v] by (3)\nend\nset [_tri3 v] to (item (_i2) of [_splitbehind v])\nset [_tri4 v] to (item ((_i2) + (1)) of [_splitbehind v])\nset [_tri5 v] to (item ((_i2) + (2)) of [_splitbehind v])\nif <not <<(_tri0) < (xmin)> or <(_tri0) > (xmax)>>> then\n add (_tri0) to [_splitbehind v]\n add (_tri1) to [_splitbehind v]\n add (_tri2) to [_splitbehind v]\nend\nset [_lerp0 v] to (((xmin) - (_tri0)) / ((_tri3) - (_tri0)))\nset [_lerp1 v] to (((xmax) - (_tri0)) / ((_tri3) - (_tri0)))\nif <(_lerp0) > (_lerp1)> then\n set [_i3 v] to (_lerp1)\n set [_lerp1 v] to (_lerp0)\n set [_lerp0 v] to (_i3)\nend\nif <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (_tri0)) + ((_lerp0) * (_tri3))) to [_splitbehind v]\n add ((((1) - (_lerp0)) * (_tri1)) + ((_lerp0) * (_tri4))) to [_splitbehind v]\n add ((((1) - (_lerp0)) * (_tri2)) + ((_lerp0) * (_tri5))) to [_splitbehind v]\nend\nif <<(_lerp1) > [0]> and <(_lerp1) < [1]>> then\n add ((((1) - (_lerp1)) * (_tri0)) + ((_lerp1) * (_tri3))) to [_splitbehind v]\n add ((((1) - (_lerp1)) * (_tri1)) + ((_lerp1) * (_tri4))) to [_splitbehind v]\n add ((((1) - (_lerp1)) * (_tri2)) + ((_lerp1) * (_tri5))) to [_splitbehind v]\nend\nchange [_i1 v] by (3)\nif <((length of [_splitbehind v]) - ((_i1) - (1))) < [9]> then\n stop [this script v]\nend\nset [_i2 v] to (_i1)\nset [_tri0 v] to (item (_i2) of [_splitbehind v])\nset [_tri1 v] to (item ((_i2) + (1)) of [_splitbehind v])\nset [_tri2 v] to (item ((_i2) + (2)) of [_splitbehind v])\nrepeat ((((length of [_splitbehind v]) - ((_i1) - (1))) / (3)) - (1))\n set [_tri3 v] to (item ((_i1) + (3)) of [_splitbehind v])\n set [_tri4 v] to (item ((_i1) + (4)) of [_splitbehind v])\n set [_tri5 v] to (item ((_i1) + (5)) of [_splitbehind v])\n if <not <<(_tri1) < (ymin)> or <(_tri1) > (ymax)>>> then\n add (_tri0) to [_splitbehind v]\n add (_tri1) to [_splitbehind v]\n add (_tri2) to [_splitbehind v]\n end\n set [_lerp0 v] to (((ymin) - (_tri1)) / ((_tri4) - (_tri1)))\n set [_lerp1 v] to (((ymax) - (_tri1)) / ((_tri4) - (_tri1)))\n if <(_lerp0) > (_lerp1)> then\n set [_i3 v] to (_lerp1)\n set [_lerp1 v] to (_lerp0)\n set [_lerp0 v] to (_i3)\n end\n if <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (_tri0)) + ((_lerp0) * (_tri3))) to [_splitbehind v]\n add ((((1) - (_lerp0)) * (_tri1)) + ((_lerp0) * (_tri4))) to [_splitbehind v]\n add ((((1) - (_lerp0)) * (_tri2)) + ((_lerp0) * (_tri5))) to [_splitbehind v]\n end\n if <<(_lerp1) > [0]> and <(_lerp1) < [1]>> then\n add ((((1) - (_lerp1)) * (_tri0)) + ((_lerp1) * (_tri3))) to [_splitbehind v]\n add ((((1) - (_lerp1)) * (_tri1)) + ((_lerp1) * (_tri4))) to [_splitbehind v]\n add ((((1) - (_lerp1)) * (_tri2)) + ((_lerp1) * (_tri5))) to [_splitbehind v]\n end\n set [_tri0 v] to (_tri3)\n set [_tri1 v] to (_tri4)\n set [_tri2 v] to (_tri5)\n change [_i1 v] by (3)\nend\nset [_tri3 v] to (item (_i2) of [_splitbehind v])\nset [_tri4 v] to (item ((_i2) + (1)) of [_splitbehind v])\nset [_tri5 v] to (item ((_i2) + (2)) of [_splitbehind v])\nif <not <<(_tri1) < (ymin)> or <(_tri1) > (ymax)>>> then\n add (_tri0) to [_splitbehind v]\n add (_tri1) to [_splitbehind v]\n add (_tri2) to [_splitbehind v]\nend\nset [_lerp0 v] to (((ymin) - (_tri1)) / ((_tri4) - (_tri1)))\nset [_lerp1 v] to (((ymax) - (_tri1)) / ((_tri4) - (_tri1)))\nif <(_lerp0) > (_lerp1)> then\n set [_i3 v] to (_lerp1)\n set [_lerp1 v] to (_lerp0)\n set [_lerp0 v] to (_i3)\nend\nif <<(_lerp0) > [0]> and <(_lerp0) < [1]>> then\n add ((((1) - (_lerp0)) * (_tri0)) + ((_lerp0) * (_tri3))) to [_splitbehind v]\n add ((((1) - (_lerp0)) * (_tri1)) + ((_lerp0) * (_tri4))) to [_splitbehind v]\n add ((((1) - (_lerp0)) * (_tri2)) + ((_lerp0) * (_tri5))) to [_splitbehind v]\nend\nif <<(_lerp1) > [0]> and <(_lerp1) < [1]>> then\n add ((((1) - (_lerp1)) * (_tri0)) + ((_lerp1) * (_tri3))) to [_splitbehind v]\n add ((((1) - (_lerp1)) * (_tri1)) + ((_lerp1) * (_tri4))) to [_splitbehind v]\n add ((((1) - (_lerp1)) * (_tri2)) + ((_lerp1) * (_tri5))) to [_splitbehind v]\nend\nchange [_i1 v] by (3)\n_addSplitBehindToTmp (_i1) (parent)\n\n@FontEngine\n\ndefine _calcWW (text) (width) (firstwidth) (cspace) (spacewidth)\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\nset [_i3 v] to [1]\nset [_i4 v] to [0]\nset [_i5 v] to [0]\nset [_i6 v] to [0]\nset [_i7 v] to (firstwidth)\nset [_i8 v] to [0]\nrepeat (length of (text))\n if <(letter (_i3) of (text)) = [ ]> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to [0]\n set [_i8 v] to [0]\n else\n switch costume to (blank v)\n switch costume to (join (letter (_i3) of (text)) [_])\n set [_i9 v] to ((costume [number v]) - (1))\n if <(_i9) > [0]> then\n set [_ia v] to (item (_i9) of [_chwidth v])\n set [_ib v] to (item (_i9) of [_chkern v])\n set [_ib v] to ((join (join (letter ((_i8) - (3)) of (_ib)) (letter ((_i8) - (2)) of (_ib))) (join (letter ((_i8) - (1)) of (_ib)) (letter (_i8) of (_ib)))) / (1000))\n if <((_i5) + ((_ib) + (_ia))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n add ((_i5) - (cspace)) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i4)) to [_ww2 v]\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to ((_ia) + (cspace))\n set [_i6 v] to (_i4)\n set [_i7 v] to ((-1) * ((cspace) + (spacewidth)))\n else\n change [_i5 v] by (((_ib) + (_ia)) + (cspace))\n end\n add (_i9) to [_ww0 v]\n end\n set [_i8 v] to ((4) * (_i9))\n end\n change [_i3 v] by (1)\nend\nif <(length of [_ww0 v]) > (_i6)> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add (_i7) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i6)) to [_ww2 v]\nend\n\ndefine _sortRaster (lo) (hi)\nset [_i4 v] to ([ceiling v] of ((((hi) - (lo)) + (1)) / (4)) )\nrepeat until <(_i4) < [1]>\n set [_i5 v] to ((lo) + (_i4))\n set [_i4 v] to ((-1) * (_i4))\n set [_i6 v] to (_i5)\n repeat (((hi) + (1)) - (_i6))\n set [_i7 v] to (item (_i6) of [_raster v])\n set [_i9 v] to (item (_i6) of [_rasterdir v])\n set [_i8 v] to (_i6)\n repeat until <<(_i8) < (_i5)> or <not <(item ((_i8) + (_i4)) of [_raster v]) > (_i7)>>>\n replace item (_i8) of [_raster v] with (item ((_i8) + (_i4)) of [_raster v])\n replace item (_i8) of [_rasterdir v] with (item ((_i8) + (_i4)) of [_rasterdir v])\n change [_i8 v] by (_i4)\n end\n replace item (_i8) of [_raster v] with (_i7)\n replace item (_i8) of [_rasterdir v] with (_i9)\n change [_i6 v] by (1)\n end\n if <(_i4) = [-2]> then\n set [_i4 v] to [1]\n else\n set [_i4 v] to ([floor v] of ((_i4) / (-2.25)) )\n end\nend\n\nwhen flag clicked\npen up\nhide\nswitch costume to (blank v)\nset size to (100000) %\nswitch costume to ( _ v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [don't rotate v]\nif <is compiled?> then\n Set Scaling | Factor [3]\nelse\n Set Scaling | Factor [auto]\nend\nset [sky_color v] to [4177919]\n\ndefine Clear | Cache\nset [_i0 v] to [1]\nrepeat (length of [_chindex v])\n set [_i1 v] to ((item (_i0) of [_chindex v]) + (2))\n repeat (20)\n replace item (_i1) of [_chdata0 v] with []\n replace item (_i1) of [_chdata1 v] with []\n replace item (_i1) of [_chdata2 v] with []\n replace item (_i1) of [_chdata3 v] with []\n replace item (_i1) of [_chdata4 v] with []\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\nend\ndelete all of [_cacheidx v]\ndelete all of [_cache0 v]\ndelete all of [_cache1 v]\ndelete all of [_raster v]\ndelete all of [_rasterdir v]\nset [_cid v] to [0]\n\ndefine Clear | Character Data\nswitch costume to (blank v)\nswitch costume to ((costume [number v]) - (1))\nif <((costume [number v]) - (1)) > (length of [_chindex v])> then\n set [_i0 v] to ((costume [number v]) - (1))\nelse\n set [_i0 v] to (length of [_chindex v])\nend\ndelete all of [_chindex v]\ndelete all of [_chwidth v]\ndelete all of [_chkern v]\ndelete all of [_chdata0 v]\ndelete all of [_chdata1 v]\ndelete all of [_chdata2 v]\ndelete all of [_chdata3 v]\ndelete all of [_chdata4 v]\nrepeat (_i0)\n add [__] to [_chdata0 v]\n add [none] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n add [] to [_chdata4 v]\n add (length of [_chdata0 v]) to [_chindex v]\n add ((1) * (0)) to [_chwidth v]\n add [] to [_chkern v]\n repeat (110)\n add [] to [_chdata0 v]\n add [] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n add [] to [_chdata4 v]\n end\nend\nadd [__] to [_chdata0 v]\nadd [none] to [_chdata1 v]\nadd [] to [_chdata2 v]\nadd [] to [_chdata3 v]\nadd [] to [_chdata4 v]\ndelete all of [_cacheidx v]\ndelete all of [_cache0 v]\ndelete all of [_cache1 v]\ndelete all of [_raster v]\ndelete all of [_rasterdir v]\nset [_cid v] to [0]\n\ndefine Load | Font (fontname)\nset [_i0 v] to (item # of (fontname) in [_fontname v])\nif <(_i0) < [1]> then\n stop [this script v]\nend\nset [_i0 v] to (item (_i0) of [_fontindex v])\nset [_i1 v] to (item (_i0) of [_fontdata v])\nchange [_i0 v] by (2)\nrepeat (item ((_i0) - (1)) of [_fontdata v])\n set [_i2 v] to (item (_i0) of [_fontdata v])\n replace item (_i2) of [_chwidth v] with (item ((_i0) + (1)) of [_fontdata v])\n replace item (_i2) of [_chkern v] with (item ((_i0) + (2)) of [_fontdata v])\n set [_i2 v] to (item (_i2) of [_chindex v])\n replace item (_i2) of [_chdata1 v] with (_i1)\n replace item (_i2) of [_chdata2 v] with (item ((_i0) + (3)) of [_fontdata v])\n replace item (_i2) of [_chdata3 v] with (item ((_i0) + (4)) of [_fontdata v])\n replace item ((_i2) + (1)) of [_chdata2 v] with (item ((_i0) + (5)) of [_fontdata v])\n replace item ((_i2) + (1)) of [_chdata3 v] with (item ((_i0) + (6)) of [_fontdata v])\n if <([abs v] of (item ((_i2) + (1)) of [_chdata3 v]) ) > ([abs v] of (item ((_i2) + (1)) of [_chdata2 v]) )> then\n replace item ((_i2) + (1)) of [_chdata4 v] with ((4) * ([abs v] of (item ((_i2) + (1)) of [_chdata3 v]) ))\n else\n replace item ((_i2) + (1)) of [_chdata4 v] with ((4) * ([abs v] of (item ((_i2) + (1)) of [_chdata2 v]) ))\n end\n replace item ((_i2) + (22)) of [_chdata0 v] with [string]\n replace item ((_i2) + (22)) of [_chdata1 v] with (item ((_i0) + (7)) of [_fontdata v])\n change [_i0 v] by (8)\nend\n\ndefine _printChar (id) (x) (y) (size) (min) (max) (new)\nset [_i2 v] to (item (id) of [_chindex v])\nset [_i3 v] to (item (_i2) of [_chdata1 v])\nif <(_i3) = [none]> then\n stop [this script v]\nend\nif <((y) + ((size) * (item ((_i2) + (1)) of [_chdata3 v]))) < [-184]> then\n stop [this script v]\nend\nif <((x) + ((size) * (item (_i2) of [_chdata2 v]))) > [244]> then\n stop [this script v]\nend\nif <((x) + ((size) * (item (_i2) of [_chdata3 v]))) < [-244]> then\n stop [this script v]\nend\nif <((y) + ((size) * (item ((_i2) + (1)) of [_chdata2 v]))) > [184]> then\n stop [this script v]\nend\nif <(item ((_i2) + (22)) of [_chdata0 v]) = [0]> then\n stop [this script v]\nend\nset [_i4 v] to ((_i2) + (2))\nrepeat (20)\n if <(item (_i4) of [_chdata0 v]) = (_i3)> then\n set [_i5 v] to (item (_i4) of [_chdata1 v])\n if <not <(_i5) < (min)>> then\n if <not <(_i5) > (max)>> then\n if <(_i4) > ((_i2) + (2))> then\n set [_i6 v] to (item (_i4) of [_chdata2 v])\n set [_i7 v] to (item (_i4) of [_chdata3 v])\n set [_i8 v] to (item (_i4) of [_chdata4 v])\n repeat ((_i4) - ((_i2) + (2)))\n replace item (_i4) of [_chdata0 v] with (item ((_i4) - (1)) of [_chdata0 v])\n replace item (_i4) of [_chdata1 v] with (item ((_i4) - (1)) of [_chdata1 v])\n replace item (_i4) of [_chdata2 v] with (item ((_i4) - (1)) of [_chdata2 v])\n replace item (_i4) of [_chdata3 v] with (item ((_i4) - (1)) of [_chdata3 v])\n replace item (_i4) of [_chdata4 v] with (item ((_i4) - (1)) of [_chdata4 v])\n change [_i4 v] by (-1)\n end\n replace item (_i4) of [_chdata0 v] with (item (_i2) of [_chdata1 v])\n replace item (_i4) of [_chdata1 v] with (_i5)\n replace item (_i4) of [_chdata2 v] with (_i6)\n replace item (_i4) of [_chdata3 v] with (_i7)\n replace item (_i4) of [_chdata4 v] with (_i8)\n end\n set [_i8 v] to (item ((_i2) + (2)) of [_chdata1 v])\n set [_i9 v] to (round ((_i8) * (item (_i2) of [_chdata2 v])))\n set x to ((x) + (((_i9) + (0.5)) * ((size) / (_i8))))\n set [_i7 v] to (item ((_i2) + (2)) of [_chdata3 v])\n if <(_i7) = []> then\n set [_i4 v] to (item ((_i2) + (2)) of [_chdata2 v])\n set [_i5 v] to ((size) / ((4) * (_i8)))\n if <(letter (1) of (_i4)) = [3]> then\n _drawChar3 (_i4) ((y) - ((500) * (_i5))) ((round ((_i8) * (item (_i2) of [_chdata3 v]))) - (_i9)) ((size) / (_i8)) (_i5)\n else\n _drawChar4 (_i4) ((y) - ((5000) * (_i5))) ((round ((_i8) * (item (_i2) of [_chdata3 v]))) - (_i9)) ((size) / (_i8)) (_i5)\n end\n else\n change [_cid v] by (1)\n if <not <(item (_i7) of [_cacheidx v]) = (item ((_i2) + (2)) of [_chdata4 v])>> then\n _createCache (item ((_i2) + (2)) of [_chdata2 v]) ((_i2) + (2)) ((round ((_i8) * (item (_i2) of [_chdata3 v]))) - (_i9))\n set [_i7 v] to (_i3)\n end\n replace item ((_i7) + (1)) of [_cacheidx v] with (_cID)\n _drawCache (item ((_i7) + (2)) of [_cacheidx v]) (y) ((round ((_i8) * (item (_i2) of [_chdata3 v]))) - (_i9)) ((size) / (_i8)) ((size) / ((4) * (_i8)))\n end\n stop [this script v]\n end\n end\n end\n change [_i4 v] by (1)\nend\nif <((new) * ((item (_i2) of [_chdata3 v]) - (item (_i2) of [_chdata2 v]))) > [4850]> then\n stop [this script v]\nend\nif <((new) * (item ((_i2) + (1)) of [_chdata4 v])) > [4950]> then\n stop [this script v]\nend\nrepeat (19)\n change [_i4 v] by (-1)\n replace item (_i4) of [_chdata0 v] with (item ((_i4) - (1)) of [_chdata0 v])\n replace item (_i4) of [_chdata1 v] with (item ((_i4) - (1)) of [_chdata1 v])\n replace item (_i4) of [_chdata2 v] with (item ((_i4) - (1)) of [_chdata2 v])\n replace item (_i4) of [_chdata3 v] with (item ((_i4) - (1)) of [_chdata3 v])\n replace item (_i4) of [_chdata4 v] with (item ((_i4) - (1)) of [_chdata4 v])\nend\nset [_i4 v] to ((_i2) + (22))\nif <(item (_i4) of [_chdata0 v]) = [string]> then\n _unpackDef (id) (_i4) (item (_i4) of [_chdata1 v])\nend\nif <(item (_i4) of [_chdata0 v]) = [0]> then\n stop [this script v]\nend\nset [_i5 v] to (round ((new) * (item (_i2) of [_chdata2 v])))\n_rasterizeChar (_i4) (new) ((round ((new) * (item (_i2) of [_chdata3 v]))) - (_i5)) ((0) - (_i5))\nset [_i3 v] to (round ((new) * (item (_i2) of [_chdata2 v])))\nset x to ((x) + (((_i3) + (0.5)) * ((size) / (new))))\nset [_i6 v] to (item ((_i2) + (2)) of [_chdata3 v])\nif <(_i6) = []> then\n set [_i4 v] to (item ((_i2) + (2)) of [_chdata2 v])\n set [_i5 v] to ((size) / ((4) * (new)))\n if <(letter (1) of (_i4)) = [3]> then\n _drawChar3 (_i4) ((y) - ((500) * (_i5))) ((round ((new) * (item (_i2) of [_chdata3 v]))) - (_i3)) ((size) / (new)) (_i5)\n else\n _drawChar4 (_i4) ((y) - ((5000) * (_i5))) ((round ((new) * (item (_i2) of [_chdata3 v]))) - (_i3)) ((size) / (new)) (_i5)\n end\nelse\n _drawCache (item ((_i6) + (2)) of [_cacheidx v]) (y) ((round ((new) * (item (_i2) of [_chdata3 v]))) - (_i3)) ((size) / (new)) ((size) / ((4) * (new)))\nend\n\ndefine Set Pen Color | RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine _rasterizeChar (idx) (s) (columns) (o)\nrepeat (((41) * (columns)) - (length of [_raster v]))\n add [] to [_raster v]\nend\nrepeat (((41) * (columns)) - (length of [_rasterdir v]))\n add [] to [_rasterdir v]\nend\nset [_i3 v] to [1]\nrepeat (columns)\n replace item (_i3) of [_raster v] with [0]\n change [_i3 v] by (41)\nend\nset [_i3 v] to ((idx) + (1))\nrepeat (item (idx) of [_chdata0 v])\n if <(letter (2) of (item (_i3) of [_chdata0 v])) = [+]> then\n set [_i9 v] to ((1) * (1))\n else\n set [_i9 v] to ((1) * (-1))\n end\n if <(letter (1) of (item (_i3) of [_chdata0 v])) = [Q]> then\n set [_i4 v] to (item (_i3) of [_chdata3 v])\n set [_i5 v] to (round ((s) * (item (_i3) of [_chdata1 v])))\n set [_i7 v] to (((41) * ((_i5) + (o))) + (1))\n if <(_i4) = [z]> then\n _rasterizeCurve [z] ((1) / ((item ((_i3) + (1)) of [_chdata0 v]) * (s))) [] [] ((((_i5) + (0.5)) / (s)) - (item ((_i3) + (1)) of [_chdata1 v])) ((s) * (item ((_i3) + (1)) of [_chdata2 v])) ((s) * (item ((_i3) + (1)) of [_chdata3 v])) ((s) * (item ((_i3) + (1)) of [_chdata4 v])) ((round ((s) * (item (_i3) of [_chdata2 v]))) - (_i5))\n else\n set [_i8 v] to (item ((_i3) + (1)) of [_chdata0 v])\n set [_i6 v] to ((item (_i3) of [_chdata4 v]) / (_i8))\n _rasterizeCurve (_i4) (_i6) (((_i6) * (_i6)) + (1e-7)) ((4) / ((41) * ((s) * (_i8)))) ((((41) * (s)) * ((item ((_i3) + (1)) of [_chdata1 v]) - (((_i5) + (0.5)) / (s)))) + (_i7)) ((s) * (item ((_i3) + (1)) of [_chdata2 v])) ((s) * (item ((_i3) + (1)) of [_chdata3 v])) ((s) * (item ((_i3) + (1)) of [_chdata4 v])) ((round ((s) * (item (_i3) of [_chdata2 v]))) - (_i5))\n end\n change [_i3 v] by (2)\n else\n set [_i4 v] to (round ((s) * (item (_i3) of [_chdata1 v])))\n set [_i5 v] to (item (_i3) of [_chdata4 v])\n set [_i7 v] to (((41) * ((_i4) + (o))) + (1))\n if <(_i5) = [0]> then\n set [_i9 v] to ((0.75) * (_i9))\n set [_i6 v] to ((s) * (item (_i3) of [_chdata3 v]))\n repeat ((round ((s) * (item (_i3) of [_chdata2 v]))) - (_i4))\n set [_i8 v] to ((item (_i7) of [_raster v]) + (1))\n replace item ((_i7) + (_i8)) of [_rasterdir v] with (_i9)\n replace item ((_i7) + (_i8)) of [_raster v] with (_i6)\n replace item (_i7) of [_raster v] with (_i8)\n change [_i7 v] by (41)\n end\n else\n set [_i6 v] to (((s) * (item (_i3) of [_chdata3 v])) + ((_i5) * (((_i4) + (0.5)) - ((s) * (item (_i3) of [_chdata1 v])))))\n repeat ((round ((s) * (item (_i3) of [_chdata2 v]))) - (_i4))\n set [_i8 v] to ((item (_i7) of [_raster v]) + (1))\n replace item ((_i7) + (_i8)) of [_rasterdir v] with (_i9)\n replace item ((_i7) + (_i8)) of [_raster v] with (_i6)\n replace item (_i7) of [_raster v] with (_i8)\n change [_i7 v] by (41)\n change [_i6 v] by (_i5)\n end\n end\n change [_i3 v] by (1)\n end\nend\nset [_i3 v] to [1]\nrepeat (columns)\n _sortRaster ((_i3) + (1)) ((_i3) + (item (_i3) of [_raster v]))\n change [_i3 v] by (41)\nend\nset [_i3 v] to ((s) * (item ((_i2) + (1)) of [_chdata4 v]))\nset [_ib v] to [0]\nif <(_i3) < [495]> then\n set [_i3 v] to [3]\n set [_i4 v] to [1]\n repeat (columns)\n set [_i5 v] to []\n set [_i6 v] to [0]\n set [_i7 v] to [0]\n set [_i8 v] to (_i4)\n repeat (item (_i8) of [_raster v])\n change [_i8 v] by (1)\n if <(_i7) = [0]> then\n set [_i9 v] to ((item (_i8) of [_raster v]) + (500))\n if <([abs v] of (item (_i8) of [_rasterdir v]) ) = [0.75]> then\n set [_ic v] to [1]\n else\n set [_ic v] to [0]\n end\n else\n if <((_i7) + (round (item (_i8) of [_rasterdir v]))) = [0]> then\n set [_ia v] to ((item (_i8) of [_raster v]) + (500))\n if <((_ia) - (_i9)) > [4]> then\n set [_i9 v] to (round ((_i9) + (2)))\n set [_i5 v] to (join (_i5) (join (join ([floor v] of ((_i9) / (100)) ) (([floor v] of ((_i9) / (10)) ) mod (10))) ((_i9) mod (10))))\n set [_ia v] to ((round ((_ia) - (2))) - (_i9))\n set [_i5 v] to (join (_i5) (join (join ([floor v] of ((_ia) / (100)) ) (([floor v] of ((_ia) / (10)) ) mod (10))) ((_ia) mod (10))))\n else\n if <([abs v] of (item (_i8) of [_rasterdir v]) ) = [0.75]> then\n if <(_ic) = [1]> then\n set [_i9 v] to (round (((_i9) + (_ia)) / (2)))\n else\n set [_i9 v] to (round ((_ia) - (2)))\n end\n else\n if <(_ic) = [1]> then\n set [_i9 v] to (round ((_i9) + (2)))\n else\n set [_i9 v] to (round (((_i9) + (_ia)) / (2)))\n end\n end\n set [_i5 v] to (join (_i5) (join (join (join ([floor v] of ((_i9) / (100)) ) (([floor v] of ((_i9) / (10)) ) mod (10))) ((_i9) mod (10))) [000]))\n end\n change [_i6 v] by (1)\n change [_ib v] by (1)\n end\n end\n change [_i7 v] by (round (item (_i8) of [_rasterdir v]))\n end\n set [_i3 v] to (join (_i3) (join (join ([floor v] of ((_i6) / (10)) ) ((_i6) mod (10))) (_i5)))\n change [_i4 v] by (41)\n change [_ib v] by (1)\n end\nelse\n set [_i3 v] to [4]\n set [_i4 v] to [1]\n repeat (columns)\n set [_i5 v] to []\n set [_i6 v] to [0]\n set [_i7 v] to [0]\n set [_i8 v] to (_i4)\n repeat (item (_i8) of [_raster v])\n change [_i8 v] by (1)\n if <(_i7) = [0]> then\n set [_i9 v] to ((item (_i8) of [_raster v]) + (5000))\n if <([abs v] of (item (_i8) of [_rasterdir v]) ) = [0.75]> then\n set [_ic v] to [1]\n else\n set [_ic v] to [0]\n end\n else\n if <((_i7) + (round (item (_i8) of [_rasterdir v]))) = [0]> then\n set [_ia v] to ((item (_i8) of [_raster v]) + (5000))\n if <((_ia) - (_i9)) > [4]> then\n set [_i9 v] to (round ((_i9) + (2)))\n set [_i5 v] to (join (_i5) (join (join ([floor v] of ((_i9) / (1000)) ) (([floor v] of ((_i9) / (100)) ) mod (10))) (join (([floor v] of ((_i9) / (10)) ) mod (10)) ((_i9) mod (10)))))\n set [_ia v] to ((round ((_ia) - (2))) - (_i9))\n set [_i5 v] to (join (_i5) (join (join ([floor v] of ((_ia) / (1000)) ) (([floor v] of ((_ia) / (100)) ) mod (10))) (join (([floor v] of ((_ia) / (10)) ) mod (10)) ((_ia) mod (10)))))\n else\n if <([abs v] of (item (_i8) of [_rasterdir v]) ) = [0.75]> then\n if <(_ic) = [1]> then\n set [_i9 v] to (round (((_i9) + (_ia)) / (2)))\n else\n set [_i9 v] to (round ((_ia) - (2)))\n end\n else\n if <(_ic) = [1]> then\n set [_i9 v] to (round ((_i9) + (2)))\n else\n set [_i9 v] to (round (((_i9) + (_ia)) / (2)))\n end\n end\n set [_i5 v] to (join (_i5) (join (join (join ([floor v] of ((_i9) / (1000)) ) (([floor v] of ((_i9) / (100)) ) mod (10))) (join (([floor v] of ((_i9) / (10)) ) mod (10)) ((_i9) mod (10)))) [0000]))\n end\n change [_i6 v] by (1)\n change [_ib v] by (1)\n end\n end\n change [_i7 v] by (round (item (_i8) of [_rasterdir v]))\n end\n set [_i3 v] to (join (_i3) (join (join ([floor v] of ((_i6) / (10)) ) ((_i6) mod (10))) (_i5)))\n change [_i4 v] by (41)\n change [_ib v] by (1)\n end\nend\nreplace item ((_i2) + (2)) of [_chdata4 v] with []\nreplace item ((_i2) + (2)) of [_chdata3 v] with []\nreplace item ((_i2) + (2)) of [_chdata2 v] with (_i3)\nreplace item ((_i2) + (2)) of [_chdata1 v] with (s)\nreplace item ((_i2) + (2)) of [_chdata0 v] with (item (_i2) of [_chdata1 v])\nif <not <(_ib) > [109]>> then\n change [_cid v] by (1)\n _createCache (_i3) ((_i2) + (2)) (columns)\nend\n\ndefine _unpackDef (id) (idx) (d)\nset [_i5 v] to (length of (d))\nset [_i6 v] to (idx)\nset [_i7 v] to [1]\nset [_i8 v] to [0]\nrepeat until <(_i7) > (_i5)>\n if <(item (_i6) of [_chdata0 v]) = [__]> then\n insert [] at (_i6) of [_chdata0 v] \n insert [] at (_i6) of [_chdata1 v] \n insert [] at (_i6) of [_chdata2 v] \n insert [] at (_i6) of [_chdata3 v] \n insert [] at (_i6) of [_chdata4 v] \n change [_i8 v] by (1)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata0 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata0 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata1 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata1 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata2 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata2 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata3 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata3 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata4 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata4 v] with (_i9)\n end\n change [_i6 v] by (1)\nend\nif <(_i8) > [0]> then\n set [_i5 v] to (id)\n repeat ((length of [_chindex v]) - (_i5))\n change [_i5 v] by (1)\n replace item (_i5) of [_chindex v] with ((item (_i5) of [_chindex v]) + (_i8))\n end\nend\n\ndefine _rasterizeCurve (type) (bx) (bx2) (ax) (cx) (ay) (by) (cy) (rep)\nif <(type) = [p]> then\n repeat (rep)\n set [_i4 v] to ((item (_i7) of [_raster v]) + (1))\n set [_i5 v] to ((bx) + ([sqrt v] of ((bx2) - ((ax) * ((cx) - (_i7)))) ))\n replace item ((_i7) + (_i4)) of [_rasterdir v] with (_i9)\n replace item ((_i7) + (_i4)) of [_raster v] with ((cy) + ((_i5) * ((by) + ((_i5) * (ay)))))\n replace item (_i7) of [_raster v] with (_i4)\n change [_i7 v] by (41)\n end\nelse\n if <(type) = [m]> then\n repeat (rep)\n set [_i4 v] to ((item (_i7) of [_raster v]) + (1))\n set [_i5 v] to ((bx) - ([sqrt v] of ((bx2) - ((ax) * ((cx) - (_i7)))) ))\n replace item ((_i7) + (_i4)) of [_rasterdir v] with (_i9)\n replace item ((_i7) + (_i4)) of [_raster v] with ((cy) + ((_i5) * ((by) + ((_i5) * (ay)))))\n replace item (_i7) of [_raster v] with (_i4)\n change [_i7 v] by (41)\n end\n else\n set [_i5 v] to (cx)\n repeat (rep)\n set [_i4 v] to ((item (_i7) of [_raster v]) + (1))\n replace item ((_i7) + (_i4)) of [_rasterdir v] with (_i9)\n replace item ((_i7) + (_i4)) of [_raster v] with ((cy) + ((_i5) * ((by) + ((_i5) * (ay)))))\n replace item (_i7) of [_raster v] with (_i4)\n change [_i7 v] by (41)\n change [_i5 v] by (bx)\n end\n end\nend\n\ndefine _createCache (d) (idx) (c)\nif <(length of [_cacheidx v]) < [5400]> then\n add (_cID) to [_cacheidx v]\n set [_i3 v] to (length of [_cacheidx v])\n add (_cID) to [_cacheidx v]\n set [_i4 v] to (length of [_cache0 v])\n add (_i4) to [_cacheidx v]\n repeat (110)\n add [] to [_cache0 v]\n add [] to [_cache1 v]\n end\nelse\n set [_i3 v] to ([floor v] of ((length of [_cacheidx v]) / (3)) )\n set [_i4 v] to [2]\n set [_i5 v] to (item (2) of [_cacheidx v])\n repeat (12)\n set [_i6 v] to (((3) * (pick random (1) to (_i3))) - (1))\n if <(item (_i6) of [_cacheidx v]) < (_i5)> then\n set [_i4 v] to (_i6)\n set [_i5 v] to (item (_i6) of [_cacheidx v])\n end\n end\n replace item ((_i4) - (1)) of [_cacheidx v] with (_cID)\n replace item (_i4) of [_cacheidx v] with (_cID)\n set [_i3 v] to ((_i4) - (1))\n set [_i4 v] to (item ((_i4) + (1)) of [_cacheidx v])\nend\nif <(letter (1) of (d)) = [3]> then\n set [_i5 v] to [1]\n repeat (c)\n change [_i4 v] by (1)\n change [_i5 v] by (2)\n replace item (_i4) of [_cache0 v] with ((letter (_i5) of (d)) + ((10) * (letter ((_i5) - (1)) of (d))))\n replace item (_i4) of [_cache1 v] with []\n repeat (item (_i4) of [_cache0 v])\n change [_i4 v] by (1)\n change [_i5 v] by (6)\n replace item (_i4) of [_cache0 v] with (((letter ((_i5) - (3)) of (d)) + ((10) * ((letter ((_i5) - (4)) of (d)) + ((10) * (letter ((_i5) - (5)) of (d)))))) - (500))\n replace item (_i4) of [_cache1 v] with ((letter (_i5) of (d)) + ((10) * ((letter ((_i5) - (1)) of (d)) + ((10) * (letter ((_i5) - (2)) of (d))))))\n end\n end\nelse\n set [_i5 v] to [1]\n repeat (c)\n change [_i4 v] by (1)\n change [_i5 v] by (2)\n replace item (_i4) of [_cache0 v] with ((letter (_i5) of (d)) + ((10) * (letter ((_i5) - (1)) of (d))))\n replace item (_i4) of [_cache1 v] with []\n repeat (item (_i4) of [_cache0 v])\n change [_i4 v] by (1)\n change [_i5 v] by (8)\n replace item (_i4) of [_cache0 v] with (((letter ((_i5) - (4)) of (d)) + ((10) * ((letter ((_i5) - (5)) of (d)) + ((10) * ((letter ((_i5) - (6)) of (d)) + ((10) * (letter ((_i5) - (7)) of (d)))))))) - (5000))\n replace item (_i4) of [_cache1 v] with ((letter (_i5) of (d)) + ((10) * ((letter ((_i5) - (1)) of (d)) + ((10) * ((letter ((_i5) - (2)) of (d)) + ((10) * (letter ((_i5) - (3)) of (d))))))))\n end\n end\nend\nreplace item (idx) of [_chdata4 v] with (_cID)\nreplace item (idx) of [_chdata3 v] with (_i3)\n\ndefine _drawChar3 (d) (y) (c) (xs) (ys)\nif <(xs) > [0.505]> then\n set pen size to ((2) * (xs))\nelse\n set pen size to (1.01)\nend\nset [_i3 v] to [1]\nrepeat (c)\n change [_i3 v] by (2)\n repeat ((letter (_i3) of (d)) + ((10) * (letter ((_i3) - (1)) of (d))))\n change [_i3 v] by (6)\n set y to ((y) + ((ys) * ((letter ((_i3) - (3)) of (d)) + ((10) * ((letter ((_i3) - (4)) of (d)) + ((10) * (letter ((_i3) - (5)) of (d))))))))\n pen down\n change y by ((ys) * ((letter (_i3) of (d)) + ((10) * ((letter ((_i3) - (1)) of (d)) + ((10) * (letter ((_i3) - (2)) of (d)))))))\n pen up\n end\n change x by (xs)\nend\n\ndefine _drawChar4 (d) (y) (c) (xs) (ys)\nif <(xs) > [0.505]> then\n set pen size to ((2) * (xs))\nelse\n set pen size to (1.01)\nend\nset [_i3 v] to [1]\nrepeat (c)\n change [_i3 v] by (2)\n repeat ((letter (_i3) of (d)) + ((10) * (letter ((_i3) - (1)) of (d))))\n change [_i3 v] by (8)\n set y to ((y) + ((ys) * ((letter ((_i3) - (4)) of (d)) + ((10) * ((letter ((_i3) - (5)) of (d)) + ((10) * ((letter ((_i3) - (6)) of (d)) + ((10) * (letter ((_i3) - (7)) of (d))))))))))\n pen down\n change y by ((ys) * ((letter (_i3) of (d)) + ((10) * ((letter ((_i3) - (1)) of (d)) + ((10) * ((letter ((_i3) - (2)) of (d)) + ((10) * (letter ((_i3) - (3)) of (d)))))))))\n pen up\n end\n change x by (xs)\nend\n\ndefine _drawCache (idx) (y) (c) (xs) (ys)\nif <(xs) > [0.505]> then\n set pen size to ((2) * (xs))\nelse\n set pen size to (1.01)\nend\nset [_i3 v] to (idx)\nrepeat (c)\n change [_i3 v] by (1)\n repeat (item (_i3) of [_cache0 v])\n change [_i3 v] by (1)\n set y to ((y) + ((ys) * (item (_i3) of [_cache0 v])))\n pen down\n change y by ((ys) * (item (_i3) of [_cache1 v]))\n pen up\n end\n change x by (xs)\nend\n\ndefine Set Scaling | Factor (factor)\nif <(factor) = [auto]> then\n set [_scale v] to [auto]\nelse\n if <(factor) = ((1) * (factor))> then\n if <(factor) < [0.5]> then\n set [_scale v] to ((1) * (0.5))\n else\n set [_scale v] to ((1) * (factor))\n end\n else\n set [_scale v] to [auto]\n end\nend\n\ndefine _updateScaling (size)\nif <(_scale) = [auto]> then\n set [_scmin v] to ((1.1) * ((size) * (((2) / ((((size) * (size)) / (30)) + (1))) + (1))))\nelse\n set [_scmin v] to ((1.1) * ((size) * (_scale)))\nend\nset [_scnew v] to ((1.1) * (_scMin))\nset [_scmax v] to ((1.21) * (_scMin))\n\ndefine Print | Pos (x) (y) Size (size) Bounds (xmin) (xmax) Space (cspace) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nset [_x v] to ((1) * (x))\nset [_y v] to ((1) * (y))\nif <<not <(_i0) > [0]>> or <(_i0) > [800]>> then\n switch costume to ( _ v)\n stop [this script v]\nend\n_updateScaling (_i0)\nset [_i1 v] to ((cspace) * (_i0))\nset [_i2 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i3 v] to ((al.y) + (((0.5) * <(al.y) = [c]>) + <(al.y) = [t]>))\nif <(xmin) = []> then\n set [_i4 v] to ((-1) / (0))\nelse\n set [_i4 v] to (xmin)\nend\nif <(xmax) = []> then\n set [_i5 v] to ((1) / (0))\nelse\n set [_i5 v] to (xmax)\nend\n_printText (text) (x) ((y) - ((_i3) * (_i0))) (_i0) (_i4) (_i5) (_i1) (ul.height) (ul.weight) ((-1) * (_i2))\n\ndefine _printText (text) (x) (y) (size) (xmin) (xmax) (cspace) (ul.height) (ul.weight) (al.x)\nset [_x v] to (x)\nset [_y v] to (y)\nset [_width v] to [0]\nif <not <(al.x) = [0]>> then\n _getWidth (text) (size) (cspace)\n change [_x v] by ((al.x) * (_width))\nend\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nif <<(xmin) = ((-1) / (0))> and <(xmax) = ((1) / (0))>> then\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n set [_i3 v] to (item ((costume [number v]) - (1)) of [_chkern v])\n change [_x v] by (((size) * (join (join (letter ((_i1) - (3)) of (_i3)) (letter ((_i1) - (2)) of (_i3))) (join (letter ((_i1) - (1)) of (_i3)) (letter (_i1) of (_i3))))) / (1000))\n _printChar ((costume [number v]) - (1)) (_x) (y) (size) (_scMin) (_scMax) (_scNew)\n change [_x v] by (((size) * (item ((costume [number v]) - (1)) of [_chwidth v])) + (cspace))\n end\n set [_i1 v] to ((4) * ((costume [number v]) - (1)))\n change [_i0 v] by (1)\n end\nelse\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n set [_i3 v] to (item ((costume [number v]) - (1)) of [_chkern v])\n change [_x v] by (((size) * (join (join (letter ((_i1) - (3)) of (_i3)) (letter ((_i1) - (2)) of (_i3))) (join (letter ((_i1) - (1)) of (_i3)) (letter (_i1) of (_i3))))) / (1000))\n if <not <<(_x) < (xmin)> or <((_x) + ((size) * (item ((costume [number v]) - (1)) of [_chwidth v]))) > (xmax)>>> then\n _printChar ((costume [number v]) - (1)) (_x) (y) (size) (_scMin) (_scMax) (_scNew)\n end\n change [_x v] by (((size) * (item ((costume [number v]) - (1)) of [_chwidth v])) + (cspace))\n end\n set [_i1 v] to ((4) * ((costume [number v]) - (1)))\n change [_i0 v] by (1)\n end\nend\nswitch costume to ( _ v)\nif <not <(ul.height) = []>> then\n set [_i0 v] to (round (((0.1) * (((ul.weight) + <(ul.weight) = []>) * (size))) - (1)))\n if <(_i0) < [1]> then\n set [_i0 v] to [1]\n end\n set [_i1 v] to ((x) + ((al.x) * (_width)))\n if <(_i1) < (xmin)> then\n set [_i1 v] to (xmin)\n end\n set [_i2 v] to ((_x) - (cspace))\n if <(_i2) > (xmax)> then\n set [_i2 v] to (xmax)\n end\n _drawUnderline (_i1) (_i2) ((y) + ((ul.height) * (size))) (_i0)\nend\n\ndefine _getWidth (text) (size) (cspace)\nset [_width v] to [0]\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nset [_i4 v] to [0]\nrepeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n set [_i2 v] to ((costume [number v]) - (1))\n if <(_i2) > [0]> then\n change [_width v] by (((size) * (item (_i2) of [_chwidth v])) + (cspace))\n set [_i3 v] to (item (_i2) of [_chkern v])\n change [_width v] by (((size) * (join (join (letter ((_i1) - (3)) of (_i3)) (letter ((_i1) - (2)) of (_i3))) (join (letter ((_i1) - (1)) of (_i3)) (letter (_i1) of (_i3))))) / (1000))\n change [_i4 v] by (1)\n end\n set [_i1 v] to ((4) * (_i2))\n change [_i0 v] by (1)\nend\nif <(_i4) > [0]> then\n change [_width v] by ((-1) * (cspace))\nend\n\ndefine _drawUnderline (x0) (x1) (y) (weight)\nset pen size to (2)\nset y to ((y) + ((weight) / (2)))\nrepeat (weight)\n set x to (x0)\n pen down\n set x to (x1)\n pen up\n change y by (-1)\nend\n\ndefine Print WW | Pos (x) (y) Size (size) Bounds (xmin) (xmax) (ymax) (ymin) Space (cspace) (lspace) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nset [_x v] to ((1) * (x))\nset [_y v] to ((1) * (y))\nif <<not <(_i0) > [0]>> or <(_i0) > [800]>> then\n switch costume to ( _ v)\n stop [this script v]\nend\n_updateScaling (_i0)\nset [_i1 v] to ((xmin) + ((-230) * <(xmin) = []>))\nset [_i2 v] to ((xmax) + ((230) * <(xmax) = []>))\nset [_i3 v] to (item (1) of [_chwidth v])\n_calcWW (text) (((_i2) - (_i1)) / (_i0)) (<not <(x) = []>> * (((x) - (_i1)) / (_i0))) ((1) * (cspace)) ((cspace) + (_i3))\nset [_i3 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i8 v] to ((lspace) + <(lspace) = []>)\nif <(al.y) = []> then\n set [_i4 v] to [1]\nelse\n if <(al.y) = ((1) * (al.y))> then\n set [_i4 v] to (al.y)\n else\n if <(al.y) = [b]> then\n set [_i4 v] to ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)\n else\n if <(al.y) = [c]> then\n set [_i4 v] to ((0.5) * ((((0.7) * (_i8)) / (((0.7) * (_i8)) + (1))) + ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)))\n else\n set [_i4 v] to (((0.7) * (_i8)) / (((0.7) * (_i8)) + (1)))\n end\n end\n end\nend\nset [_i5 v] to (round (((0.1) * (((ul.weight) + <(ul.weight) = []>) * (_i0))) - (1)))\nif <(_i5) < [1]> then\n set [_i5 v] to [1]\nend\nif <(ymax) = []> then\n set [_i6 v] to ((1) / (0))\nelse\n set [_i6 v] to ((ymax) - (_i0))\nend\nif <(ymin) = []> then\n set [_i7 v] to ((-1) / (0))\nelse\n set [_i7 v] to (ymin)\nend\nset [_i8 v] to ((_i0) * ((-1) - ((0.7) * (_i8))))\nif <(x) = []> then\n set [_i9 v] to [0]\nelse\n set [_i9 v] to [1]\nend\n_printWW ((((1) - (_i3)) * (_i1)) + ((_i3) * (_i2))) (x) (_i9) ((1) * (y)) (_i0) (_i6) (_i7) ((cspace) * (_i0)) (_i8) ((ul.height) * (_i0)) (_i5) <not <(ul.height) = []>> ((-1) * ((_i3) * (_i0))) (_i4)\n\ndefine _printWW (x) (firstx) (firstline) (y) (size) (ymax) (ymin) (cspace) (lspace) (ul.height) (ul.weight) <undl> (al.x) (al.y)\nswitch costume to ( _ v)\nset [_x v] to (x)\nset [_y v] to ((y) - (((al.y) - (1)) * (lspace)))\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nif <(item (1) of [_ww2 v]) = [0]> then\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n if <(firstline) = [1]> then\n change [_y v] by (lspace)\n end\nend\nrepeat until <<not <(_y) > (ymax)>> or <(_i0) > (length of [_ww1 v])>>\n change [_i1 v] by ((item (_i0) of [_ww2 v]) + (1))\n change [_i0 v] by (1)\n change [_y v] by (lspace)\nend\nrepeat until <<(_y) < (ymin)> or <(_i0) > (length of [_ww1 v])>>\n if <(_i0) = (firstline)> then\n set [_x v] to (firstx)\n else\n set [_x v] to ((x) + ((al.x) * (item (_i0) of [_ww1 v])))\n end\n repeat (item (_i0) of [_ww2 v])\n set [_i2 v] to ((4) * (item ((_i1) - (1)) of [_ww0 v]))\n set [_i3 v] to (item (item (_i1) of [_ww0 v]) of [_chkern v])\n change [_x v] by (((size) * (join (join (letter ((_i2) - (3)) of (_i3)) (letter ((_i2) - (2)) of (_i3))) (join (letter ((_i2) - (1)) of (_i3)) (letter (_i2) of (_i3))))) / (1000))\n _printChar (item (_i1) of [_ww0 v]) (_x) (_y) (size) (_scMin) (_scMax) (_scNew)\n change [_x v] by (((size) * (item (item (_i1) of [_ww0 v]) of [_chwidth v])) + (cspace))\n change [_i1 v] by (1)\n end\n if <undl> then\n if <(_i0) = (firstline)> then\n _drawUnderline (firstx) ((_x) - (cspace)) ((_y) + (ul.height)) (ul.weight)\n else\n _drawUnderline ((x) + ((al.x) * (item (_i0) of [_ww1 v]))) ((_x) - (cspace)) ((_y) + (ul.height)) (ul.weight)\n end\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n change [_y v] by (lspace)\nend\nif <((length of [_ww1 v]) - <(item (1) of [_ww2 v]) = [0]>) > [0]> then\n change [_y v] by ((-1) * (lspace))\nend\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\n\ndefine New Lines | Number (lines) Size (size) Space (lspace)\nchange [_y v] by (((lines) + <(lines) = []>) * (((size) + ((12) * <(size) = []>)) * ((-1) - ((0.7) * ((lspace) + <(lspace) = []>)))))\n\ndefine Get Width | Size (size) Space (cspace) Text (text)\n_getWidth (text) ((size) + ((12) * <(size) = []>)) ((cspace) * ((size) + ((12) * <(size) = []>)))\n\nwhen I receive [inittextengine v]\nLoad | Font [Nunito Sans Light]\nset [textindex v] to [0]\nset [textbox_y v] to [120]\n\nwhen I receive [text v]\nif <not <(LoopTask) = [none]>> then\n wait until <(LoopTask) = [none]>\nend\nset [looptask v] to [text]\nUpdate Text (item (1) of [textareas v]) (item (2) of [textareas v]) (item (3) of [textareas v])\nset [looptask v] to [none]\n\ndefine Update Text (x) (y) (z)\npen up\nset [_i0 v] to [4]\nset [_i1 v] to [0]\nset [_i2 v] to [1e100]\nrepeat (round (((length of [textareas v]) - (3)) / (7)))\n if <not <<(item ((_i0) + (4)) of [textareas v]) > (z)> or <(item ((_i0) + (5)) of [textareas v]) < (z)>>> then\n if <not <<(item (_i0) of [textareas v]) > (x)> or <(item ((_i0) + (1)) of [textareas v]) < (x)>>> then\n if <not <<(item ((_i0) + (2)) of [textareas v]) > (y)> or <(item ((_i0) + (3)) of [textareas v]) < (y)>>> then\n set [_i3 v] to (((item ((_i0) + (1)) of [textareas v]) - (item (_i0) of [textareas v])) * (((item ((_i0) + (3)) of [textareas v]) - (item ((_i0) + (2)) of [textareas v])) * ((item ((_i0) + (5)) of [textareas v]) - (item ((_i0) + (4)) of [textareas v]))))\n if <(_i3) < (_i2)> then\n set [_i1 v] to ((_i0) + (6))\n set [_i2 v] to (_i3)\n end\n end\n end\n end\n change [_i0 v] by (7)\nend\nif <not <(_i1) = (TextIndex)>> then\n set [textindex v] to (_i1)\n if <not <(TextIndex) = [0]>> then\n Set Pen Color | RGBA [63] [63] [63] []\n set pen size to (((180) - (TEXTBOX_Y)) + (2))\n go to x: (-400) y: (((180) + (TEXTBOX_Y)) / (2))\n pen down\n set x to (400)\n pen up\n Set Pen Color | RGBA [255] [255] [255] []\n Get Width | Size (((180) - (TEXTBOX_Y)) / (2)) Space [] Text (item (TextIndex) of [textareas v])\n if <(_width) < ((1.5) * (468))> then\n if <(_width) < [468]> then\n Print | Pos [0] (((180) + (TEXTBOX_Y)) / (2)) Size (((180) - (TEXTBOX_Y)) / (2)) Bounds [] [] Space [] Underline [] [] Align [c] [0.4] Text (item (TextIndex) of [textareas v])\n else\n Print | Pos [0] (((180) + (TEXTBOX_Y)) / (2)) Size ((((180) - (TEXTBOX_Y)) / (2)) / ((_width) / (468))) Bounds [] [] Space [] Underline [] [] Align [c] [0.4] Text (item (TextIndex) of [textareas v])\n end\n else\n Print WW | Pos [] [174] Size [14] Bounds [-234] [234] [] ((TEXTBOX_Y) + (6)) Space [] [] Underline [] [] Align [l] [t] Text (item (TextIndex) of [textareas v])\n end\n end\nend\npen up\n\nwhen I receive [winscreen v]\npen up\nSet Pen Color | RGBA [31] [31] [31] []\nset pen size to (254)\ngo to x: (-400) y: (0)\npen down\nset x to (400)\npen up\nSet Pen Color | RGBA [63] [63] [63] []\nset pen size to (246)\ngo to x: (-400) y: (0)\npen down\nset x to (400)\npen up\nSet Pen Color | RGBA [255] [255] [255] []\nset [_i0 v] to ([floor v] of ((100) * ((levelTime) mod (1))) )\nif <(length of (_i0)) = [1]> then\n set [_i0 v] to (join [0] (_i0))\nend\nPrint | Pos [-220] [-20] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [] Text (join (join ([floor v] of (levelTime) ) (join [.] (_i0))) [ sec])\nPrint | Pos [-220] [-105] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [] Text (levelDeaths)\nLoad | Font [Nunito Sans]\nPrint | Pos [-220] [105] Size [45] Bounds [] [] Space [] Underline [] [] Align [] [t] Text [You Win!]\nPrint | Pos [-220] [15] Size [20] Bounds [] [] Space [] Underline [] [] Align [] [] Text [Time]\nPrint | Pos [-220] [-70] Size [20] Bounds [] [] Space [] Underline [] [] Align [] [] Text [Deaths]\nif <(CustomLevel) = [false]> then\n Print | Pos [0] [15] Size [20] Bounds [] [] Space [] Underline [] [] Align [] [] Text [World Record]\n Print | Pos [0] [-70] Size [20] Bounds [] [] Space [] Underline [] [] Align [] [] Text [Global Wins]\n delete all of [levelstats v]\n broadcast (getLevelStats v)\nend\nrepeat (15)\n Set Pen Color | RGBA [] [] [] [6]\n set pen size to (110)\n go to x: (-600) y: (-180)\n pen down\n set x to (600)\n pen up\n go to x: (-600) y: (180)\n pen down\n set x to (600)\n pen up\n Set Pen Color | RGBA [31] [31] [31] []\n set pen size to (4)\n go to x: (-400) y: (-125)\n pen down\n set x to (400)\n pen up\n set pen size to (4)\n go to x: (-400) y: (125)\n pen down\n set x to (400)\n pen up\nend\nif <(CustomLevel) = [true]> then\n Clear Buttons\n Add Button [100] [80] [] [_home]\nelse\n Load | Font [Nunito Sans Light]\n wait until <(length of [levelstats v]) > [0]>\n Set Pen Color | RGBA [255] [255] [255] []\n if <(length of [levelstats v]) < [3]> then\n Print | Pos [0] [-20] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [] Text [Error]\n Print | Pos [2] [-25] Size [12] Bounds [] [] Space [] Underline [] [] Align [] [t] Text [Unable to access cloud data]\n Print | Pos [0] [-105] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [] Text [Error]\n else\n set [_i0 v] to ([floor v] of ((100) * ((item (1) of [levelstats v]) mod (1))) )\n if <(length of (_i0)) = [1]> then\n set [_i0 v] to (join [0] (_i0))\n end\n if <(item (1) of [levelstats v]) = [Infinity]> then\n Print | Pos [0] [-20] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [] Text [---]\n else\n Print | Pos [0] [-20] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [] Text (join (join ([floor v] of (item (1) of [levelstats v]) ) (join [.] (_i0))) [ sec])\n end\n Get Width | Size [1] Space [] Text (item (2) of [levelstats v])\n if <((220) / (_width)) > [12]> then\n Print | Pos [2] [-25] Size [12] Bounds [] [] Space [] Underline [] [] Align [] [t] Text (item (2) of [levelstats v])\n else\n Print | Pos [2] [-25] Size ((220) / (_width)) Bounds [] [] Space [] Underline [] [] Align [] [t] Text (item (2) of [levelstats v])\n end\n Print | Pos [0] [-105] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [] Text ((item (3) of [levelstats v]) + (1))\n end\n set [submitlevel v] to (CurrentLevel)\n broadcast (submitTime v)\n Clear Buttons\n Add Button [105] [80] [] [_menu]\n replace item (CurrentLevel) of [mainlevelscompletion v] with [true]\n if <not <((CurrentLevel) + (1)) > (length of [mainlevels v])>> then\n set [customlevel v] to [false]\n change [currentlevel v] by (1)\n Add Button [190] [80] [] [_next]\n end\nend\nUpdate Until Button Clicked\nif <(buttonClicked) = [_menu]> then\n broadcast (levelSelect v)\nelse\n if <(buttonClicked) = [_next]> then\n set [leveldata v] to (item (CurrentLevel) of [mainlevels v])\n set [editormode v] to [false]\n broadcast (loadLevel v)\n else\n if <(buttonClicked) = [_home]> then\n broadcast (mainMenu v)\n end\n end\nend\n\ndefine buttonBase (x) (y) (size) <hover>\nset pen size to (20)\ngo to x: ((x) - ((size) / (2))) y: ((y) + ((size) / (2)))\nset pen (transparency v) to (100)\npen down\nSet Pen Color | RGBA [63] [63] [63] []\nset x to ((x) + ((size) / (2)))\nset y to ((y) - ((size) / (2)))\nset x to ((x) - ((size) / (2)))\nset y to ((y) + ((size) / (2)))\npen up\nset pen size to (16)\ngo to x: ((x) - ((size) / (2))) y: ((y) + ((size) / (2)))\nset pen (transparency v) to (100)\npen down\nif <hover> then\n Set Pen Color | RGBA [95] [95] [95] []\nelse\n Set Pen Color | RGBA [31] [31] [31] []\nend\nset x to ((x) + ((size) / (2)))\nset y to ((y) - ((size) / (2)))\nset x to ((x) - ((size) / (2)))\nset y to ((y) + ((size) / (2)))\npen up\n\ndefine Clear Buttons\ndelete all of [buttons v]\n\ndefine Add Button (x) (y) (size) (icon)\nadd (x) to [buttons v]\nadd (y) to [buttons v]\nif <(size) = []> then\n add [42] to [buttons v]\nelse\n add (size) to [buttons v]\nend\nadd (icon) to [buttons v]\nadd [none] to [buttons v]\n\ndefine Draw Button (x) (y) (size) (icon) <hover> <active>\npen up\nbuttonBase (x) (y) ((size) - (2)) <<hover> and <not <active>>>\nif <active> then\n Set Pen Color | RGBA [53] [53] [53] []\nelse\n if <hover> then\n Set Pen Color | RGBA [159] [159] [159] []\n else\n Set Pen Color | RGBA [95] [95] [95] []\n end\nend\nset [_i1 v] to (size)\nset pen size to (_i1)\ngo to x: (x) y: (y)\npen down\npen up\nset [_i2 v] to ((x) - ((size) / (2)))\nset [_i3 v] to ((x) + ((size) / (2)))\nset [_i4 v] to ((y) - ((size) / (2)))\nset [_i5 v] to ((y) + ((size) / (2)))\nset [_i1 v] to ((0.16) * (_i1))\nrepeat until <(_i1) < [10]>\n set pen size to (_i1)\n set [_i6 v] to ((_i1) / (2))\n go to x: ((_i2) + (_i6)) y: ((_i4) + (_i6))\n pen down\n set x to ((_i3) - (_i6))\n set y to ((_i5) - (_i6))\n set x to ((_i2) + (_i6))\n set y to ((_i4) + (_i6))\n pen up\n set [_i1 v] to ((0.16) * (_i1))\nend\nset pen size to (10)\nset [_i6 v] to [1]\ngo to x: ((_i2) + (_i6)) y: ((_i4) + (_i6))\npen down\nset x to ((_i3) - (_i6))\nset y to ((_i5) - (_i6))\nset x to ((_i2) + (_i6))\nset y to ((_i4) + (_i6))\npen up\nif <<hover> and <not <active>>> then\n Set Pen Color | RGBA [95] [95] [95] []\nelse\n Set Pen Color | RGBA [31] [31] [31] []\nend\nDraw Icon (x) (y) (size) (icon)\n\ndefine Update Buttons\nset [buttonclicked v] to [none]\nset [_idx0 v] to [1]\nrepeat ((length of [buttons v]) / (5))\n set [_i0 v] to ((item ((_idx0) + (2)) of [buttons v]) / (2))\n if <<([abs v] of ((mouse x) - (item (_idx0) of [buttons v])) ) < (_i0)> and <([abs v] of ((mouse y) - (item ((_idx0) + (1)) of [buttons v])) ) < (_i0)>> then\n if <not <(item ((_idx0) + (4)) of [buttons v]) = [true]>> then\n Draw Button (item (_idx0) of [buttons v]) (item ((_idx0) + (1)) of [buttons v]) (item ((_idx0) + (2)) of [buttons v]) (item ((_idx0) + (3)) of [buttons v]) <[0] = [0]> <[1] = [0]>\n replace item ((_idx0) + (4)) of [buttons v] with [true]\n end\n set [buttonclicked v] to (_idx0)\n else\n if <not <(item ((_idx0) + (4)) of [buttons v]) = [false]>> then\n Draw Button (item (_idx0) of [buttons v]) (item ((_idx0) + (1)) of [buttons v]) (item ((_idx0) + (2)) of [buttons v]) (item ((_idx0) + (3)) of [buttons v]) <[1] = [0]> <[1] = [0]>\n replace item ((_idx0) + (4)) of [buttons v] with [false]\n end\n end\n change [_idx0 v] by (5)\nend\n\ndefine Update Until Button Clicked\nforever\n Update Buttons\n if <mouse down?> then\n if <(buttonClicked) = [none]> then\n wait until <not <mouse down?>>\n else\n set [_idx0 v] to (buttonClicked)\n Draw Button (item (_idx0) of [buttons v]) (item ((_idx0) + (1)) of [buttons v]) (item ((_idx0) + (2)) of [buttons v]) (item ((_idx0) + (3)) of [buttons v]) <[0] = [0]> <[0] = [0]>\n set [buttonclicked v] to (item ((_idx0) + (3)) of [buttons v])\n set [buttonclickedidx v] to (round (((_idx0) + (4)) / (5)))\n wait until <not <mouse down?>>\n start sound [click v]\n stop [this script v]\n end\n end\nend\n\ndefine Draw Icon (x) (y) (size) (icon)\nif <not <(letter (1) of (icon)) = [_]>> then\n if <(icon) = ((1) * (icon))> then\n if <(item (icon) of [mainlevelscompletion v]) = [true]> then\n set pen color to (item (5) of [platform_colors v])\n else\n if <(icon) = (CurrentLevel)> then\n Set Pen Color | RGBA [247] [223] [47] []\n else\n if <(icon) > ((length of [mainlevels v]) / (2))> then\n set pen color to (SKY_COLOR)\n end\n end\n end\n end\n Get Width | Size [1] Space [] Text (icon)\n if <(((0.8) * (size)) / (_width)) > ((0.5) * (size))> then\n Print | Pos (x) (y) Size ((0.5) * (size)) Bounds [] [] Space [] Underline [] [] Align [c] [c] Text (icon)\n else\n Print | Pos (x) (y) Size (((0.8) * (size)) / (_width)) Bounds [] [] Space [] Underline [] [] Align [c] [c] Text (icon)\n end\n stop [this script v]\nend\nset [_x v] to (x)\nset [_y v] to (y)\nset [_i0 v] to ((size) / (2))\nset pen size to ((2) * ([ceiling v] of ((0.05) * (size)) ))\nif <(icon) = [_menu]> then\n goTo [-0.6] [0.55]\n pen down\n goTo [0.6] [0.55]\n pen up\n goTo [-0.6] [0]\n pen down\n goTo [0.6] [0]\n pen up\n goTo [-0.6] [-0.55]\n pen down\n goTo [0.6] [-0.55]\n pen up\nelse\n if <(icon) = [_next]> then\n goTo [-0.6] [0]\n pen down\n goTo [0.6] [0]\n pen up\n goTo [0.2] [0.5]\n pen down\n goTo [0.6] [0]\n goTo [0.2] [-0.5]\n pen up\n else\n if <(icon) = [_previous]> then\n goTo [-0.6] [0]\n pen down\n goTo [0.6] [0]\n pen up\n goTo [-0.2] [0.5]\n pen down\n goTo [-0.6] [0]\n goTo [-0.2] [-0.5]\n pen up\n else\n if <(icon) = [_home]> then\n goTo [-0.5] [0.275]\n pen down\n goTo [-0.5] [-0.525]\n goTo [0.5] [-0.525]\n goTo [0.5] [0.275]\n pen up\n goTo [-0.7] [0.125]\n pen down\n goTo [0] [0.65]\n goTo [0.7] [0.125]\n pen up\n else\n if <(icon) = [_play]> then\n goTo [0.6] [0.03]\n pen down\n goTo [-0.45] [-0.576218]\n goTo [-0.45] [0.636218]\n goTo [0.6] [0.03]\n pen up\n else\n if <(icon) = [_edit]> then\n goTo [-0.8] [-0.3]\n pen down\n goTo [-0.8] [-0.7]\n goTo [0.8] [-0.7]\n goTo [0.8] [-0.3]\n pen up\n goTo [0] [0.8]\n pen down\n goTo [0] [-0.2]\n pen up\n goTo [-0.5] [0.3]\n pen down\n goTo [0.5] [0.3]\n pen up\n else\n if <(icon) = [_load]> then\n goTo [-0.8] [-0.3]\n pen down\n goTo [-0.8] [-0.7]\n goTo [0.8] [-0.7]\n goTo [0.8] [-0.3]\n pen up\n goTo [0] [0.8]\n pen down\n goTo [0] [-0.2]\n pen up\n goTo [-0.5] [0.2]\n pen down\n goTo [0] [-0.2]\n goTo [0.5] [0.2]\n pen up\n else\n if <(icon) = [_tutorial]> then\n goTo [-0.7] [0.5]\n pen down\n goTo [-0.9] [0.5]\n goTo [-0.9] [-0.7]\n goTo [0.9] [-0.7]\n goTo [0.9] [0.5]\n goTo [0.7] [0.5]\n pen up\n goTo [0] [-0.5]\n pen down\n goTo [0] [0.6]\n goTo [-0.7] [0.8]\n goTo [-0.7] [-0.3]\n goTo [0] [-0.5]\n goTo [0.7] [-0.3]\n goTo [0.7] [0.8]\n goTo [0] [0.6]\n pen up\n else\n if <(icon) = [_cloud]> then\n goTo [-0.25] [-0.1]\n pen down\n goTo [-0.75] [-0.1]\n goTo [-0.75] [-0.7]\n goTo [0.75] [-0.7]\n goTo [0.75] [0.3]\n goTo [0.25] [0.3]\n pen up\n goTo [-0.25] [-0.7]\n pen down\n goTo [-0.25] [0.8]\n goTo [0.25] [0.8]\n goTo [0.25] [-0.7]\n pen up\n else\n if <(icon) = [_settings]> then\n set [_i1 v] to [0]\n goTo [0.6] [0.03]\n pen down\n repeat (12)\n goTo ((0.8) * ([cos v] of (_i1) )) ((0.03) + ((0.8) * ([sin v] of (_i1) )))\n change [_i1 v] by ((360) / (12))\n goTo ((0.6) * ([cos v] of (_i1) )) ((0.03) + ((0.6) * ([sin v] of (_i1) )))\n end\n pen up\n set [_i1 v] to [0]\n goTo [0.5] [0.03]\n pen down\n repeat (12)\n change [_i1 v] by ((360) / (12))\n goTo ((0.5) * ([cos v] of (_i1) )) ((0.03) + ((0.5) * ([sin v] of (_i1) )))\n end\n pen up\n else\n if <(icon) = [_credits]> then\n set [_i1 v] to [0]\n goTo [0.9] [0.03]\n pen down\n repeat (24)\n change [_i1 v] by ((360) / (24))\n goTo ((0.9) * ([cos v] of (_i1) )) ((0.03) + ((0.9) * ([sin v] of (_i1) )))\n end\n pen up\n set [_i1 v] to [135]\n goTo ((-0.45) * (([sqrt v] of (2) ) / (2))) ((0.03) + ((0.45) * (([sqrt v] of (2) ) / (2))))\n pen down\n repeat (18)\n change [_i1 v] by ((-360) / (24))\n goTo ((0.45) * ([cos v] of (_i1) )) ((0.03) + ((0.45) * ([sin v] of (_i1) )))\n end\n pen up\n else\n if <(icon) = [_graphics]> then\n set [_i1 v] to [0]\n goTo [0] [-0.9]\n pen down\n goTo [0] [0.3]\n goTo [-0.9] [0.6]\n goTo [0] [0.8]\n goTo [0.9] [0.6]\n goTo [0] [0.3]\n pen up\n goTo [-0.9] [0.6]\n pen down\n goTo [-0.85] [-0.55]\n goTo [0] [-0.9]\n goTo [0.85] [-0.55]\n goTo [0.9] [0.6]\n pen up\n goTo [-0.5] [0.6]\n pen down\n goTo [0.5] [0.6]\n pen up\n else\n if <(icon) = [_musicEnabled]> then\n set [_i1 v] to [0]\n goTo [-0.65] [-0.7]\n pen down\n goTo [-0.45] [-0.6]\n goTo [-0.45] [0.5]\n goTo [0.6] [0.8]\n goTo [0.6] [-0.3]\n goTo [0.4] [-0.4]\n pen up\n else\n if <(icon) = [_musicDisabled]> then\n set [_i1 v] to [0]\n goTo [-0.65] [-0.7]\n pen down\n goTo [-0.45] [-0.6]\n goTo [-0.45] [0.5]\n goTo [0.6] [0.8]\n goTo [0.6] [-0.3]\n goTo [0.4] [-0.4]\n pen up\n goTo [-0.75] [0.5]\n pen down\n goTo [0.8] [-0.4]\n pen up\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\npen up\n\ndefine goTo (x) (y)\ngo to x: ((_x) + ((_i0) * (x))) y: ((_y) + ((_i0) * (y)))\n\ndefine Fill Screen With Sky\npen up\nerase all\nset pen color to (SKY_COLOR)\nset pen size to (184)\ngo to x: (-400) y: (-90)\npen down\nset x to (400)\nset y to (90)\nset x to (-400)\nset y to (-90)\npen up\n\nwhen I receive [levelselect v]\nLoad | Font [Nunito Sans Bold]\nFill Screen With Sky\nSet Pen Color | RGBA [31] [31] [31] []\nPrint | Pos [0] [165] Size [50] Bounds [] [] Space [] Underline [] [] Align [c] [t] Text [Level Select]\npen up\nSet Pen Color | RGBA [63] [63] [63] []\nset pen size to (200)\ngo to x: (-400) y: (-2)\npen down\nset x to (400)\npen up\ngo to x: (-400) y: (-180)\npen down\nset x to (400)\npen up\nSet Pen Color | RGBA [31] [31] [31] []\nset pen size to (4)\ngo to x: (-400) y: (98)\npen down\nset x to (400)\npen up\nSet Pen Color | RGBA [255] [255] [255] []\nLoad | Font [Nunito Sans Light]\nPrint WW | Pos [] [-140] Size [10] Bounds [-220] [-40] [] [] Space [] [] Underline [] [] Align [l] [] Text [Levels 1–18 are regular levels with standard physics]\nPrint WW | Pos [] [-140] Size [10] Bounds [40] [220] [] [] Space [] [] Underline [] [] Align [r] [] Text [Levels 19–36 are challenge versions of levels 1–18]\nLevel Select Create Buttons\nUpdate Until Button Clicked\nif <(buttonClicked) = ((1) * (buttonClicked))> then\n if <(EditorMode) = [true]> then\n set [error v] to [Please export the level in the Level Editor before playing]\n broadcast (errorScreen v)\n else\n set [currentlevel v] to (buttonClicked)\n set [customlevel v] to [false]\n set [leveldata v] to (item (CurrentLevel) of [mainlevels v])\n set [editormode v] to [false]\n broadcast (loadLevel v)\n end\nelse\n if <(buttonClicked) = [_home]> then\n broadcast (mainMenu v)\n end\nend\n\ndefine Level Select Create Buttons\nLoad | Font [Nunito Sans]\nClear Buttons\nset [_i0 v] to [1]\nrepeat (length of [mainlevels v])\n Add Button (((50) * (((_i0) - (1)) mod (9))) - (200)) ((108) - ((50) * ([ceiling v] of ((_i0) / (9)) ))) [30] (_i0)\n change [_i0 v] by (1)\nend\nAdd Button [0] [-146] [34] [_home]\n\nwhen I receive [errorscreen v]\npen up\nSet Pen Color | RGBA [31] [31] [31] []\nset pen size to (154)\ngo to x: (-400) y: (0)\npen down\nset x to (400)\npen up\nSet Pen Color | RGBA [63] [63] [63] []\nset pen size to (146)\ngo to x: (-400) y: (0)\npen down\nset x to (400)\npen up\nSet Pen Color | RGBA [] [] [] [63]\nset pen size to (210)\ngo to x: (-600) y: (-180)\npen down\nset x to (600)\npen up\ngo to x: (-600) y: (180)\npen down\nset x to (600)\npen up\nSet Pen Color | RGBA [31] [31] [31] []\nset pen size to (4)\ngo to x: (-400) y: (-75)\npen down\nset x to (400)\npen up\nset pen size to (4)\ngo to x: (-400) y: (75)\npen down\nset x to (400)\npen up\nSet Pen Color | RGBA [255] [255] [255] []\nLoad | Font [Nunito Sans]\nPrint WW | Pos [] [55] Size [24] Bounds [-220] [220] [] [-15] Space [] [] Underline [] [] Align [] [t] Text (Error)\nClear Buttons\nAdd Button [0] [-48] [24] [_home]\nUpdate Until Button Clicked\nif <(menuPage) = [2]> then\n broadcast (mainMenu2 v)\nelse\n broadcast (mainMenu v)\nend\n\nwhen I receive [mainmenu v]\nset [menupage v] to [1]\nMain Menu Base\nAdd Button [-205] [44] [30] [_play]\nAdd Button [-205] [-4] [30] [_menu]\nAdd Button [-205] [-52] [30] [_edit]\nAdd Button [-205] [-100] [30] [_load]\nAdd Button [-205] [-148] [30] [_tutorial]\nAdd Button [9] [49] [20] [_next]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint | Pos [-170] [44] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Play]\nPrint | Pos [-170] [-4] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Level Select]\nPrint | Pos [-170] [-52] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Level Editor]\nPrint | Pos [-170] [-100] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Load Level]\nSet Pen Color | RGBA [247] [223] [47] []\nPrint | Pos [-170] [-148] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Tutorial]\nUpdate Buttons\nif <(EditorMode) = [false]> then\n broadcast (mainMenu3D v) and wait\nend\nUpdate Until Button Clicked\nif <(buttonClicked) = [_play]> then\n if <(EditorMode) = [true]> then\n set [error v] to [Please export the level in the Level Editor before playing]\n broadcast (errorScreen v)\n else\n set [customlevel v] to [false]\n set [leveldata v] to (item (CurrentLevel) of [mainlevels v])\n set [editormode v] to [false]\n broadcast (loadLevel v)\n end\nelse\n if <(buttonClicked) = [_menu]> then\n broadcast (levelSelect v)\n else\n if <(buttonClicked) = [_edit]> then\n if <(EditorMode) = [true]> then\n broadcast (editorLoop v)\n else\n ask [Enter Level Data \(Leave Blank to Create a New Level\):] and wait\n if <(answer) = []> then\n set [leveldata v] to [v1.0:0;0;0;0;0;0;]\n else\n set [leveldata v] to (answer)\n end\n set [customlevel v] to [true]\n set [editormode v] to [true]\n broadcast (loadLevel v)\n end\n else\n if <(buttonClicked) = [_load]> then\n ask [Enter Level Data:] and wait\n if <(answer) = []> then\n broadcast (mainMenu v)\n else\n set [customlevel v] to [true]\n set [leveldata v] to (answer)\n set [editormode v] to [false]\n broadcast (loadLevel v)\n end\n else\n if <(buttonClicked) = [_tutorial]> then\n broadcast (tutorial v)\n else\n if <(buttonClicked) = [_next]> then\n broadcast (mainMenu2 v)\n end\n end\n end\n end\n end\nend\n\ndefine Main Menu Base\nLoad | Font [Nunito Sans Bold]\nFill Screen With Sky\nSet Pen Color | RGBA [31] [31] [31] []\nPrint | Pos [-220] [160] Size [50] Bounds [] [] Space [] Underline [] [] Align [] [t] Text [Sky Run ]\nLoad | Font [Nunito Sans]\nSet Pen Color | RGBA [63] [63] [63] []\nPrint | Pos (_x) [160] Size [50] Bounds [] [] Space [] Underline [] [] Align [] [t] Text [3D]\nSet Pen Color | RGBA [31] [31] [31] []\nset pen size to (28)\ngo to x: (-228) y: (-190)\npen down\nset y to (66)\nset x to (26)\nset y to (-190)\npen up\nSet Pen Color | RGBA [63] [63] [63] []\nset pen size to (20)\ngo to x: (-228) y: (-190)\npen down\nset y to (66)\nset x to (26)\nset y to (-190)\npen up\nset pen size to (100)\ngo to x: (-188) y: (-190)\npen down\nset y to (26)\nset x to (-14)\nset y to (-190)\npen up\nset pen size to (220)\ngo to x: (-112) y: (-75)\npen down\nset x to (-90)\npen up\nClear Buttons\n\nwhen I receive [mainmenu2 v]\nset [menupage v] to [2]\nMain Menu Base\nAdd Button [-205] [44] [30] [_cloud]\nAdd Button [-205] [-4] [30] [_settings]\nAdd Button [-205] [-52] [30] [_credits]\nAdd Button [9] [49] [20] [_previous]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint | Pos [-170] [44] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Cloud]\nPrint | Pos [-170] [-4] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Settings]\nPrint | Pos [-170] [-52] Size [25] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Credits]\nUpdate Buttons\nif <(EditorMode) = [false]> then\n broadcast (mainMenu3D v) and wait\nend\nUpdate Until Button Clicked\nif <(buttonClicked) = [_cloud]> then\n broadcast (cloudAll v)\nelse\n if <(buttonClicked) = [_settings]> then\n broadcast (settings v)\n else\n if <(buttonClicked) = [_credits]> then\n broadcast (credits v)\n else\n if <(buttonClicked) = [_previous]> then\n broadcast (mainMenu v)\n end\n end\n end\nend\n\nwhen I receive [credits v]\nLoad | Font [Nunito Sans Bold]\nFill Screen With Sky\nSet Pen Color | RGBA [31] [31] [31] []\nPrint | Pos [0] [165] Size [50] Bounds [] [] Space [] Underline [] [] Align [c] [t] Text [Credits]\npen up\nSet Pen Color | RGBA [63] [63] [63] []\nset pen size to (200)\ngo to x: (-400) y: (-2)\npen down\nset x to (400)\npen up\ngo to x: (-400) y: (-180)\npen down\nset x to (400)\npen up\nSet Pen Color | RGBA [31] [31] [31] []\nset pen size to (4)\ngo to x: (-400) y: (98)\npen down\nset x to (400)\npen up\nLoad | Font [Nunito Sans Light]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint | Pos [-220] [76] Size [18] Bounds [] [] Space [] Underline [] [] Align [] [t] Text [Font - Nunito Sans]\nNew Lines | Number [] Size [18] Space []\nPrint | Pos [-220] (_y) Size [18] Bounds [] [] Space [] Underline [] [] Align [] [] Text [Music - ]\nNew Lines | Number [] Size [18] Space []\nPrint | Pos [-220] (_y) Size [18] Bounds [] [] Space [] Underline [] [] Align [] [] Text [Fire Sound - Mike Koenig]\nNew Lines | Number [] Size [18] Space []\nPrint | Pos [-220] (_y) Size [18] Bounds [] [] Space [] Underline [] [] Align [] [] Text [Victory Sound - Mike Koenig]\nNew Lines | Number [] Size [18] Space []\nPrint | Pos [-220] (_y) Size [18] Bounds [] [] Space [] Underline [] [] Align [] [] Text [Math Formulas - Various Sources]\nNew Lines | Number [] Size [18] Space []\nPrint | Pos [-220] (_y) Size [18] Bounds [] [] Space [] Underline [] [] Align [] [] Text [All Other Code and Assets - @-Rex-]\nClear Buttons\nAdd Button [0] [-146] [34] [_home]\nUpdate Until Button Clicked\nbroadcast (mainMenu2 v)\n\nwhen I receive [tutorial v]\ntutorialControls\ntutorialTips\ntutorialPlatforms\ntutorialEditor\nbroadcast (mainMenu v)\n\nwhen I receive [settings v]\nLoad | Font [Nunito Sans Bold]\nFill Screen With Sky\nSet Pen Color | RGBA [31] [31] [31] []\nPrint | Pos [0] [165] Size [30] Bounds [] [] Space [] Underline [] [] Align [c] [t] Text [Settings]\npen up\nSet Pen Color | RGBA [63] [63] [63] []\nset pen size to (200)\ngo to x: (-400) y: (18)\npen down\nset x to (400)\npen up\ngo to x: (-400) y: (-180)\npen down\nset x to (400)\npen up\nSet Pen Color | RGBA [31] [31] [31] []\nset pen size to (4)\ngo to x: (-400) y: (118)\npen down\nset x to (400)\npen up\nClear Buttons\nAdd Button [-195] [85] [24] (item (1) of [controls v])\nAdd Button [-195] [45] [24] (item (2) of [controls v])\nAdd Button [-195] [5] [24] (item (3) of [controls v])\nAdd Button [-195] [-35] [24] (item (4) of [controls v])\nAdd Button [45] [85] [24] (item (5) of [controls v])\nAdd Button [45] [45] [24] (item (6) of [controls v])\nAdd Button [45] [-35] [24] [_graphics]\nif <(MusicEnabled) = [true]> then\n Add Button [45] [-75] [24] [_musicEnabled]\nelse\n Add Button [45] [-75] [24] [_musicDisabled]\nend\nAdd Button [0] [-146] [34] [_home]\nLoad | Font [Nunito Sans Light]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint | Pos [-170] [85] Size [14] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Move Forward]\nPrint | Pos [-170] [45] Size [14] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Move Backward]\nPrint | Pos [-170] [5] Size [14] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Move Left]\nPrint | Pos [-170] [-35] Size [14] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Move Right]\nPrint | Pos [70] [85] Size [14] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Respawn]\nPrint | Pos [70] [45] Size [14] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Main Menu]\nPrint | Pos [70] [-35] Size [14] Bounds [] [] Space [] Underline [] [] Align [] [c] Text (join (3DQuality) [ Graphics])\nif <(MusicEnabled) = [true]> then\n Print | Pos [70] [-75] Size [14] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Music Enabled]\nelse\n Print | Pos [70] [-75] Size [14] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Music Disabled]\nend\nLoad | Font [Nunito Sans]\nUpdate Until Button Clicked\nif <(buttonClicked) = [_home]> then\n broadcast (mainMenu2 v)\nelse\n if <(buttonClickedIdx) > [6]> then\n if <(buttonClicked) = [_graphics]> then\n if <(3DQuality) = [Low]> then\n set [3dquality v] to [Extreme]\n else\n if <(3DQuality) = [Medium]> then\n set [3dquality v] to [Low]\n else\n if <(3DQuality) = [High]> then\n set [3dquality v] to [Medium]\n else\n if <(3DQuality) = [Ultra]> then\n set [3dquality v] to [High]\n else\n if <(3DQuality) = [Extreme]> then\n set [3dquality v] to [Ultra]\n else\n set [3dquality v] to [Medium]\n end\n end\n end\n end\n end\n broadcast (settings v)\n broadcast (update3DQuality v)\n else\n if <(buttonClicked) = [_musicEnabled]> then\n set [musicenabled v] to [false]\n broadcast (settings v)\n broadcast (disableMusic v)\n else\n if <(buttonClicked) = [_musicDisabled]> then\n set [musicenabled v] to [true]\n broadcast (settings v)\n broadcast (enableMusic v)\n end\n end\n end\n else\n Load | Font [Nunito Sans Light]\n Set Pen Color | RGBA [247] [223] [47] []\n Print | Pos [-210] [-80] Size [14] Bounds [] [] Space [] Underline [] [] Align [] [c] Text [Press Any Letter Key]\n wait until <key (any v) pressed?>\n Detect Key Pressed\n if <not <(keyPressed) = [none]>> then\n replace item (buttonClickedIdx) of [controls v] with (keyPressed)\n end\n broadcast (settings v)\n end\nend\n\ndefine Detect Key Pressed\nset [keypressed v] to [none]\nset [_i0 v] to [1]\nrepeat (26)\n if <key ((letter (_i0) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ]) v) pressed?> then\n set [keypressed v] to (letter (_i0) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ])\n stop [this script v]\n end\n change [_i0 v] by (1)\nend\n\nwhen I receive [cloudall v]\nset [error v] to [none]\nbroadcast (loadCloudAll v) and wait\nif <not <(Error) = [none]>> then\n broadcast (errorScreen v)\n stop [this script v]\nend\ncloudBackground\nLoad | Font [Nunito Sans Light]\nClear Buttons\nAdd Button [0] [-146] [34] [_home]\nAdd Button [60] [-146] [24] [_next]\nUpdate Buttons\nRender Cloud [1] [12]\nUpdate Until Button Clicked\nif <(buttonClicked) = [_home]> then\n broadcast (mainMenu2 v)\nelse\n if <(buttonClicked) = [_next]> then\n broadcast (cloudAll2 v)\n end\nend\n\ndefine Render Cloud (lo) (hi)\nSet Pen Color | RGBA [159] [159] [159] []\nset [_y v] to [78]\nPrint | Pos [-183] (_y) Size [10] Bounds [] [] Space [] Underline [] [] Align [r] [] Text [Level]\nPrint | Pos [-83] (_y) Size [10] Bounds [] [] Space [] Underline [] [] Align [r] [] Text [World Record]\nPrint | Pos [117] (_y) Size [10] Bounds [] [] Space [] Underline [] [] Align [r] [] Text [Record Holder]\nPrint | Pos [217] (_y) Size [10] Bounds [] [] Space [] Underline [] [] Align [r] [] Text [Global Wins]\nset [_idx0 v] to (lo)\nrepeat (((hi) + (1)) - (lo))\n change [_y v] by (-16)\n if <(_idx0) > ((length of [mainlevels v]) / (2))> then\n set pen color to (SKY_COLOR)\n else\n Set Pen Color | RGBA [255] [255] [255] []\n end\n Print | Pos [-183] (_y) Size [10] Bounds [] [] Space [] Underline [] [] Align [r] [] Text (_idx0)\n Set Pen Color | RGBA [255] [255] [255] []\n set [_i0 v] to (item (_idx0) of [cloud | scores v])\n if <(_i0) = [Infinity]> then\n Print | Pos [-83] (_y) Size [10] Bounds [] [] Space [] Underline [] [] Align [r] [] Text [---]\n else\n set [_i1 v] to ([floor v] of ((100) * ((_i0) mod (1))) )\n if <(length of (_i1)) = [1]> then\n set [_i1 v] to (join [0] (_i1))\n end\n Print | Pos [-83] (_y) Size [10] Bounds [] [] Space [] Underline [] [] Align [r] [] Text (join (join ([floor v] of (_i0) ) (join [.] (_i1))) [ sec])\n end\n Get Width | Size [1] Space [] Text (item (_idx0) of [cloud | names v])\n if <((190) / (_width)) > [10]> then\n Print | Pos [117] (_y) Size [10] Bounds [] [] Space [] Underline [] [] Align [r] [] Text (item (_idx0) of [cloud | names v])\n else\n Print | Pos [117] (_y) Size ((190) / (_width)) Bounds [] [] Space [] Underline [] [] Align [r] [] Text (item (_idx0) of [cloud | names v])\n end\n Print | Pos [217] (_y) Size [10] Bounds [] [] Space [] Underline [] [] Align [r] [] Text (item (_idx0) of [cloud | wins v])\n Set Pen Color | RGBA [47] [47] [47] []\n set pen size to (1)\n go to x: (-218) y: ((_y) + (11.5))\n pen down\n set x to (218)\n pen up\n change [_idx0 v] by (1)\nend\n\nwhen I receive [cloudall2 v]\nset [error v] to [none]\nbroadcast (loadCloudAll v) and wait\nif <not <(Error) = [none]>> then\n broadcast (errorScreen v)\n stop [this script v]\nend\ncloudBackground\nLoad | Font [Nunito Sans Light]\nClear Buttons\nAdd Button [0] [-146] [34] [_home]\nAdd Button [-60] [-146] [24] [_previous]\nAdd Button [60] [-146] [24] [_next]\nUpdate Buttons\nRender Cloud [13] [24]\nUpdate Until Button Clicked\nif <(buttonClicked) = [_home]> then\n broadcast (mainMenu2 v)\nelse\n if <(buttonClicked) = [_previous]> then\n broadcast (cloudAll v)\n else\n if <(buttonClicked) = [_next]> then\n broadcast (cloudAll3 v)\n end\n end\nend\n\nwhen I receive [cloudall3 v]\nset [error v] to [none]\nbroadcast (loadCloudAll v) and wait\nif <not <(Error) = [none]>> then\n broadcast (errorScreen v)\n stop [this script v]\nend\ncloudBackground\nLoad | Font [Nunito Sans Light]\nClear Buttons\nAdd Button [0] [-146] [34] [_home]\nAdd Button [-60] [-146] [24] [_previous]\nUpdate Buttons\nRender Cloud [25] [36]\nUpdate Until Button Clicked\nif <(buttonClicked) = [_home]> then\n broadcast (mainMenu2 v)\nelse\n if <(buttonClicked) = [_previous]> then\n broadcast (cloudAll2 v)\n end\nend\n\nwhen I receive [editortext v]\nif <not <(LoopTask) = [none]>> then\n wait until <(LoopTask) = [none]>\nend\nset [looptask v] to [editorText]\nDraw Editor Text (TextEditor)\nset [looptask v] to [none]\n\ndefine Draw Editor Text (text)\nif <not <(text) = []>> then\n Get Width | Size [12] Space [] Text (text)\n Set Pen Color | RGBA [31] [31] [31] []\n set pen size to (34)\n go to x: ((_width) / (-2)) y: (156)\n pen down\n set x to ((_width) / (2))\n pen up\n Set Pen Color | RGBA [63] [63] [63] []\n set pen size to (26)\n go to x: ((_width) / (-2)) y: (156)\n pen down\n set x to ((_width) / (2))\n pen up\n Set Pen Color | RGBA [255] [255] [255] []\n Print | Pos [0] [156] Size [12] Bounds [] [] Space [] Underline [] [] Align [c] [0.4] Text (text)\nend\n\ndefine tutorialControls\ntutorialBase\nLoad | Font [Nunito Sans Light]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos [] [79] Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Use the ]\nSet Pen Color | RGBA [247] [223] [47] []\nPrint WW | Pos (_x) (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text (join (join (item (1) of [controls v]) (item (3) of [controls v])) (join (item (2) of [controls v]) (item (4) of [controls v])))\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [ keys to move]\nNew Lines | Number [] Size [18] Space [1.5]\nPrint WW | Pos [] (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Use the ]\nSet Pen Color | RGBA [247] [223] [47] []\nPrint WW | Pos (_x) (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [arrow]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [ keys to look around]\nNew Lines | Number [] Size [18] Space [1.5]\nPrint WW | Pos [] (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Press ]\nSet Pen Color | RGBA [247] [223] [47] []\nPrint WW | Pos (_x) (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [space]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [ to jump]\nNew Lines | Number [] Size [18] Space [1.5]\nPrint WW | Pos [] (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Press ]\nSet Pen Color | RGBA [247] [223] [47] []\nPrint WW | Pos (_x) (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text (item (5) of [controls v])\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [ to respawn]\nNew Lines | Number [] Size [18] Space [1.5]\nPrint WW | Pos [] (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Press ]\nSet Pen Color | RGBA [247] [223] [47] []\nPrint WW | Pos (_x) (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text (item (6) of [controls v])\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [ to return to the main menu]\nNew Lines | Number [] Size [18] Space [1.5]\nPrint WW | Pos [] (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Go to Settings to change the controls]\nClear Buttons\nAdd Button [0] [-151] [24] [_next]\nUpdate Until Button Clicked\n\ndefine tutorialBase\nLoad | Font [Nunito Sans Bold]\nFill Screen With Sky\nSet Pen Color | RGBA [31] [31] [31] []\nPrint | Pos [0] [165] Size [30] Bounds [] [] Space [] Underline [] [] Align [c] [t] Text [Tutorial]\npen up\nSet Pen Color | RGBA [63] [63] [63] []\nset pen size to (200)\ngo to x: (-400) y: (18)\npen down\nset x to (400)\npen up\ngo to x: (-400) y: (-180)\npen down\nset x to (400)\npen up\nSet Pen Color | RGBA [31] [31] [31] []\nset pen size to (4)\ngo to x: (-400) y: (118)\npen down\nset x to (400)\npen up\n\ndefine tutorialPlatforms\ntutorialBase\nLoad | Font [Nunito Sans Light]\nSet Pen Color | RGBA [255] [255] [255] []\nset pen color to (item (1) of [platform_colors v])\nPrint WW | Pos [] [83] Size [14] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Gray]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [, ]\nset pen color to (#000000)\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Black]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [, ]\nset pen color to (item (10) of [platform_colors v])\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Grass]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [, and ]\nset pen color to (item (11) of [platform_colors v])\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Dirt ]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [platforms are normal]\nNew Lines | Number [] Size [14] Space [1.5]\nset pen color to (item (2) of [platform_colors v])\nchange pen (brightness v) by (20)\nPrint WW | Pos [] (_y) Size [14] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Purple ]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [platforms restrict vertical movement]\nNew Lines | Number [] Size [14] Space [1.5]\nset pen color to (item (3) of [platform_colors v])\nPrint WW | Pos [] (_y) Size [14] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Pink ]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [platforms cause the player to bounce off]\nNew Lines | Number [] Size [14] Space [1.5]\nset pen color to (item (6) of [platform_colors v])\nPrint WW | Pos [] (_y) Size [14] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Blue ]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [platforms flip gravity]\nNew Lines | Number [] Size [14] Space [1.5]\nset pen color to (item (7) of [platform_colors v])\nPrint WW | Pos [] (_y) Size [14] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Orange ]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [platforms set the player on fire]\nNew Lines | Number [] Size [14] Space [1.5]\nset pen color to (item (8) of [platform_colors v])\nPrint WW | Pos [] (_y) Size [14] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Red ]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [platforms immediately kill the player]\nNew Lines | Number [] Size [14] Space [1.5]\nset pen color to (item (4) of [platform_colors v])\nPrint WW | Pos [] (_y) Size [14] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Yellow ]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [platforms are checkpoints]\nNew Lines | Number [] Size [14] Space [1.5]\nset pen color to (item (5) of [platform_colors v])\nPrint WW | Pos [] (_y) Size [14] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Bright Green ]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [14] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [platforms should be reached to win]\nClear Buttons\nAdd Button [0] [-151] [24] [_next]\nUpdate Until Button Clicked\n\ndefine tutorialTips\ntutorialBase\nLoad | Font [Nunito Sans Light]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos [] [79] Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [If you can’t pass a level, go to Level Select and choose the next level. You may play any level from Level Select.]\nNew Lines | Number [] Size [18] Space [2]\nPrint WW | Pos [] (_y) Size [18] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [If the game runs at a low frame rate, go to Settings and lower the graphics quality or go to Turbowarp link in the Notes and Credits.]\nClear Buttons\nAdd Button [0] [-151] [24] [_next]\nUpdate Until Button Clicked\n\ndefine tutorialEditor\ntutorialBase\nLoad | Font [Nunito Sans Light]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos [] [83] Size [14] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Editor Controls]\nNew Lines | Number [] Size [14] Space []\nSet Pen Color | RGBA [247] [223] [47] []\nPrint WW | Pos [] (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text (join (join (item (1) of [controls v]) (item (3) of [controls v])) (join (item (2) of [controls v]) (item (4) of [controls v])))\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [ to move \(hold ]\nSet Pen Color | RGBA [247] [223] [47] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [space]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [ to look around, ]\nSet Pen Color | RGBA [247] [223] [47] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [F]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [ to adjust\)]\nNew Lines | Number [] Size [12] Space [1.5]\nPrint WW | Pos [] (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Use the ]\nSet Pen Color | RGBA [247] [223] [47] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [QE]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [ keys to move up and down]\nNew Lines | Number [] Size [12] Space [1.5]\nPrint WW | Pos [] (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Use the ]\nSet Pen Color | RGBA [247] [223] [47] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [arrow]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [ keys to look around]\nNew Lines | Number [] Size [12] Space [1.5]\nPrint WW | Pos [] (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Press ]\nSet Pen Color | RGBA [247] [223] [47] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text (item (6) of [controls v])\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [ to toggle between edit and play mode]\nNew Lines | Number [] Size [12] Space [1.5]\nPrint WW | Pos [] (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Press ]\nSet Pen Color | RGBA [247] [223] [47] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [C]\nSet Pen Color | RGBA [255] [255] [255] []\nPrint WW | Pos (_x) (_y) Size [12] Bounds [-210] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [ to add a new object]\nNew Lines | Number [] Size [12] Space [1.5]\nPrint WW | Pos [] (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Click the surface of a polygon to modify it]\nNew Lines | Number [] Size [12] Space [1.5]\nPrint WW | Pos [] (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Click and drag the vertices of a polygon to move them]\nNew Lines | Number [] Size [12] Space [1.5]\nPrint WW | Pos [] (_y) Size [12] Bounds [-220] [220] [] [] Space [] [] Underline [] [] Align [] [] Text [Click and drag the black box to move the spawn location]\nClear Buttons\nAdd Button [0] [-146] [34] [_home]\nUpdate Until Button Clicked\n\ndefine cloudBackground\nLoad | Font [Nunito Sans Bold]\nFill Screen With Sky\nSet Pen Color | RGBA [31] [31] [31] []\nPrint | Pos [0] [165] Size [50] Bounds [] [] Space [] Underline [] [] Align [c] [t] Text [Cloud]\npen up\nSet Pen Color | RGBA [63] [63] [63] []\nset pen size to (200)\ngo to x: (-400) y: (-2)\npen down\nset x to (400)\npen up\ngo to x: (-400) y: (-180)\npen down\nset x to (400)\npen up\nSet Pen Color | RGBA [31] [31] [31] []\nset pen size to (4)\ngo to x: (-400) y: (98)\npen down\nset x to (400)\npen up\n\n@Editor\n\ndefine _revRot (x) (y) (z) (sinx) (cosx) (siny) (cosy) (sinz) (cosz)\nset [_rot0 v] to (((cosz) * (x)) - ((sinz) * (y)))\nset [_rotatedy v] to (((cosz) * (y)) + ((sinz) * (x)))\nset [_rotatedz v] to (((cosx) * (z)) + ((sinx) * (_rotatedY)))\nset [_rotatedy v] to (((cosx) * (_rotatedY)) - ((sinx) * (z)))\nset [_rotatedx v] to (((cosy) * (_rot0)) - ((siny) * (_rotatedZ)))\nset [_rotatedz v] to (((cosy) * (_rotatedZ)) + ((siny) * (_rot0)))\n\nwhen flag clicked\nhide\n\nwhen I receive [editortoplaymode v]\nbroadcast (updateLevelAfterEditor v) and wait\nbroadcast (gameLoop v) and wait\nUpdate Quad Ordering\n\nwhen I receive [initeditor v]\nInit\n\ndefine Update Quad Ordering\ndelete all of [3dquadorder v]\n_orderAddQuad [1] (length of [3dquadcolor v])\n\ndefine Replace (idx) with Box (xmin) (xmax) (ymin) (ymax) (zmin) (zmax) (rot) Type (type)\nset [_rotsin v] to ([sin v] of (rot) )\nset [_rotcos v] to ([cos v] of (rot) )\nset [_midx v] to (((xmin) + (xmax)) / (2))\nset [_midy v] to (((ymin) + (ymax)) / (2))\nset [_midz v] to (((zmin) + (zmax)) / (2))\nReplace (idx) with Quad ((((_rotCos) * ((xmax) - (_midX))) - ((_rotSin) * ((zmax) - (_midZ)))) + (_midX)) (ymin) ((((_rotSin) * ((xmax) - (_midX))) + ((_rotCos) * ((zmax) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmax) - (_midX))) - ((_rotSin) * ((zmax) - (_midZ)))) + (_midX)) (ymax) ((((_rotSin) * ((xmax) - (_midX))) + ((_rotCos) * ((zmax) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmin) - (_midX))) - ((_rotSin) * ((zmax) - (_midZ)))) + (_midX)) (ymax) ((((_rotSin) * ((xmin) - (_midX))) + ((_rotCos) * ((zmax) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmin) - (_midX))) - ((_rotSin) * ((zmax) - (_midZ)))) + (_midX)) (ymin) ((((_rotSin) * ((xmin) - (_midX))) + ((_rotCos) * ((zmax) - (_midZ)))) + (_midZ)) Type (type) [true]\nReplace ((idx) + (1)) with Quad ((((_rotCos) * ((xmin) - (_midX))) - ((_rotSin) * ((zmin) - (_midZ)))) + (_midX)) (ymin) ((((_rotSin) * ((xmin) - (_midX))) + ((_rotCos) * ((zmin) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmin) - (_midX))) - ((_rotSin) * ((zmin) - (_midZ)))) + (_midX)) (ymax) ((((_rotSin) * ((xmin) - (_midX))) + ((_rotCos) * ((zmin) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmax) - (_midX))) - ((_rotSin) * ((zmin) - (_midZ)))) + (_midX)) (ymax) ((((_rotSin) * ((xmax) - (_midX))) + ((_rotCos) * ((zmin) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmax) - (_midX))) - ((_rotSin) * ((zmin) - (_midZ)))) + (_midX)) (ymin) ((((_rotSin) * ((xmax) - (_midX))) + ((_rotCos) * ((zmin) - (_midZ)))) + (_midZ)) Type (type) [true]\nReplace ((idx) + (2)) with Quad ((((_rotCos) * ((xmin) - (_midX))) - ((_rotSin) * ((zmax) - (_midZ)))) + (_midX)) (ymin) ((((_rotSin) * ((xmin) - (_midX))) + ((_rotCos) * ((zmax) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmin) - (_midX))) - ((_rotSin) * ((zmax) - (_midZ)))) + (_midX)) (ymax) ((((_rotSin) * ((xmin) - (_midX))) + ((_rotCos) * ((zmax) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmin) - (_midX))) - ((_rotSin) * ((zmin) - (_midZ)))) + (_midX)) (ymax) ((((_rotSin) * ((xmin) - (_midX))) + ((_rotCos) * ((zmin) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmin) - (_midX))) - ((_rotSin) * ((zmin) - (_midZ)))) + (_midX)) (ymin) ((((_rotSin) * ((xmin) - (_midX))) + ((_rotCos) * ((zmin) - (_midZ)))) + (_midZ)) Type (type) [true]\nReplace ((idx) + (3)) with Quad ((((_rotCos) * ((xmax) - (_midX))) - ((_rotSin) * ((zmin) - (_midZ)))) + (_midX)) (ymin) ((((_rotSin) * ((xmax) - (_midX))) + ((_rotCos) * ((zmin) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmax) - (_midX))) - ((_rotSin) * ((zmin) - (_midZ)))) + (_midX)) (ymax) ((((_rotSin) * ((xmax) - (_midX))) + ((_rotCos) * ((zmin) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmax) - (_midX))) - ((_rotSin) * ((zmax) - (_midZ)))) + (_midX)) (ymax) ((((_rotSin) * ((xmax) - (_midX))) + ((_rotCos) * ((zmax) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmax) - (_midX))) - ((_rotSin) * ((zmax) - (_midZ)))) + (_midX)) (ymin) ((((_rotSin) * ((xmax) - (_midX))) + ((_rotCos) * ((zmax) - (_midZ)))) + (_midZ)) Type (type) [true]\nReplace ((idx) + (4)) with Quad ((((_rotCos) * ((xmin) - (_midX))) - ((_rotSin) * ((zmax) - (_midZ)))) + (_midX)) (ymin) ((((_rotSin) * ((xmin) - (_midX))) + ((_rotCos) * ((zmax) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmin) - (_midX))) - ((_rotSin) * ((zmin) - (_midZ)))) + (_midX)) (ymin) ((((_rotSin) * ((xmin) - (_midX))) + ((_rotCos) * ((zmin) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmax) - (_midX))) - ((_rotSin) * ((zmin) - (_midZ)))) + (_midX)) (ymin) ((((_rotSin) * ((xmax) - (_midX))) + ((_rotCos) * ((zmin) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmax) - (_midX))) - ((_rotSin) * ((zmax) - (_midZ)))) + (_midX)) (ymin) ((((_rotSin) * ((xmax) - (_midX))) + ((_rotCos) * ((zmax) - (_midZ)))) + (_midZ)) Type (type) [true]\nReplace ((idx) + (5)) with Quad ((((_rotCos) * ((xmin) - (_midX))) - ((_rotSin) * ((zmin) - (_midZ)))) + (_midX)) (ymax) ((((_rotSin) * ((xmin) - (_midX))) + ((_rotCos) * ((zmin) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmin) - (_midX))) - ((_rotSin) * ((zmax) - (_midZ)))) + (_midX)) (ymax) ((((_rotSin) * ((xmin) - (_midX))) + ((_rotCos) * ((zmax) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmax) - (_midX))) - ((_rotSin) * ((zmax) - (_midZ)))) + (_midX)) (ymax) ((((_rotSin) * ((xmax) - (_midX))) + ((_rotCos) * ((zmax) - (_midZ)))) + (_midZ)) ((((_rotCos) * ((xmax) - (_midX))) - ((_rotSin) * ((zmin) - (_midZ)))) + (_midX)) (ymax) ((((_rotSin) * ((xmax) - (_midX))) + ((_rotCos) * ((zmin) - (_midZ)))) + (_midZ)) Type (type) [true]\n\ndefine Find Bounds (x0) (y0) (z0) (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nset [_xmin v] to (x0)\nset [_xmax v] to (x0)\nset [_ymin v] to (y0)\nset [_ymax v] to (y0)\nset [_zmin v] to (z0)\nset [_zmax v] to (z0)\nif <(x1) > (_xmax)> then\n set [_xmax v] to (x1)\nelse\n if <(x1) < (_xmin)> then\n set [_xmin v] to (x1)\n end\nend\nif <(y1) > (_ymax)> then\n set [_ymax v] to (y1)\nelse\n if <(y1) < (_ymin)> then\n set [_ymin v] to (y1)\n end\nend\nif <(z1) > (_zmax)> then\n set [_zmax v] to (z1)\nelse\n if <(z1) < (_zmin)> then\n set [_zmin v] to (z1)\n end\nend\nif <(x2) > (_xmax)> then\n set [_xmax v] to (x2)\nelse\n if <(x2) < (_xmin)> then\n set [_xmin v] to (x2)\n end\nend\nif <(y2) > (_ymax)> then\n set [_ymax v] to (y2)\nelse\n if <(y2) < (_ymin)> then\n set [_ymin v] to (y2)\n end\nend\nif <(z2) > (_zmax)> then\n set [_zmax v] to (z2)\nelse\n if <(z2) < (_zmin)> then\n set [_zmin v] to (z2)\n end\nend\nif <not <(x3) = [_]>> then\n if <(x3) > (_xmax)> then\n set [_xmax v] to (x3)\n else\n if <(x3) < (_xmin)> then\n set [_xmin v] to (x3)\n end\n end\n if <(y3) > (_ymax)> then\n set [_ymax v] to (y3)\n else\n if <(y3) < (_ymin)> then\n set [_ymin v] to (y3)\n end\n end\n if <(z3) > (_zmax)> then\n set [_zmax v] to (z3)\n else\n if <(z3) < (_zmin)> then\n set [_zmin v] to (z3)\n end\n end\nend\n\ndefine Replace (idx) with Quad (x0) (y0) (z0) (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) Type (type) (culling)\nset [_id0 v] to ((4) * (idx))\nreplace item ((_id0) - (3)) of [3dquadx v] with (x0)\nreplace item ((_id0) - (3)) of [3dquady v] with (y0)\nreplace item ((_id0) - (3)) of [3dquadz v] with (z0)\nreplace item ((_id0) - (2)) of [3dquadx v] with (x1)\nreplace item ((_id0) - (2)) of [3dquady v] with (y1)\nreplace item ((_id0) - (2)) of [3dquadz v] with (z1)\nreplace item ((_id0) - (1)) of [3dquadx v] with (x2)\nreplace item ((_id0) - (1)) of [3dquady v] with (y2)\nreplace item ((_id0) - (1)) of [3dquadz v] with (z2)\nreplace item (_id0) of [3dquadx v] with (x3)\nreplace item (_id0) of [3dquady v] with (y3)\nreplace item (_id0) of [3dquadz v] with (z3)\nUpdate Bounds of Quad (idx)\nreplace item ((_id0) - (3)) of [3dquadmovement v] with [_]\nreplace item ((_id0) - (2)) of [3dquadmovement v] with [_]\nreplace item ((_id0) - (1)) of [3dquadmovement v] with [_]\nreplace item (_id0) of [3dquadmovement v] with [_]\nif <not <(type) = [_]>> then\n if <(type) = [-2]> then\n replace item (_id0) of [3dquadcolor v] with ((1) * (1513239))\n replace item (_id0) of [3dquadreflectivity v] with ((1) * (0.3))\n else\n if <(type) = [-1]> then\n replace item (_id0) of [3dquadcolor v] with ((1) * (4144959))\n replace item (_id0) of [3dquadreflectivity v] with ((1) * (0.3))\n else\n if <(type) = [0]> then\n replace item (_id0) of [3dquadcolor v] with ((1) * (14671839))\n replace item (_id0) of [3dquadreflectivity v] with ((1) * (1.0))\n else\n replace item (_id0) of [3dquadtype v] with (type)\n replace item (_id0) of [3dquadcolor v] with (item (type) of [platform_colors v])\n replace item (_id0) of [3dquadreflectivity v] with (item (type) of [platform_reflects v])\n end\n end\n end\nend\nif <(culling) = []> then\n replace item (idx) of [3dquadbackculling v] with [false]\nelse\n replace item (idx) of [3dquadbackculling v] with (culling)\nend\n\ndefine Add New Quad (type)\nadd [] to [3dquadx v]\nadd [] to [3dquadx v]\nadd [] to [3dquadx v]\nadd [] to [3dquadx v]\nadd [] to [3dquady v]\nadd [] to [3dquady v]\nadd [] to [3dquady v]\nadd [] to [3dquady v]\nadd [] to [3dquadz v]\nadd [] to [3dquadz v]\nadd [] to [3dquadz v]\nadd [] to [3dquadz v]\nadd [] to [3dquadboundx v]\nadd [] to [3dquadboundx v]\nadd [] to [3dquadboundx v]\nadd [] to [3dquadboundx v]\nadd [] to [3dquadboundy v]\nadd [] to [3dquadboundy v]\nadd [] to [3dquadboundy v]\nadd [] to [3dquadboundy v]\nadd [] to [3dquadboundz v]\nadd [] to [3dquadboundz v]\nadd [] to [3dquadboundz v]\nadd [] to [3dquadboundz v]\nif <(type) = [-2]> then\n add ((1) * (1513239)) to [3dquadcolor v]\n add ((1) * (12.3)) to [3dquadreflectivity v]\nelse\n if <(type) = [-1]> then\n add ((1) * (4144959)) to [3dquadcolor v]\n add ((1) * (12.3)) to [3dquadreflectivity v]\n else\n if <(type) = [0]> then\n add ((1) * (14671839)) to [3dquadcolor v]\n add ((1) * (17.0)) to [3dquadreflectivity v]\n else\n add (type) to [3dquadtype v]\n add (item (type) of [platform_colors v]) to [3dquadcolor v]\n add (item (type) of [platform_reflects v]) to [3dquadreflectivity v]\n end\n end\nend\nadd [_] to [3dquadmovement v]\nadd [_] to [3dquadmovement v]\nadd [_] to [3dquadmovement v]\nadd [_] to [3dquadmovement v]\nadd [false] to [3dquadbackculling v]\n\ndefine Replace (idx) With Player Spawn\nReplace (idx) with Box ((item (1) of [locationspawn v]) - (PL_S_H)) ((item (1) of [locationspawn v]) + (PL_S_H)) ((item (2) of [locationspawn v]) - (PL_S_V)) ((item (2) of [locationspawn v]) + (PL_S_V)) ((item (3) of [locationspawn v]) - (PL_S_H)) ((item (3) of [locationspawn v]) + (PL_S_H)) ((-1) * (item (4) of [locationspawn v])) Type [_]\n\ndefine Init\nset [pl_s_v v] to [16]\nset [pl_s_h v] to ((PL_S_V) / (2))\nAdd New Quad [-1]\nAdd New Quad [-2]\nAdd New Quad [-2]\nAdd New Quad [-2]\nAdd New Quad [-2]\nAdd New Quad [-2]\nReplace ((length of [3dquadcolor v]) - (5)) With Player Spawn\nset [_i0 v] to [1]\nrepeat (((length of [textareas v]) - (3)) / (7))\n Add New Quad [0]\n Add New Quad [0]\n Add New Quad [0]\n Add New Quad [0]\n Add New Quad [0]\n Add New Quad [0]\n Replace ((length of [3dquadcolor v]) - (5)) with TextArea (_i0)\n change [_i0 v] by (1)\nend\nInit Soft\n\ndefine Replace (idx) with TextArea (textidx)\nset [_id0 v] to (((7) * (textidx)) - (3))\nReplace (idx) with Box (item (_id0) of [textareas v]) (item ((_id0) + (1)) of [textareas v]) (item ((_id0) + (2)) of [textareas v]) (item ((_id0) + (3)) of [textareas v]) (item ((_id0) + (4)) of [textareas v]) (item ((_id0) + (5)) of [textareas v]) [0] Type [0]\n\nwhen I receive [initsofteditor v]\nInit Soft\n\ndefine Init Soft\nset [grid_resolution v] to [5]\nset [mousedown v] to [false]\ndelete all of [_selection v]\nUpdate Quad Ordering\n\nwhen I receive [editor v]\nif <not <(LoopTask) = [none]>> then\n wait until <(LoopTask) = [none]>\nend\nset [looptask v] to [editor]\nset [texteditor v] to []\nif <mouse down?> then\n if <(mouseDown) = [false]> then\n delete all of [selectvertex v]\n add [needSelection] to [selectvertex v]\n delete all of [selectquad v]\n add [needSelection] to [selectquad v]\n delete all of [_selection v]\n else\n if <(length of [_selection v]) = [0]> then\n Choose Selection\n end\n Process Selection\n end\n set [mousedown v] to [true]\nelse\n delete all of [_selection v]\n set [mousedown v] to [false]\nend\nset [looptask v] to [none]\n\ndefine Choose Selection\ndelete all of [_selection v]\nif <(item (2) of [selectvertex v]) = [none]> then\n if <not <(item (2) of [selectquad v]) = [none]>> then\n Choose Quad Selection (item (1) of [selectquad v]) (item (2) of [selectquad v])\n end\nelse\n if <(item (2) of [selectquad v]) = [none]> then\n add [vertex] to [_selection v]\n set [_i0 v] to [1]\n repeat (length of [selectvertex v])\n add (item (_i0) of [selectvertex v]) to [_selection v]\n change [_i0 v] by (1)\n end\n else\n if <((1) / (item (1) of [selectquad v])) < (item (1) of [selectvertex v])> then\n Choose Quad Selection (item (1) of [selectquad v]) (item (2) of [selectquad v])\n else\n add [vertex] to [_selection v]\n set [_i0 v] to [1]\n repeat (length of [selectvertex v])\n add (item (_i0) of [selectvertex v]) to [_selection v]\n change [_i0 v] by (1)\n end\n end\n end\nend\nif <(length of [_selection v]) = [0]> then\n add [none] to [_selection v]\nend\n\ndefine Process Selection\nif <(item (1) of [_selection v]) = [vertex]> then\n Get 3D Coords of Mouse at Depth (item (2) of [_selection v])\n set [texteditor v] to (join (join (join [\(x=] (_gridX)) (join (join [, z=] (_gridZ)) (join [, y=] (_gridY)))) [\)])\n set [_i0 v] to [3]\n repeat ((length of [_selection v]) - (2))\n Move Point (item (_i0) of [_selection v]) to (_gridX) (_gridY) (_gridZ)\n change [_i0 v] by (1)\n end\nelse\n if <(item (1) of [_selection v]) = [spawn]> then\n Get 3D Coords of Mouse at Depth (item (2) of [_selection v])\n set [texteditor v] to (join (join (join [Player Spawn \(x=] (_gridX)) (join (join [, z=] (_gridZ)) (join [, y=] (_gridY)))) [\)])\n replace item (1) of [locationspawn v] with (_gridX)\n replace item (2) of [locationspawn v] with (_gridY)\n replace item (3) of [locationspawn v] with (_gridZ)\n replace item (4) of [locationspawn v] with ((45) * (round ((((3DCamRotY) + (180)) mod (360)) / (45))))\n Replace ((length of [3dquadtype v]) + (1)) With Player Spawn\n end\nend\n\ndefine Get 3D Coords of Mouse at Depth (z)\nset [_gridx v] to (3DCamX)\nset [_gridy v] to (3DCamY)\nset [_gridz v] to (3DCamZ)\nReverse Rotate (((mouse x) / (180)) * ((z) * ([tan v] of (([abs v] of (3DCamFOV) ) / (2)) ))) (((mouse y) / (180)) * ((z) * ([tan v] of (([abs v] of (3DCamFOV) ) / (2)) ))) (z) (3DCamRotX) (3DCamRotY) (3DCamRotZ)\nchange [_gridx v] by (_rotatedX)\nchange [_gridy v] by (_rotatedY)\nchange [_gridz v] by (_rotatedZ)\nSnap to Grid\n\ndefine Snap to Grid\nset [_gridx v] to ((GRID_RESOLUTION) * (round ((_gridX) / (GRID_RESOLUTION))))\nset [_gridy v] to ((GRID_RESOLUTION) * (round ((_gridY) / (GRID_RESOLUTION))))\nset [_gridz v] to ((GRID_RESOLUTION) * (round ((_gridZ) / (GRID_RESOLUTION))))\n\ndefine Reverse Rotate (x) (y) (z) (rotx) (roty) (rotz)\n_revRot (x) (y) (z) ([sin v] of ((-1) * (rotx)) ) ([cos v] of ((-1) * (rotx)) ) ([sin v] of ((-1) * (roty)) ) ([cos v] of ((-1) * (roty)) ) ([sin v] of ((-1) * (rotz)) ) ([cos v] of ((-1) * (rotz)) )\n\ndefine Move Point (idx) to (x) (y) (z)\nif <not <(item (idx) of [3dquadx v]) = [_]>> then\n replace item (idx) of [3dquadx v] with (x)\n replace item (idx) of [3dquady v] with (y)\n replace item (idx) of [3dquadz v] with (z)\n set [_id1 v] to ((4) * ([ceiling v] of ((idx) / (4)) ))\n if <not <(item (_id1) of [3dquadx v]) = [_]>> then\n if <(((idx) - (1)) mod (4)) = [2]> then\n replace item ((idx) - (2)) of [3dquadx v] with ((x) - ((2) * ((x) - (((item ((idx) + (1)) of [3dquadx v]) + (item ((idx) - (1)) of [3dquadx v])) / (2)))))\n replace item ((idx) - (2)) of [3dquady v] with ((y) - ((2) * ((y) - (((item ((idx) + (1)) of [3dquady v]) + (item ((idx) - (1)) of [3dquady v])) / (2)))))\n replace item ((idx) - (2)) of [3dquadz v] with ((z) - ((2) * ((z) - (((item ((idx) + (1)) of [3dquadz v]) + (item ((idx) - (1)) of [3dquadz v])) / (2)))))\n else\n replace item ((_id1) - (1)) of [3dquadx v] with ((item ((_id1) - (3)) of [3dquadx v]) - ((2) * ((item ((_id1) - (3)) of [3dquadx v]) - (((item ((_id1) - (2)) of [3dquadx v]) + (item (_id1) of [3dquadx v])) / (2)))))\n replace item ((_id1) - (1)) of [3dquady v] with ((item ((_id1) - (3)) of [3dquady v]) - ((2) * ((item ((_id1) - (3)) of [3dquady v]) - (((item ((_id1) - (2)) of [3dquady v]) + (item (_id1) of [3dquady v])) / (2)))))\n replace item ((_id1) - (1)) of [3dquadz v] with ((item ((_id1) - (3)) of [3dquadz v]) - ((2) * ((item ((_id1) - (3)) of [3dquadz v]) - (((item ((_id1) - (2)) of [3dquadz v]) + (item (_id1) of [3dquadz v])) / (2)))))\n end\n end\n Update Bounds of Quad ([ceiling v] of ((idx) / (4)) )\nend\n\ndefine Update Bounds of Quad (idx)\nset [_id0 v] to ((4) * (idx))\nFind Bounds (item ((_id0) - (3)) of [3dquadx v]) (item ((_id0) - (3)) of [3dquady v]) (item ((_id0) - (3)) of [3dquadz v]) (item ((_id0) - (2)) of [3dquadx v]) (item ((_id0) - (2)) of [3dquady v]) (item ((_id0) - (2)) of [3dquadz v]) (item ((_id0) - (1)) of [3dquadx v]) (item ((_id0) - (1)) of [3dquady v]) (item ((_id0) - (1)) of [3dquadz v]) (item (_id0) of [3dquadx v]) (item (_id0) of [3dquady v]) (item (_id0) of [3dquadz v])\nif <(item ((_id0) - (2)) of [3dquadmovement v]) = [_]> then\n replace item ((_id0) - (3)) of [3dquadboundx v] with (_xmin)\n replace item ((_id0) - (2)) of [3dquadboundx v] with (_xmax)\nelse\n if <(item ((_id0) - (2)) of [3dquadmovement v]) < [0]> then\n replace item ((_id0) - (3)) of [3dquadboundx v] with ((_xmin) + (item ((_id0) - (2)) of [3dquadmovement v]))\n replace item ((_id0) - (2)) of [3dquadboundx v] with (_xmax)\n else\n replace item ((_id0) - (3)) of [3dquadboundx v] with (_xmin)\n replace item ((_id0) - (2)) of [3dquadboundx v] with ((_xmax) + (item ((_id0) - (2)) of [3dquadmovement v]))\n end\nend\nreplace item ((_id0) - (1)) of [3dquadboundx v] with (_xmin)\nreplace item (_id0) of [3dquadboundx v] with (_xmax)\nif <(item ((_id0) - (1)) of [3dquadmovement v]) = [_]> then\n replace item ((_id0) - (3)) of [3dquadboundy v] with (_ymin)\n replace item ((_id0) - (2)) of [3dquadboundy v] with (_ymax)\nelse\n if <(item ((_id0) - (1)) of [3dquadmovement v]) < [0]> then\n replace item ((_id0) - (3)) of [3dquadboundy v] with ((_ymin) + (item ((_id0) - (1)) of [3dquadmovement v]))\n replace item ((_id0) - (2)) of [3dquadboundy v] with (_ymax)\n else\n replace item ((_id0) - (3)) of [3dquadboundy v] with (_ymin)\n replace item ((_id0) - (2)) of [3dquadboundy v] with ((_ymax) + (item ((_id0) - (1)) of [3dquadmovement v]))\n end\nend\nreplace item ((_id0) - (1)) of [3dquadboundy v] with (_ymin)\nreplace item (_id0) of [3dquadboundy v] with (_ymax)\nif <(item (_id0) of [3dquadmovement v]) = [_]> then\n replace item ((_id0) - (3)) of [3dquadboundz v] with (_zmin)\n replace item ((_id0) - (2)) of [3dquadboundz v] with (_zmax)\nelse\n if <(item (_id0) of [3dquadmovement v]) < [0]> then\n replace item ((_id0) - (3)) of [3dquadboundz v] with ((_zmin) + (item (_id0) of [3dquadmovement v]))\n replace item ((_id0) - (2)) of [3dquadboundz v] with (_zmax)\n else\n replace item ((_id0) - (3)) of [3dquadboundz v] with (_zmin)\n replace item ((_id0) - (2)) of [3dquadboundz v] with ((_zmax) + (item (_id0) of [3dquadmovement v]))\n end\nend\nreplace item ((_id0) - (1)) of [3dquadboundz v] with (_zmin)\nreplace item (_id0) of [3dquadboundz v] with (_zmax)\n\ndefine _orderAddQuad (lo) (hi)\nadd (round (((lo) + (hi)) / (2))) to [3dquadorder v]\nif <(lo) < (round (((lo) + (hi)) / (2)))> then\n _orderAddQuad (lo) ((round (((lo) + (hi)) / (2))) - (1))\nend\nif <(hi) > (round (((lo) + (hi)) / (2)))> then\n _orderAddQuad ((round (((lo) + (hi)) / (2))) + (1)) (hi)\nend\n\ndefine Choose Quad Selection (depth) (idx)\nif <(idx) > (length of [3dquadtype v])> then\n if <((idx) - (length of [3dquadtype v])) > [6]> then\nelse\n add [quad] to [_selection v]\n add (idx) to [_selection v]\nend\n\n@SaveLoad\n\nwhen flag clicked\nhide\n\ndefine Update Graphics to Quality (quality)\nif <is compiled?> then\n set [3dscreenwidth v] to [364]\nelse\n set [3dscreenwidth v] to [242]\nend\nif <(quality) = [Low]> then\n set [3dcamnearz v] to [1]\n set [3dcamfarz v] to [550]\n set [3dlightquality v] to [low]\n set [3dsortmethod v] to [fast]\n set [3dcamfov v] to [75]\nelse\n if <(quality) = [Medium]> then\n set [3dcamnearz v] to [1]\n set [3dcamfarz v] to [750]\n set [3dlightquality v] to [high]\n set [3dsortmethod v] to [accurate]\n set [3dcamfov v] to [75]\n else\n if <(quality) = [High]> then\n set [3dcamnearz v] to [1]\n set [3dcamfarz v] to [1000]\n set [3dlightquality v] to [high]\n set [3dsortmethod v] to [accurate]\n set [3dcamfov v] to [85]\n else\n if <(quality) = [Ultra]> then\n set [3dcamnearz v] to [1]\n set [3dcamfarz v] to [1500]\n set [3dlightquality v] to [high]\n set [3dsortmethod v] to [accurate]\n set [3dcamfov v] to [85]\n else\n if <(quality) = [Extreme]> then\n set [3dcamnearz v] to [1]\n set [3dcamfarz v] to [3000]\n set [3dlightquality v] to [high]\n set [3dsortmethod v] to [accurate]\n set [3dcamfov v] to [85]\n else\n set [3dcamnearz v] to [1]\n set [3dcamfarz v] to [100]\n set [3dlightquality v] to [high]\n set [3dsortmethod v] to [accurate]\n set [3dcamfov v] to [85]\n end\n end\n end\n end\nend\n\ndefine Update Graphics to Sky (sky)\nif <(sky) = [day]> then\n set [3dlightambientlevel v] to [-0.35]\n set [3dlightsourcelevel v] to [0.75]\n set [3dskycolor v] to [4177919]\nelse\n if <(sky) = [night]> then\n set [3dlightambientlevel v] to [-0.8]\n set [3dlightsourcelevel v] to [0.45]\n set [3dskycolor v] to [132632]\n else\n if <(sky) = [space]> then\n set [3dlightambientlevel v] to [-0.6]\n set [3dlightsourcelevel v] to [0.9]\n set [3dskycolor v] to [0]\n else\n set [3dlightambientlevel v] to [-0.35]\n set [3dlightsourcelevel v] to [0.75]\n set [3dskycolor v] to [4177919]\n end\n end\nend\n\ndefine Load Level Data (data)\nset [error v] to [none]\ndelete all of [3dquadtype v]\ndelete all of [3dquadcolor v]\ndelete all of [3dquadreflectivity v]\ndelete all of [3dquadmovement v]\ndelete all of [3dquadbackculling v]\ndelete all of [3dquadx v]\ndelete all of [3dquady v]\ndelete all of [3dquadz v]\ndelete all of [3dquadboundx v]\ndelete all of [3dquadboundy v]\ndelete all of [3dquadboundz v]\ndelete all of [3dquadslope v]\ndelete all of [textareas v]\ndelete all of [locationspawn v]\nset [_len v] to (length of (data))\nset [_i0 v] to [1]\nFind Char (data) [v]\nif <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\nend\nchange [_i0 v] by (1)\nExtract Substring (data) [:]\nif <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\nend\nchange [_i0 v] by (1)\nset [_version v] to (_s0)\nif <not <[_versions v] contains (_version)?>> then\n Load Error [Incompatible Version]\n stop [this script v]\nend\nExtract Substring (data) [;]\nif <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\nend\nchange [_i0 v] by (1)\nUpdate Graphics to Sky (_s0)\nrepeat (4)\n Extract Substring (data) [;]\n if <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\n end\n change [_i0 v] by (1)\n add ((1) * (_s0)) to [locationspawn v]\nend\nExtract Substring (data) [;]\nif <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\nend\nchange [_i0 v] by (1)\nrepeat (round (_s0))\n delete all of [_currentplatform v]\n repeat (10)\n Extract Substring (data) [;]\n if <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\n end\n change [_i0 v] by (1)\n if <(_s0) = ((1) * (_s0))> then\n add ((1) * (_s0)) to [_currentplatform v]\n else\n add (_s0) to [_currentplatform v]\n end\n end\n Extract Substring (data) [;]\n if <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\n end\n change [_i0 v] by (1)\n if <(_s0) = [true]> then\n add [true] to [3dquadbackculling v]\n else\n add [false] to [3dquadbackculling v]\n end\n Extract Substring (data) [;]\n if <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\n end\n change [_i0 v] by (1)\n if <(_s0) = [true]> then\n insert [_] at (8) of [_currentplatform v] \n insert [_] at (9) of [_currentplatform v] \n insert [_] at (10) of [_currentplatform v] \n replace item (8) of [_currentplatform v] with ((item (2) of [_currentplatform v]) - ((2) * ((item (2) of [_currentplatform v]) - (((item (5) of [_currentplatform v]) + (item (11) of [_currentplatform v])) / (2)))))\n replace item (9) of [_currentplatform v] with ((item (3) of [_currentplatform v]) - ((2) * ((item (3) of [_currentplatform v]) - (((item (6) of [_currentplatform v]) + (item (12) of [_currentplatform v])) / (2)))))\n replace item (10) of [_currentplatform v] with ((item (4) of [_currentplatform v]) - ((2) * ((item (4) of [_currentplatform v]) - (((item (7) of [_currentplatform v]) + (item (13) of [_currentplatform v])) / (2)))))\n else\n add [_] to [_currentplatform v]\n add [_] to [_currentplatform v]\n add [_] to [_currentplatform v]\n end\n set [_i1 v] to (item # of (item (1) of [_currentplatform v]) in [platform_types v])\n add (_i1) to [3dquadtype v]\n add (round (item (_i1) of [platform_colors v])) to [3dquadcolor v]\n add ((1) * (item (_i1) of [platform_reflects v])) to [3dquadreflectivity v]\n add (item (2) of [_currentplatform v]) to [3dquadx v]\n add (item (3) of [_currentplatform v]) to [3dquady v]\n add (item (4) of [_currentplatform v]) to [3dquadz v]\n add (item (5) of [_currentplatform v]) to [3dquadx v]\n add (item (6) of [_currentplatform v]) to [3dquady v]\n add (item (7) of [_currentplatform v]) to [3dquadz v]\n add (item (8) of [_currentplatform v]) to [3dquadx v]\n add (item (9) of [_currentplatform v]) to [3dquady v]\n add (item (10) of [_currentplatform v]) to [3dquadz v]\n add (item (11) of [_currentplatform v]) to [3dquadx v]\n add (item (12) of [_currentplatform v]) to [3dquady v]\n add (item (13) of [_currentplatform v]) to [3dquadz v]\n set [_i1 v] to [2]\n set [_min v] to (item (_i1) of [_currentplatform v])\n set [_max v] to (_min)\n repeat (3)\n change [_i1 v] by (3)\n set [_i2 v] to (item (_i1) of [_currentplatform v])\n if <not <(_i2) = [_]>> then\n if <(_i2) < (_min)> then\n set [_min v] to (_i2)\n else\n if <(_i2) > (_max)> then\n set [_max v] to (_i2)\n end\n end\n end\n end\n set [_xmin v] to (_min)\n set [_xmax v] to (_max)\n set [_i1 v] to [3]\n set [_min v] to (item (_i1) of [_currentplatform v])\n set [_max v] to (_min)\n repeat (3)\n change [_i1 v] by (3)\n set [_i2 v] to (item (_i1) of [_currentplatform v])\n if <not <(_i2) = [_]>> then\n if <(_i2) < (_min)> then\n set [_min v] to (_i2)\n else\n if <(_i2) > (_max)> then\n set [_max v] to (_i2)\n end\n end\n end\n end\n set [_ymin v] to (_min)\n set [_ymax v] to (_max)\n set [_i1 v] to [4]\n set [_min v] to (item (_i1) of [_currentplatform v])\n set [_max v] to (_min)\n repeat (3)\n change [_i1 v] by (3)\n set [_i2 v] to (item (_i1) of [_currentplatform v])\n if <not <(_i2) = [_]>> then\n if <(_i2) < (_min)> then\n set [_min v] to (_i2)\n else\n if <(_i2) > (_max)> then\n set [_max v] to (_i2)\n end\n end\n end\n end\n set [_zmin v] to (_min)\n set [_zmax v] to (_max)\n Extract Substring (data) [;]\n if <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\n end\n change [_i0 v] by (1)\n if <(_s0) = [true]> then\n repeat (4)\n Extract Substring (data) [;]\n if <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\n end\n change [_i0 v] by (1)\n if <(_s0) = ((1) * (_s0))> then\n add ((1) * (_s0)) to [_currentplatform v]\n else\n add (_s0) to [_currentplatform v]\n end\n end\n add ((30) * (([sqrt v] of (((item (15) of [_currentplatform v]) * (item (15) of [_currentplatform v])) + (((item (16) of [_currentplatform v]) * (item (16) of [_currentplatform v])) + ((item (17) of [_currentplatform v]) * (item (17) of [_currentplatform v])))) ) / (item (14) of [_currentplatform v]))) to [3dquadmovement v]\n add (item (15) of [_currentplatform v]) to [3dquadmovement v]\n add (item (16) of [_currentplatform v]) to [3dquadmovement v]\n add (item (17) of [_currentplatform v]) to [3dquadmovement v]\n if <(item (15) of [_currentplatform v]) < [0]> then\n add ((_xmin) + (item (15) of [_currentplatform v])) to [3dquadboundx v]\n add (_xmax) to [3dquadboundx v]\n else\n add (_xmin) to [3dquadboundx v]\n add ((_xmax) + (item (15) of [_currentplatform v])) to [3dquadboundx v]\n end\n if <(item (16) of [_currentplatform v]) < [0]> then\n add ((_ymin) + (item (16) of [_currentplatform v])) to [3dquadboundy v]\n add (_ymax) to [3dquadboundy v]\n else\n add (_ymin) to [3dquadboundy v]\n add ((_ymax) + (item (16) of [_currentplatform v])) to [3dquadboundy v]\n end\n if <(item (17) of [_currentplatform v]) < [0]> then\n add ((_zmin) + (item (17) of [_currentplatform v])) to [3dquadboundz v]\n add (_zmax) to [3dquadboundz v]\n else\n add (_zmin) to [3dquadboundz v]\n add ((_zmax) + (item (17) of [_currentplatform v])) to [3dquadboundz v]\n end\n else\n add (_xmin) to [3dquadboundx v]\n add (_xmax) to [3dquadboundx v]\n add (_ymin) to [3dquadboundy v]\n add (_ymax) to [3dquadboundy v]\n add (_zmin) to [3dquadboundz v]\n add (_zmax) to [3dquadboundz v]\n add [_] to [3dquadmovement v]\n add [_] to [3dquadmovement v]\n add [_] to [3dquadmovement v]\n add [_] to [3dquadmovement v]\n end\n add (_xmin) to [3dquadboundx v]\n add (_xmax) to [3dquadboundx v]\n add (_ymin) to [3dquadboundy v]\n add (_ymax) to [3dquadboundy v]\n add (_zmin) to [3dquadboundz v]\n add (_zmax) to [3dquadboundz v]\nend\nadd [] to [textareas v]\nadd [] to [textareas v]\nadd [] to [textareas v]\nExtract Substring (data) [;]\nif <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\nend\nchange [_i0 v] by (1)\nrepeat (round (_s0))\n repeat (6)\n Extract Substring (data) [;]\n if <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\n end\n change [_i0 v] by (1)\n if <(_s0) = ((1) * (_s0))> then\n add ((1) * (_s0)) to [textareas v]\n else\n add (_s0) to [textareas v]\n end\n end\n Extract Substring (data) [;]\n if <(_i0) > (_len)> then\n Load Error []\n stop [this script v]\n end\n Unescape (_s0)\n add (_s1) to [textareas v]\n change [_i0 v] by (1)\nend\nCalculate Quad Slopes\nFind Death Barriers\nSort Quads By Area\n\ndefine Extract Substring (str) (sep)\nset [_s0 v] to []\nrepeat until <<(letter (_i0) of (str)) = (sep)> or <(_i0) > (_len)>>\n set [_s0 v] to (join (_s0) (letter (_i0) of (str)))\n change [_i0 v] by (1)\nend\n\ndefine Find Char (str) (ch)\nrepeat until <<(letter (_i0) of (str)) = (ch)> or <(_i0) > (_len)>>\n change [_i0 v] by (1)\nend\n\ndefine Load Error (message)\nif <(message) = []> then\n set [error v] to [Level Loading Error: Invalid Level Data]\nelse\n set [error v] to (join [Level Loading Error: ] (message))\nend\n\ndefine _getPlaneOfTri (x0) (y0) (z0) (x1) (y1) (z1) (x2) (y2) (z2)\nset [_planetype v] to [perp]\nset [_planeyslope v] to ((1) / (0))\nset [_planexslope v] to ((1) / (0))\nset [_planeorigin v] to [0]\nif <<([abs v] of ((x0) - (x1)) ) < [1e-7]> and <([abs v] of ((x1) - (x2)) ) < [1e-7]>> then\n stop [this script v]\nend\nif <<([abs v] of ((y0) - (y1)) ) < [1e-7]> and <([abs v] of ((y1) - (y2)) ) < [1e-7]>> then\n stop [this script v]\nend\nif <([abs v] of ((((x2) - (x0)) / ((x1) - (x0))) - (((y2) - (y0)) / ((y1) - (y0)))) ) < [1e-7]> then\n stop [this script v]\nend\nset [_planetype v] to [regular]\nset [_sys0 v] to ((round ((134217728) * ((x1) - (x0)))) / (134217728))\nset [_sys1 v] to ((round ((134217728) * ((y1) - (y0)))) / (134217728))\nset [_sys2 v] to ((round ((134217728) * ((z1) - (z0)))) / (134217728))\nset [_sys3 v] to ((round ((134217728) * ((x2) - (x0)))) / (134217728))\nset [_sys4 v] to ((round ((134217728) * ((y2) - (y0)))) / (134217728))\nset [_sys5 v] to ((round ((134217728) * ((z2) - (z0)))) / (134217728))\nif <<(_sys0) = [0]> or <(_sys3) = [0]>> then\n if <(_sys0) = [0]> then\n set [_planeyslope v] to ((_sys2) / (_sys1))\n set [_planexslope v] to (((_sys5) - ((_planeYSlope) * (_sys4))) / (_sys3))\n else\n set [_planeyslope v] to ((_sys5) / (_sys4))\n set [_planexslope v] to (((_sys2) - ((_planeYSlope) * (_sys1))) / (_sys0))\n end\nelse\n set [_planeorigin v] to ((-1) * ((_sys0) / (_sys3)))\n set [_sys3 v] to ((_planeOrigin) * (_sys3))\n set [_sys4 v] to ((_planeOrigin) * (_sys4))\n set [_sys5 v] to ((_planeOrigin) * (_sys5))\n set [_planeyslope v] to (((_sys2) + (_sys5)) / ((_sys1) + (_sys4)))\n set [_planexslope v] to (((_sys2) - ((_planeYSlope) * (_sys1))) / (_sys0))\nend\nset [_planeorigin v] to ((z0) - (((_planeXSlope) * (x0)) + ((_planeYSlope) * (y0))))\n\ndefine Unescape (string)\nset [_s1 v] to []\nset [_i4 v] to [1]\nset [_i6 v] to (length of (string))\nrepeat until <(_i4) > (_i6)>\n if <(letter (_i4) of (string)) = [_]> then\n set [_i5 v] to (item # of (join [_:] (letter ((_i4) + (1)) of (string))) in [char_escapes v])\n if <(_i5) = [0]> then\n set [_s1 v] to (join (_s1) (letter ((_i4) + (1)) of (string)))\n else\n set [_s1 v] to (join (_s1) (item ((_i5) - (1)) of [char_escapes v]))\n end\n change [_i4 v] by (2)\n else\n set [_s1 v] to (join (_s1) (letter (_i4) of (string)))\n change [_i4 v] by (1)\n end\nend\n\ndefine _sortQuads (lo) (hi)\nif <(hi) > (lo)> then\n _sortQuads (lo) ((round (((lo) + (hi)) / (2))) - (1))\n _sortQuads (round (((lo) + (hi)) / (2))) (hi)\n delete all of [_sorttmp v]\n set [_sort1 v] to ((round (((lo) + (hi)) / (2))) - (1))\n set [_sort3 v] to (hi)\n set [_sort0 v] to (lo)\n set [_sort2 v] to (round (((lo) + (hi)) / (2)))\n repeat until <<(_sort0) > (_sort1)> or <(_sort2) > (_sort3)>>\n if <(item (_sort2) of [_sortarea v]) > (item (_sort0) of [_sortarea v])> then\n add (item (_sort2) of [_sortid v]) to [_sorttmp v]\n add (item (_sort2) of [_sortarea v]) to [_sorttmp v]\n change [_sort2 v] by (1)\n else\n add (item (_sort0) of [_sortid v]) to [_sorttmp v]\n add (item (_sort0) of [_sortarea v]) to [_sorttmp v]\n change [_sort0 v] by (1)\n end\n end\n if <not <(_sort0) > (_sort1)>> then\n repeat (((_sort1) - (_sort0)) + (1))\n add (item (_sort0) of [_sortid v]) to [_sorttmp v]\n add (item (_sort0) of [_sortarea v]) to [_sorttmp v]\n change [_sort0 v] by (1)\n end\n end\n set [_sort0 v] to [1]\n set [_sort1 v] to (lo)\n repeat ((length of [_sorttmp v]) / (2))\n replace item (_sort1) of [_sortid v] with (item (_sort0) of [_sorttmp v])\n replace item (_sort1) of [_sortarea v] with (item ((_sort0) + (1)) of [_sorttmp v])\n change [_sort0 v] by (2)\n change [_sort1 v] by (1)\n end\nend\n\ndefine Sort Quads By Area\ndelete all of [_sortid v]\ndelete all of [_sortarea v]\n_sortAddQuad [1] (length of [3dquadtype v])\n_sortQuads [1] (length of [_sortid v])\ndelete all of [3dquadorder v]\nset [_sort0 v] to [1]\nrepeat (length of [_sortid v])\n add (item (_sort0) of [_sortid v]) to [3dquadorder v]\n change [_sort0 v] by (1)\nend\n\ndefine _sortAddQuad (lo) (hi)\nset [_sort0 v] to (round (((lo) + (hi)) / (2)))\nadd (_sort0) to [_sortid v]\nset [_id0 v] to ((4) * (_sort0))\nset [_sort1 v] to ([sqrt v] of ((((item ((_id0) - (2)) of [3dquadx v]) - (item ((_id0) - (3)) of [3dquadx v])) * ((item ((_id0) - (2)) of [3dquadx v]) - (item ((_id0) - (3)) of [3dquadx v]))) + ((((item ((_id0) - (2)) of [3dquady v]) - (item ((_id0) - (3)) of [3dquady v])) * ((item ((_id0) - (2)) of [3dquady v]) - (item ((_id0) - (3)) of [3dquady v]))) + (((item ((_id0) - (2)) of [3dquadz v]) - (item ((_id0) - (3)) of [3dquadz v])) * ((item ((_id0) - (2)) of [3dquadz v]) - (item ((_id0) - (3)) of [3dquadz v]))))) )\nset [_sort2 v] to ([sqrt v] of ((((item ((_id0) - (1)) of [3dquadx v]) - (item ((_id0) - (2)) of [3dquadx v])) * ((item ((_id0) - (1)) of [3dquadx v]) - (item ((_id0) - (2)) of [3dquadx v]))) + ((((item ((_id0) - (1)) of [3dquady v]) - (item ((_id0) - (2)) of [3dquady v])) * ((item ((_id0) - (1)) of [3dquady v]) - (item ((_id0) - (2)) of [3dquady v]))) + (((item ((_id0) - (1)) of [3dquadz v]) - (item ((_id0) - (2)) of [3dquadz v])) * ((item ((_id0) - (1)) of [3dquadz v]) - (item ((_id0) - (2)) of [3dquadz v]))))) )\nset [_sort3 v] to ([sqrt v] of ((((item ((_id0) - (3)) of [3dquadx v]) - (item ((_id0) - (1)) of [3dquadx v])) * ((item ((_id0) - (3)) of [3dquadx v]) - (item ((_id0) - (1)) of [3dquadx v]))) + ((((item ((_id0) - (3)) of [3dquady v]) - (item ((_id0) - (1)) of [3dquady v])) * ((item ((_id0) - (3)) of [3dquady v]) - (item ((_id0) - (1)) of [3dquady v]))) + (((item ((_id0) - (3)) of [3dquadz v]) - (item ((_id0) - (1)) of [3dquadz v])) * ((item ((_id0) - (3)) of [3dquadz v]) - (item ((_id0) - (1)) of [3dquadz v]))))) )\nset [_sort4 v] to (((_sort1) + ((_sort2) + (_sort3))) / (2))\nset [_sort4 v] to (round (((1e6) * ([sqrt v] of (((_sort4) * ((_sort4) - (_sort1))) * (((_sort4) - (_sort2)) * ((_sort4) - (_sort3)))) )) / (1e6)))\nif <not <(item (_id0) of [3dquadx v]) = [_]>> then\n set [_sort4 v] to ((2) * (_sort4))\nend\nadd (_sort4) to [_sortarea v]\nif <(lo) < (round (((lo) + (hi)) / (2)))> then\n _sortAddQuad (lo) ((round (((lo) + (hi)) / (2))) - (1))\nend\nif <(hi) > (round (((lo) + (hi)) / (2)))> then\n _sortAddQuad ((round (((lo) + (hi)) / (2))) + (1)) (hi)\nend\n\nwhen I receive [loadlevel v]\nLoad Level Data (LevelData)\nif <(Error) = [none]> then\n Update Graphics to Quality (3DQuality)\n if <(EditorMode) = [true]> then\n broadcast (initEditor v) and wait\n broadcast (editorLoop v)\n else\n broadcast (gameLoop v)\n end\nelse\n set [editormode v] to [false]\n broadcast (errorScreen v)\nend\n\nwhen I receive [mainmenu3d v]\nLoad Level Data [v1.0:day;0;0;0;0;7;bounce;20;-180;120;120;-180;100;20;-160;120;false;true;false;bounce;20;-160;120;120;-160;100;40;-160;220;false;true;false;bounce;20;-180;120;40;-180;220;20;-160;120;false;true;false;regular;90;-60;200;200;-60;220;90;-20;200;false;true;false;regular;100;-60;320;90;-60;200;100;-20;320;false;true;false;regular;90;-20;200;200;-20;220;100;-20;320;false;true;false;goal;120;80;300;180;80;240;120;-20;300;false;true;false;0;]\nbroadcast (simple3D v) and wait\n\nwhen I receive [update3dquality v]\nUpdate Graphics to Quality (3DQuality)\n\nwhen I receive [updatelevelaftereditor v]\nCalculate Quad Slopes\nFind Death Barriers\nSort Quads By Area\n\ndefine Find Death Barriers\nset [deathbarrierbottom v] to (item (2) of [locationspawn v])\nset [deathbarriertop v] to (DeathBarrierBottom)\nset [_i0 v] to [1]\nrepeat (length of [3dquadtype v])\n if <(item (_i0) of [3dquadboundy v]) < (DeathBarrierBottom)> then\n set [deathbarrierbottom v] to (item (_i0) of [3dquadboundy v])\n end\n if <(item ((_i0) + (1)) of [3dquadboundy v]) > (DeathBarrierTop)> then\n set [deathbarriertop v] to (item ((_i0) + (1)) of [3dquadboundy v])\n end\n change [_i0 v] by (4)\nend\nchange [deathbarrierbottom v] by (-250)\nchange [deathbarriertop v] by (250)\n\ndefine Calculate Quad Slopes\ndelete all of [3dquadslope v]\nset [_i0 v] to [1]\nrepeat (length of [3dquadtype v])\n if <(item ((_i0) + (3)) of [3dquadx v]) = [_]> then\n _getPlaneOfTri (item (_i0) of [3dquadx v]) (item (_i0) of [3dquadz v]) (item (_i0) of [3dquady v]) (item ((_i0) + (1)) of [3dquadx v]) (item ((_i0) + (1)) of [3dquadz v]) (item ((_i0) + (1)) of [3dquady v]) (item ((_i0) + (2)) of [3dquadx v]) (item ((_i0) + (2)) of [3dquadz v]) (item ((_i0) + (2)) of [3dquady v])\n else\n _getPlaneOfTri (item (_i0) of [3dquadx v]) (item (_i0) of [3dquadz v]) (item (_i0) of [3dquady v]) (item ((_i0) + (1)) of [3dquadx v]) (item ((_i0) + (1)) of [3dquadz v]) (item ((_i0) + (1)) of [3dquady v]) (item ((_i0) + (3)) of [3dquadx v]) (item ((_i0) + (3)) of [3dquadz v]) (item ((_i0) + (3)) of [3dquady v])\n end\n add (_planeXSlope) to [3dquadslope v]\n add [_] to [3dquadslope v]\n add (_planeYSlope) to [3dquadslope v]\n if <<(_planeXSlope) = ((1) / (0))> or <(_planeYSlope) = ((1) / (0))>> then\n add ((1) / (0)) to [3dquadslope v]\n else\n if <(_planeXSlope) = [0]> then\n add ([abs v] of (_planeYSlope) ) to [3dquadslope v]\n else\n if <(_planeYSlope) = [0]> then\n add ([abs v] of (_planeXSlope) ) to [3dquadslope v]\n else\n set [_i1 v] to ((_planeYSlope) / (_planeXSlope))\n add ((([abs v] of (_planeXSlope) ) + ([abs v] of ((_i1) * (_planeYSlope)) )) / ([sqrt v] of ((1) + ((_i1) * (_i1))) )) to [3dquadslope v]\n end\n end\n end\n change [_i0 v] by (4)\nend\n\n@Cloud\n\nwhen I receive [submittime v]\nif <not <(cloudAction) = [none]>> then\n wait (2) seconds\n stop [other scripts in sprite v]\nend\nset [cloudaction v] to [submit]\nSubmit Time (SubmitLevel) (levelTime) (username)\nset [cloudaction v] to [none]\n\ndefine Reset Cloud Data\nif <(username) = [-Rex-Test-]> then\n set [_i0 v] to (join [0000000000000000000000000000000000000000] (join [99999999999] [0000000000000]))\n set [_i1 v] to (join (join (_i0) (_i0)) (join (_i0) (_i0)))\n set [☁ cloudlock v] to [1]\n wait (0.11) seconds\n set [☁ cloud0 v] to (_i1)\n wait (0.11) seconds\n set [☁ cloud1 v] to (_i1)\n wait (0.11) seconds\n set [☁ cloud2 v] to (_i1)\n wait (0.11) seconds\n set [☁ cloud3 v] to (_i1)\n wait (0.11) seconds\n set [☁ cloud4 v] to (_i1)\n wait (0.11) seconds\n set [☁ cloud5 v] to (_i1)\n wait (0.11) seconds\n set [☁ cloud6 v] to (_i1)\n wait (0.11) seconds\n set [☁ cloud7 v] to (_i1)\n wait (0.11) seconds\n set [☁ cloud8 v] to (_i1)\n wait (0.11) seconds\n set [☁ cloudlock v] to [0]\nend\n\ndefine Load Data (data)\nif <not <(length of (data)) = [256]>> then\n set [error v] to [Cloud Error: Cannot Parse Cloud Data]\n stop [this script v]\nend\nset [_i0 v] to [1]\nrepeat (4)\n set [_s0 v] to []\n repeat (20)\n switch costume to ((join (letter (_i0) of (data)) (letter ((_i0) + (1)) of (data))) + (1))\n if <(costume [number v]) > [1]> then\n set [_s0 v] to (join (_s0) (letter (1) of (costume [name v])))\n end\n change [_i0 v] by (2)\n end\n add (_s0) to [cloud | names v]\n set [_s0 v] to []\n repeat (11)\n set [_s0 v] to (join (_s0) (letter (_i0) of (data)))\n change [_i0 v] by (1)\n end\n Parse to Float (_s0)\n add (_out0) to [cloud | scores v]\n set [_s0 v] to []\n repeat (13)\n set [_s0 v] to (join (_s0) (letter (_i0) of (data)))\n change [_i0 v] by (1)\n end\n add ((1) * (_s0)) to [cloud | wins v]\nend\n\ndefine Serialize Float (num)\nif <<(num) = [0]> or <(num) = ((0) / (0))>> then\n set [_out0 v] to [00000000000]\n stop [this script v]\nend\nif <(num) = ((1) / (0))> then\n set [_out0 v] to [99999999999]\n stop [this script v]\nend\nif <(num) = ((-1) / (0))> then\n set [_out0 v] to [99999999499]\n stop [this script v]\nend\nset [_i1 v] to ([floor v] of ([log v] of ([abs v] of (num) ) ) )\nif <([abs v] of (num) ) < (join [1e] ((_i1) + (1)))> then\n if <([abs v] of (num) ) < (join [1e] (_i1))> then\n change [_i1 v] by (-1)\n end\nelse\n change [_i1 v] by (1)\nend\nif <(_i1) < [-250]> then\n set [_out0 v] to [00000000000]\n stop [this script v]\nend\nif <(_i1) > [249]> then\n if <(num) > [0]> then\n set [_out0 v] to [99999999999]\n else\n set [_out0 v] to [99999999499]\n end\n stop [this script v]\nend\nset [_i2 v] to (round ((1e7) * (([abs v] of (num) ) / (join [1e] (_i1)))))\nif <(length of (_i2)) > [8]> then\n set [_i2 v] to [99999999]\nend\nrepeat ((8) - (length of (_i2)))\n set [_i2 v] to (join (_i2) [0])\nend\nchange [_i1 v] by (250)\nif <(num) > [0]> then\n change [_i1 v] by (500)\nend\nif <(length of (_i1)) > [3]> then\n set [_i1 v] to [999]\nend\nrepeat ((3) - (length of (_i1)))\n set [_i1 v] to (join [0] (_i1))\nend\nset [_out0 v] to (join (_i2) (_i1))\n\ndefine Parse to Float (str)\nif <(str) = [00000000000]> then\n set [_out0 v] to ((1) * (0))\n stop [this script v]\nend\nif <(str) = [99999999999]> then\n set [_out0 v] to ((1) / (0))\n stop [this script v]\nend\nif <(str) = [99999999499]> then\n set [_out0 v] to ((-1) / (0))\n stop [this script v]\nend\nset [_i1 v] to ((1) * (join (letter (9) of (str)) (join (letter (10) of (str)) (letter (11) of (str)))))\nset [_i2 v] to ((join (join (join (letter (1) of (str)) (letter (2) of (str))) (join (letter (3) of (str)) (letter (4) of (str)))) (join (join (letter (5) of (str)) (letter (6) of (str))) (join (letter (7) of (str)) (letter (8) of (str))))) / (1e7))\nif <(_i1) < [500]> then\n set [_i2 v] to ((-1) * (_i2))\nelse\n change [_i1 v] by (-500)\nend\nchange [_i1 v] by (-250)\nset [_out0 v] to ((_i2) * (join [1e] (_i1)))\n\nwhen I receive [loadclouddata v]\ndelete all of [cloud | names v]\ndelete all of [cloud | scores v]\ndelete all of [cloud | wins v]\nLoad Data (☁ Cloud0)\nLoad Data (☁ Cloud1)\nLoad Data (☁ Cloud2)\nLoad Data (☁ Cloud3)\nLoad Data (☁ Cloud4)\nLoad Data (☁ Cloud5)\nLoad Data (☁ Cloud6)\nLoad Data (☁ Cloud7)\nLoad Data (☁ Cloud8)\n\nwhen flag clicked\nhide\nset [cloudaction v] to [none]\nstop [other scripts in sprite v]\nif <<(username) = [-Rex-]> and <(☁ CloudLock) = [-1]>> then\n set [☁ cloudlock v] to [0]\nend\n\ndefine Serialize List (lo) (hi)\nset [_out1 v] to []\nset [_i0 v] to (lo)\nrepeat (((hi) - (lo)) + (1))\n Serialize Username (item (_i0) of [cloud | names v])\n set [_out1 v] to (join (_out1) (_user))\n Serialize Float (item (_i0) of [cloud | scores v])\n set [_out1 v] to (join (_out1) (_out0))\n Serialize Num (item (_i0) of [cloud | wins v])\n set [_out1 v] to (join (_out1) (_out0))\n change [_i0 v] by (1)\nend\n\ndefine Serialize Num (num)\nset [_out0 v] to (round (num))\nif <(_out0) < [0]> then\n set [_out0 v] to [0]\nend\nif <(length of (_out0)) > [13]> then\n set [_out0 v] to [9999999999999]\nend\nrepeat ((13) - (length of (_out0)))\n set [_out0 v] to (join [0] (_out0))\nend\nset [_out0 v] to (join [] (_out0))\n\ndefine Submit Time (level) (time) (name)\nset [error v] to [none]\nif <<(level) < [1]> or <(level) > (length of [mainlevels v])>> then\n set [error v] to [Cloud Error: Level Does Not Exist]\n stop [this script v]\nend\nif <(time) < [0]> then\n set [error v] to [Cloud Error: Invalid Completion Time]\n stop [this script v]\nend\nif <<(name) = []> or <(☁ CloudLock) = [-1]>> then\n set [error v] to [Cloud Error: Unable To Access Cloud Data]\n stop [this script v]\nend\nrepeat (10)\n Serialize Username (name)\n set [_previous v] to (☁ CloudLock)\n repeat until <(_previous) = [0]>\n wait (1.5) seconds\n if <(☁ CloudLock) = (_previous)> then\n set [_previous v] to [0]\n else\n set [_previous v] to (☁ CloudLock)\n end\n end\n set [☁ cloudlock v] to (_user)\n if <(level) < [5]> then\n Load Data (☁ Cloud0)\n else\n if <(level) < [9]> then\n Load Data (☁ Cloud1)\n else\n if <(level) < [13]> then\n Load Data (☁ Cloud2)\n else\n if <(level) < [17]> then\n Load Data (☁ Cloud3)\n else\n if <(level) < [21]> then\n Load Data (☁ Cloud4)\n else\n if <(level) < [25]> then\n Load Data (☁ Cloud5)\n else\n if <(level) < [29]> then\n Load Data (☁ Cloud6)\n else\n if <(level) < [33]> then\n Load Data (☁ Cloud7)\n else\n if <(level) < [37]> then\n Load Data (☁ Cloud8)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(Error) = [none]>> then\n stop [this script v]\n end\n set [_i0 v] to ((((level) - (1)) mod (4)) + (1))\n if <(time) < (item (_i0) of [cloud | scores v])> then\n replace item (_i0) of [cloud | scores v] with (time)\n replace item (_i0) of [cloud | names v] with (name)\n end\n replace item (_i0) of [cloud | wins v] with ((item (_i0) of [cloud | wins v]) + (1))\n Serialize List [1] [4]\n if <not <(length of (_out1)) = [256]>> then\n set [error v] to [Cloud Error: Data To Upload Is Corrupt]\n stop [this script v]\n end\n wait (1) seconds\n Serialize Username (name)\n if <(☁ CloudLock) = (_user)> then\n if <(level) < [5]> then\n set [☁ cloud0 v] to (_out1)\n else\n if <(level) < [9]> then\n set [☁ cloud1 v] to (_out1)\n else\n if <(level) < [13]> then\n set [☁ cloud2 v] to (_out1)\n else\n if <(level) < [17]> then\n set [☁ cloud3 v] to (_out1)\n else\n if <(level) < [21]> then\n set [☁ cloud4 v] to (_out1)\n else\n if <(level) < [25]> then\n set [☁ cloud5 v] to (_out1)\n else\n if <(level) < [29]> then\n set [☁ cloud6 v] to (_out1)\n else\n if <(level) < [33]> then\n set [☁ cloud7 v] to (_out1)\n else\n if <(level) < [37]> then\n set [☁ cloud8 v] to (_out1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n set [☁ cloudlock v] to [0]\n stop [this script v]\n end\nend\nset [error v] to [Cloud Error: Unable To Acquire Lock]\n\nwhen I receive [getlevelstats v]\nif <not <(cloudAction) = [none]>> then\n wait (2) seconds\n stop [other scripts in sprite v]\nend\nset [cloudaction v] to [getStats]\ndelete all of [levelstats v]\nGet Level Stats (CurrentLevel)\nif <(length of [levelstats v]) = [0]> then\n add [error] to [levelstats v]\nend\nset [cloudaction v] to [none]\n\ndefine Get Level Stats (level)\nset [error v] to [none]\nif <<(level) < [1]> or <(level) > (length of [mainlevels v])>> then\n set [error v] to [Cloud Error: Level Does Not Exist]\n stop [this script v]\nend\nif <<(username) = []> or <(☁ CloudLock) = [-1]>> then\n set [error v] to [Cloud Error: Unable To Access Cloud Data]\n stop [this script v]\nend\ndelete all of [cloud | names v]\ndelete all of [cloud | scores v]\ndelete all of [cloud | wins v]\nif <(level) < [5]> then\n Load Data (☁ Cloud0)\nelse\n if <(level) < [9]> then\n Load Data (☁ Cloud1)\n else\n if <(level) < [13]> then\n Load Data (☁ Cloud2)\n else\n if <(level) < [17]> then\n Load Data (☁ Cloud3)\n else\n if <(level) < [21]> then\n Load Data (☁ Cloud4)\n else\n if <(level) < [25]> then\n Load Data (☁ Cloud5)\n else\n if <(level) < [29]> then\n Load Data (☁ Cloud6)\n else\n if <(level) < [33]> then\n Load Data (☁ Cloud7)\n else\n if <(level) < [37]> then\n Load Data (☁ Cloud8)\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <not <(Error) = [none]>> then\n stop [this script v]\nend\nset [_i0 v] to ((((level) - (1)) mod (4)) + (1))\nadd (item (_i0) of [cloud | scores v]) to [levelstats v]\nadd (item (_i0) of [cloud | names v]) to [levelstats v]\nadd (item (_i0) of [cloud | wins v]) to [levelstats v]\n\ndefine Serialize Username (username)\nset [_user v] to []\nset [_i1 v] to [1]\nrepeat (20)\n switch costume to (blank v)\n switch costume to (join (letter (_i1) of (username)) [_])\n set [_i2 v] to ((costume [number v]) - (1))\n if <(length of (_i2)) > [2]> then\n set [_i2 v] to [00]\n end\n repeat ((2) - (length of (_i2)))\n set [_i2 v] to (join [0] (_i2))\n end\n set [_user v] to (join (_user) (_i2))\n change [_i1 v] by (1)\nend\n\nwhen I receive [loadcloudall v]\nif <not <(cloudAction) = [none]>> then\n wait (2) seconds\n stop [other scripts in sprite v]\nend\nset [cloudaction v] to [loadAll]\nset [error v] to [none]\nif <<(username) = []> or <(☁ CloudLock) = [-1]>> then\n set [error v] to [Cloud Error: Unable To Access Cloud Data]\n set [cloudaction v] to [none]\n stop [this script v]\nend\ndelete all of [cloud | names v]\ndelete all of [cloud | scores v]\ndelete all of [cloud | wins v]\nLoad Data (☁ Cloud0)\nLoad Data (☁ Cloud1)\nLoad Data (☁ Cloud2)\nLoad Data (☁ Cloud3)\nLoad Data (☁ Cloud4)\nLoad Data (☁ Cloud5)\nLoad Data (☁ Cloud6)\nLoad Data (☁ Cloud7)\nLoad Data (☁ Cloud8)\nset [cloudaction v] to [none]\n\nReset Cloud Data\n\n
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Hero - A Platformer||Part 1 The Grasslands
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@Stage\n\nwhen flag clicked\nbroadcast (\[Intro\] Start Intro v)\n\nwhen flag clicked\nwait (8) seconds\nforever\n play sound [The Piano Moosic v] until done\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [sound v]) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@Player\n\nwhen I receive [reset v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-200) y: (40)\n\ndefine Engine\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1.5)\nend\nset [x vel v] to ((X Vel) * (.85))\nchange x by (X Vel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((X Vel) * (-1))\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 [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\nend\nchange [y vel v] by (-1)\nchange y by (Y Vel)\nif <touching (ground v)?> then\n change y by ((Y Vel) - ((Y Vel) * (2)))\n set [y vel 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\nend\nchange y by (-1)\nif <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y vel v] to [15]\nend\nchange y by (1)\nif <touching (flag v)?> then\n change [level v] by (1)\n broadcast (Next v)\n broadcast (Reset v)\n start sound [Ding v]\nend\nif <touching (danger v)?> then\n start sound [Death v]\n broadcast (Reset v)\nend\n\nwhen I receive [play v]\nset volume to (100) %\nshow\nswitch backdrop to (sunset v)\nbroadcast (Reset v)\nset [level v] to [1]\nforever\n Engine\nend\n\nwhen flag clicked\nhide variable [cloneid v]\nhide variable [spin v]\nhide variable [level v]\nhide variable [x vel v]\nhide variable [y vel v]\nhide\nbroadcast (Reset v)\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Trail\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nforever\n go to (player v)\n switch costume to ([costume # v] of [player v])\n create clone of (_myself_ v)\nend\n\n@Background\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Intro \n\nwhen I start as a clone\nif <(Clone ID) = [Box]> then\n switch costume to (box v)\n point in direction (180)\n set [ghost v] effect to (50)\n set [brightness v] effect to (100)\n set size to (15) %\n show\n go to x: ((Var 1) * (40)) y: (-190)\n go to [front v] layer\n repeat until <(y position) > (((Var 2) * (40)) - (1))>\n change y by (((((Var 2) * (40)) + (2)) - (y position)) / (5))\n end\n set y to ((Var 2) * (40))\n repeat until <(size) > [89]>\n change size by (((91) - (size)) / (5))\n turn right (((180) - (direction)) / (5)) degrees\n change [ghost v] effect by (-5)\n end\n set size to (90) %\n set [ghost v] effect to (0)\n point in direction (180)\n wait (1) seconds\n repeat (30)\n turn right (7) degrees\n change [ghost v] effect by (4)\n change size by (-4)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow]> then\n set [ghost v] effect to (0)\n set size to (185) %\n switch costume to (arrow v)\n show\n go to x: (0) y: (-70000000)\n Smooth Glide x: [0] y: [-250] speed: [9] [0]\n wait until <(timer) > [3.5]>\n delete this clone\nend\nif <(Clone ID) = [Letter]> then\n wait until <(timer) > [2]>\n if <((Length) / (3)) > (#)> then\n wait (0.25) seconds\n else\n if <(((Length) / (3)) + ((Length) / (3))) > (#)> then\n wait (0.6) seconds\n else\n if <((Length) + (1)) > (#)> then\n wait (1) seconds\n end\n end\n end\n go to [front v] layer\n show\n set size to (Size) %\n set [ghost v] effect to (0)\n go to x: (x position) y: (300)\n Smooth Glide x: (x position) y: [0] speed: [3] []\n wait until <(timer) > [3.5]>\n delete this clone\nend\nif <(Clone ID) = [Logo]> then\n wait until <(timer) > [3.5]>\n Clone Particles\n show\n switch costume to (logo v)\n go to x: (0) y: (0)\n set size to (0) %\n Bounce with (75) , (10) and (100)\n wait until <(timer) > [5.7]>\n Clone Particles\n point in direction (90)\n set [var 1 v] to [5]\n turn right (2) degrees\n repeat until <(round (direction)) = [90]>\n go to [front v] layer\n point in direction ((([tan v] of (Var 1) ) * (10)) + (90))\n change [var 1 v] by (4)\n end\n point in direction (90)\n Clone Particles\n set [var 1 v] to [10]\n repeat (33)\n change y by ((0) - (Var 1))\n change size by (((Var 1) - (10)) / (5))\n change [var 1 v] by (-1)\n end\n delete this clone\nend\nif <(Clone ID) = [Letter 1]> then\n wait until <(timer) > [6]>\n wait ((#) / (Length)) seconds\n go to [front v] layer\n set size to (Size) %\n show\n set [var 1 v] to (x position)\n go to x: (300) y: (-130)\n Smooth Glide x: (Var 1) y: [-130] speed: [5] [0]\n wait (0.5) seconds\n Smooth Glide x: [-230] y: [-130] speed: [5] [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Back]> then\n set [color v] effect to (0)\n switch costume to (back v)\n set size to (2000) %\n show\n go to [back v] layer\n go to x: (0) y: (0)\n wait until <(timer) > [3]>\n switch costume to (back 2 v)\n set [color v] effect to (-60)\n repeat until <(timer) > [10.3]>\n repeat (16)\n change y by (4)\n change x by (-4)\n end\n go to x: (0) y: (0)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ghost]> then\n wait until <(timer) > [3]>\n switch costume to (ghost v)\n set size to (2000) %\n show\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\n wait until <(timer) > [10.3]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n set [color v] effect to (pick random (110) to (130))\n go to [back v] layer\n go [forward v] (2) layers\n set [var 1 v] to (pick random (10) to (15))\n set [var 2 v] to (pick random (2) to (7))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n end\n repeat (10)\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (15) degrees\nend\npoint in direction (90)\n\ndefine Clone Row of Boxes\nset [brightness v] effect to (10)\nrepeat (9)\n create clone of (_myself_ v)\n change [var 2 v] by (-1)\n change [brightness v] effect by (-2)\nend\n\ndefine Bounce with (bounciness) , (speed) and (finishing size)\nset [var 1 v] to [0]\nrepeat until <<(finishing size) = (size)> and <(Var 1) = (size)>>\n set [var 2 v] to (((Var 2) * ((bounciness) / (100))) + (((finishing size) - (size)) * ((speed) / (20))))\n set [var 1 v] to (size)\n change size by (Var 2)\nend\nset size to (finishing size) %\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed) (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n change [ghost v] effect by (ghost)\nend\ngo to x: (x) y: (y)\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (master v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [length v] to (length of (text))\nrepeat (length of (text))\n reset timer\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n wait (speed) seconds\nend\n\ndefine Setup Lists\ndelete all of [character widths v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [10] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((size) / (7))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\nend\nif <(Width) > [400]> then\n change [size v] by (-1)\nend\nif <(Width) < [390]> then\n change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > (SizeLimit)>>\n reset timer\n set [width v] to [0]\n set [# v] to [1]\n repeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n end\n if <(Width) > [400]> then\n change [size v] by (-1)\n end\n if <(Width) < [390]> then\n change [size v] by (1)\n end\n if <(Size) > ((SizeLimit) + (1))> then\n set [size v] to ((SizeLimit) - (10))\n end\nend\nset [x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nFind Size (text) (size)\nType: System (text) (X) (y) (Size) (color) (brightness) (speed)\n\nwhen I receive [\[intro\] start intro v]\nset [username v] to [coolcoder]\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nSetup Lists\nset [sizelimit v] to [400]\nset [clone id v] to [Letter]\nType (Username) [0] [0] [0] [0] [100] [0]\nset [sizelimit v] to [150]\nset [clone id v] to [Letter 1]\nType (Username) [0] [-100] [0] [0] [100] [0]\nreset timer\nstart sound [JJD - Velocity v]\nhide\npoint in direction (90)\nclear graphic effects\nset [clone id v] to [Arrow]\nrepeat (5)\n set [brightness v] effect to (10)\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Ghost]\ncreate clone of (_myself_ v)\nwait until <(timer) > [9]>\nset [var 1 v] to [-6]\nhide\nset size to (90) %\nswitch costume to (box v)\ngo to x: (-220) y: (160)\nset [clone id v] to [Box]\nrepeat (13)\n set [var 2 v] to [4]\n Clone Row of Boxes\n change [var 1 v] by (1)\nend\nwait until <(timer) > [10.7]>\nbroadcast (Play v)\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (36) y: (28)\nset rotation style [don't rotate v]\nforever\n switch costume to (Level)\nend\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (36) y: (28)\nforever\n switch costume to (Level)\n if <(Level) = [12]> then\n hide\n else\n show\n end\nend\n\n@Love, Fav, and Follow\n\nwhen I receive [play v]\nhide\ngo to x: (-130) y: (-212)\nforever\n wait (pick random (8) to (14)) 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\nend\n\nwhen flag clicked\nhide\n\n@Sound\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (sound v)\nelse\n switch costume to (no sound v)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (105) %\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (-115) y: (-150)\nforever\n go to [front v] layer\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (105) %\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [play v]\nset size to (100) %\nshow\ngo to x: (-189) y: (-150)\nforever\n go to [front v] layer\n if <(Level) = [12]> then\n hide\n else\n show\n end\nend\n\n@Flash\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [next v]\nset [ghost v] effect to (100)\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (.01) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n set [ghost v] effect to (100)\nend\n\n
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Welcome to Hero - A Platformer!\n\nSee the series https://scratch.mit.edu/studios/31384744.\n\nInstructions:\nArrow Keys or WASD to move.\nS or Down Arrow to crouch.\n\nPlease heart and fave because I spent a good deal of time on this. I really want it to get top loved or something.\n\nPart 1: The Grasslands(Shared)\nPart2: The Desert(Shared)\nPart 3: The Cave(Shared)\nPart 4: Winter World(Shared)\nPart 5: Lava Land(Shared)\nPart 6: Hero Unblocked(Shared)\n\nCredits:\n@talexat for green flag + mute and skip buttons.\n@twonerds for his amazing intro template.\n@TrentonTNT for love, fave, and follow art.\n@coolcoder1213 for the rest.\n\nThat concludes everything. Now, go win!!!\n\nJust A Couple Of Tags:\n#art\n#music\n#games\n#all\n#coolcoder1213\n#platformer\n#supercoolproject\n#griffpatch\n#trending\n#sus\n#part1\n\n4/1/22 #44 on trending thanks guys. 3rd Page.\n\n4/1/22 Reshared Because I Clicked the Wrong Button \nLOL\n\n4/2/22 #43 on trending!\n\n4/4/22 #20 on trending! Second page!!!\nCAN WE GET FIRST PAGE?!?\nI get like 9 messages a minute.\n\n4/6/22 #20 on trending again. Top loved!!! Top Remixed!!!\nI woke up to over 630 messages. 15,000 + views. Thanks!!!\n\nSometime later: 1,000 + messages!!! About 60,00 views!!!\n\n\n\n\n\n\n\nGuys, check out @Ninja9172 and @CodeCool559. Those are my irl friends.
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Angel And Devil Platformer!
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@Stage\n\nwhen [space v] key pressed\nif <(username) = [Ibbytje]> then\n ask [Which level would you like to go to Ibbytje?] and wait\n if <<(answer) < [11]> and <(answer) > [0]>> then\n set [level v] to (answer)\n end\nend\n\nwhen [l v] key pressed\nshow variable [level v]\nshow variable [x velocity v]\nshow variable [y velocity v]\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [level v]\nhide variable [x velocity v]\nhide variable [y velocity v]\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (game v)\nbroadcast (Bug Run. v)\nwait until <(Level) = [10]>\nswitch backdrop to (victory! v)\n\ndefine Start Over!\nask [Are you sure you want to quit? \(Say yes or no.\)] and wait\nif <<(answer) = [Yes]> or <(answer) = [No]>> then\n if <(answer) = [Yes]> then\n stop [all v]\n end\nelse\n Start Over!\nend\n\nwhen [q v] key pressed\nStart Over!\n\nwhen [u v] key pressed\nset volume to (100) %\n\nwhen flag clicked\nplay sound [Faded v] until done\n\n@Thumbnail\n\nwhen flag clicked\nbroadcast (Bug Run. v)\nwait (0.6) seconds\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Angel\n\nwhen I start as a clone\nrepeat (20)\n switch costume to (trail v)\n change [ghost v] effect by (10)\n change size by (-7)\nend\ndelete this clone\n\ndefine Controls\ngo to x: (-190) y: (-89)\nswitch costume to (normal v)\nset size to (70) %\nforever\n create clone of (_myself_ 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 velocity 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 velocity 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 velocity v] to ((x velocity) * (0.9))\n change x by (x velocity)\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 (-5)\n change x by ((x velocity) * (-1))\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [14]\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 by (-1)\n if <touching (ground v)?> then\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [13]\n end\n end\n change y by (1)\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) * (-1))\n set [y velocity v] to [0]\n end\n if <<(x position) > [240]> and <not <(Level) = [10]>>> then\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-190) y: (-89)\n end\n if <(y position) < [-170]> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-190) y: (-89)\n end\n if <<<touching (danger v)?> or <touching (devil v)?>> or <touching (giant saw v)?>> then\n start sound [Die v]\n wait (1) seconds\n go to x: (-190) y: (-89)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <key (r v) pressed?> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-190) y: (-89)\n end\nend\n\ndefine Clones\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (normal v)\n end\n end\n end\n end\n end\n if <<<touching (danger v)?> or <touching (devil v)?>> or <touching (giant saw v)?>> then\n repeat until <<<(x velocity) = [0]> and <(y velocity) = [0]>> and <<(x position) = [-190]> and <(y position) = [-89]>>>\n switch costume to (dead v)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Bug Run. v)\nControls\n\nwhen flag clicked\nClones\n\n@Devil\n\nwhen I receive [bug run. v]\nshow\ngo to x: (59) y: (-90)\nforever\n glide (1) secs to x: (-50) y: (-90)\n switch costume to (right v)\n glide (1) secs to x: (100) y: (-90)\n switch costume to (left v)\nend\n\nwhen I receive [bug run. v]\nforever\n if <<(Level) = [2]> or <(Level) > [2]>> then\n hide\n stop [other scripts in sprite v]\n broadcast (Hidden v)\n stop [this script v]\n end\nend\n\n@Angel Background\n\nwhen flag clicked\nbroadcast (Bug Run. v)\nforever\n go to (angel v)\n go to [back v] layer\nend\n\n@Devil Background\n\nwhen I receive [hidden v]\nhide\n\nwhen I receive [bug run. v]\nshow\nforever\n go to (devil v)\n go to [back v] layer\nend\n\n@Ground\n\nwhen flag clicked\nbroadcast (Bug Run. v)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nbroadcast (Bug Run. v)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Giant Saw\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n else\n hide\n end\n turn right (13) degrees\nend\n\n
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Hello Guys!\nIm Jojuk_Adam And This İs Angel And Devil Platformer!\nİf You Like I Do Second Part But İf They 70 Hearts 65 Stars Come I Do Second Angel And Devil Platformer!
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Minecraft Platformer ~効果がついていく世界~ #games #furufuruz
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@Stage\n\nwhen I receive [準備 v]\nset [ghost v] effect to (80)\nrepeat (20)\n change [ghost v] effect by (-4)\nend\n\n@STAGE\n\nwhen flag clicked\nhide variable [実況 v]\nhide\nset [回数 v] to [0]\nset [1 v] to [1]\nswitch costume to (grass6 v)\nhide\n\nwhen I receive [start v]\nset [大きさ v] to [0]\nset [倒したゾンビ v] to [0]\nset [消えろ v] to [1]\nif < (STAGE) contains [zonbi]?> then\n set [消えろ v] to [0]\n repeat (回数)\n create clone of (zonbi v)\n end\nend\nset [おさ v] to (1)\nshow\n\nwhen I receive [next v]\nwait (0.5) seconds\nnext costume\n\nwhen [timer v] > (0.01)\nhide variable [実況 v]\nhide\n\nwhen flag clicked\nforever\n set [stage v] to (costume [name v])\n if <(costume [number v]) = [4]> then\n set [回数 v] to [1]\n else\n if <(costume [number v]) = [8]> then\n set [回数 v] to [2]\n else\n if <(costume [number v]) = [9]> then\n set [回数 v] to [5]\n end\n end\n end\n if <(costume [number v]) = [10]> then\n wait until <(倒したゾンビ) = [5]>\n switch costume to (3 v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [game over v]\nif <(gamemode) = (1)> then\n\nswitch costume to (zonbi v)\n\n@furufuruz\n\nwhen I receive [entry v]\nshow\nset [ghost v] effect to (0)\ngo to x: () y: ()\nswitch costume to (コスチューム10 v)\nrepeat (9)\n wait (0.01) seconds\n next costume\nend\nbroadcast (CLONE v)\nwait (1) seconds\nrepeat (9)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n change [ghost v] effect by (11)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nswitch costume to (pick random (11) to (12))\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <[-170] > (y position)>\n turn right (3) degrees\n change y by (-7)\nend\ndelete this clone\n\nwhen I receive [clone v]\nrepeat (30)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\nwait (1.7) seconds\nbroadcast (準備 v)\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [準備 v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [start v]\nswitch backdrop to (背景2 v)\n\n@NEXT\n\nwhen I receive [next v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (480) y: (0)\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait (0.7) seconds\nbroadcast (START v)\nglide (0.5) secs to x: (-480) y: (0)\ndelete this clone\n\n@Steve\n\nwhen flag clicked\nhide variable [実況 v]\nhide\nif <(username) = []> then\nelse\n broadcast (ENTRY v)\nend\n\nwhen I receive [start v]\nset [倒したゾンビ v] to [0]\nset [xv v] to [0]\nset [重力 v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (-30)\nset [ghost v] effect to (0)\nset size to (100) %\npoint in direction (90)\nshow\nforever\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n 判定\n point in direction (-90)\n else\n 判定\n change [xv v] by (1)\n point in direction (90)\n end\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n 判定\n if <touching (stage v)?> then\n change y by (1)\n 判定\n if <touching (stage v)?> then\n change y by (1)\n 判定\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n 判定\n change y by (1)\n if <touching (stage v)?> then\n 判定\n change y by (1)\n if <touching (stage v)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n 判定\n if <key (up arrow v) pressed?> then\n if <[0] < (xv)> then\n set [xv v] to (join [-] (speed))\n else\n set [xv v] to (speed)\n end\n set [重力 v] to [10]\n 判定\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n 判定\n if <<touching (stage v)?> and <key (up arrow v) pressed?>> then\n set [重力 v] to (最高ジャンプ高度)\n 判定\n end\n 判定\n if <touching color (#ffdf45)?> then\n end\n change y by (1)\n 判定\n change [重力 v] by (-1)\n change y by (重力)\n if <touching (stage v)?> then\n 判定\n change y by ((-1) * (重力))\n set [重力 v] to [0]\n end\n 判定\n if <[230] < (x position)> then\n 判定\n broadcast (NEXT v)\n stop [this script v]\n end\nend\n\nwhen I receive [game over v]\ngo to x: (-200) y: (-30)\nset [ghost v] effect to (100)\nif <(gamemode) = (1)> then\n wait (1) seconds\n broadcast (START v)\nelse\n show variable [実況 v]\n wait (3) seconds\n hide variable [実況 v]\n stop [all v]\nend\n\ndefine 判定\nif <<touching color (#fdfd53)?> or <<touching color (#e5991f)?> or <<touching color (#ac1400)?> or <<touching color (#c33703)?> or <<touching color (#d5640d)?> or <<touching (zonbi v)?> or <(y position) < [-160]>>>>>>> then\n if <touching (zonbi v)?> then\n set [実況 v] to [Steveはゾンビに殺害された]\n else\n set [実況 v] to [Steveは溶岩遊泳を試みた]\n end\n broadcast (GAME OVER v)\nend\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [start v]\nwait (0.5) seconds\nhide variable [実況 v]\n\nif then\n\nwhen flag clicked\nhide variable [実況 v]\n\nif <(gamemode) = (1)> then\n wait (1) seconds\n broadcast (START v)\nelse\n show variable [実況 v]\n wait (3) seconds\n hide variable [実況 v]\n stop [all v]\nend\n\nforever\n 判定\nend\n\nwhen I receive [start v]\n\n@effect\n\nwhen flag clicked\nset [最高ジャンプ高度 v] to [15]\nset [攻撃力 v] to [-1.4]\nset [speed v] to [7]\nhide\n\nwhen I receive [start v]\nforever\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n set size to (100) %\n if <([costume # v] of [stage v]) = [4]> then\n show\n switch costume to (跳躍 v)\n if <touching (steve v)?> then\n set [最高ジャンプ高度 v] to [20]\n hide\n repeat (10)\n change [ghost v] effect by (10)\n change size by (10)\n end\n stop [this script v]\n end\n else\n if <([costume # v] of [stage v]) = [8]> then\n show\n switch costume to (移動 v)\n if <touching (steve v)?> then\n set [speed v] to [10]\n hide\n stop [this script v]\n end\n else\n if <([costume # v] of [stage v]) = [9]> then\n show\n switch costume to (攻撃力 v)\n if <touching (steve v)?> then\n set [攻撃力 v] to [-2.4]\n hide\n stop [this script v]\n end\n else\n hide\n end\n end\n end\nend\n\n@zonbi\n\nwhen I start as a clone\ngo to x: (pick random (150) to (0)) y: (-108)\nshow\nset [zonbi_hp_clone v] to [10]\nset rotation style [left-right v]\nrepeat until <<<<(zonbi_hp_clone) < [1]> or <(消えろ) = (1)>> or <touching (steve v)?>> or <not < (STAGE) contains [zonbi]?>>>\n 向き判定\n if <touching (weapon v)?> then\n if <key (space v) pressed?> then\n set [color v] effect to (150)\n change [zonbi_hp_clone v] by (攻撃力)\n end\n else\n set [color v] effect to (0)\n end\nend\nif <(zonbi_hp_clone) < [1]> then\n change [倒したゾンビ v] by (1)\nend\ndelete this clone\n\nif <touching (steve v)?> then\n show variable [実況 v]\n set [実況 v] to [Steveはゾンビに殺害された]\nend\n\ndefine 向き判定\nif <(([x position v] of [steve v]) + (5)) < (x position)> then\n move (2) steps\n point in direction (-90)\n if <touching (steve v)?> then\n set [消えろ v] to [1]\n broadcast (GAME OVER v)\n repeat (10)\n delete this clone\n end\n end\nelse\n if <(x position) < (([x position v] of [steve v]) + (5))> then\n move (2) steps\n point in direction (90)\n else\n stop [this script v]\n end\nend\n\nset [消えろ v] to [1]\n\n@weapon\n\nwhen flag clicked\nhide\n\ndefine いつまでもついていきます\ngo to (steve v)\nif <([direction v] of [steve v]) = [90]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [start v]\nshow\nforever\n set rotation style [left-right v]\n いつまでもついていきます\n set size to (70) %\n switch costume to (stone_sword v)\n if <key (space v) pressed?> then\n set rotation style [all around v]\n switch costume to (stone_sword2 v)\n point in direction (90)\n repeat (10)\n turn right (36) degrees\n go to (steve v)\n end\n end\nend\n\nwhen I receive [game over v]\nhide\n\n@スプライト1\n\nwhen flag clicked\n\nhide\nforever\n if <([costume # v] of [stage v]) = [10]> then\n show\n wait until <(倒したゾンビ) = [5]>\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nset [倒したゾンビ v] to [0]\n\nwhen flag clicked\n\nwhen [timer v] > (0.01)\nhide variable [実況 v]\nhide\n\n@スプライト2\n\n@title\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\n\nwhen [timer v] > (0.01)\nswitch costume to (コスチューム2 v)\nshow\n\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\n\n@スプライト3\n\nwhen I receive [準備 v]\nshow\nrepeat until <(はじまた?) = [1]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\nset [gamemode v] to (costume [number v])\nhide\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nset [はじまた? v] to [0]\nhide\n\nwhen I receive [start v]\nset [はじまた? v] to [1]\nhide\n\nwhen I receive [準備 v]\nset [ghost v] effect to (80)\nshow\nrepeat (20)\n change [ghost v] effect by (-4)\nend\n\nset [ghost v] effect to (80)\nrepeat (20)\n change [ghost v] effect by (-4)\nend\n\nwhen [timer v] > (0.01)\nhide variable [実況 v]\nhide\n\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\n\n@スプライト4\n\nwhen flag clicked\nset [はじまた? v] to [0]\nhide\n\nwhen I receive [start v]\nset [はじまた? v] to [1]\nhide\n\nwhen I receive [準備 v]\nset [ghost v] effect to (80)\nshow\nrepeat (20)\n change [ghost v] effect by (-4)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [はじまた? v] to [1]\nhide\nbroadcast (ikou v)\n\nwhen [timer v] > (0.01)\nhide variable [実況 v]\nhide\n\nwhen I receive [ikou v]\nswitch backdrop to (背景1 v)\nwait (pick random (2) to (3)) seconds\nswitch backdrop to (背景4 v)\nwait (pick random (0.8) to (1)) seconds\nbroadcast (START v)\n\n
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このシリーズではスティーブが冒険していき、効果がついていきます。そのため未完成のネザー編もこの世界と少し繋がっていますのでぜひシリーズすべて楽しんでください。\n\n________________________\n難易度:復活あり :★★☆☆☆\n 死んだら即終了:★★★★☆\n_________________________\n@furufuruzのスタジオ以外のスタジオには、作品を入れないでください。\n傾向のったー2p!!!!!!\n⚠最後まで読まないと損します。⚠\n(English is below)\n矢印キーで操作。\nスペースキーで攻撃。\nゾンビの攻撃を食らったり、\n溶岩に当たるとゲームオーバー。1回も死んではいけない\nハードコアを再現してみました。\n※復活ありモードもあるよ\n気に入ってくださった方や楽しみな方、マイクラ好きな方は⭐と❤よろしくおねがいします!\n\nOperate with the arrow keys.\nEat zombie attacks,\nThe game is over when you hit the lava. Don't die even once\nI tried to reproduce the hardcore.\nIf you like it, enjoy it, or like Minecraft, please ⭐ and ❤.
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Relaxing Moonlight Platformer #All #Games
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@Stage\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-207) y: (-76)\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 velocity v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((X Velocity) * (-1))\n change y by (-5)\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [8]\n end\n set [y velocity v] to [12]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (levels 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 (levels v)?> then\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [13]\n end\n end\n change y by (1)\n if <(x position) = [243]> then\n go to x: (-216) y: (-76)\n broadcast (Next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-207) y: (-76)\n end\nend\n\nturn left (15) degrees\n\n@Levels\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@TN\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Danger\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sound\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [2019-04-26_-_Tranquility_-_www v] until done\nend\n\n
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check out this game https://scratch.mit.edu/projects/625633098\nIf you liked this platformer like and fav this project and help me get to the top loved projects pls.\nThank you guys for 1000+Views\n#All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All \n#All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All \n
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Neon a Platformer!! #all#Games#tutorials#stories
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@Stage\n\nwhen flag clicked\nplay sound [Vexento - Pixel Party v] until done\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (player v)\ngo to [front v] layer\ngo to x: (-200) y: (0)\nset size to (90) %\n\nforever\n wait (pick random (2) to (4)) seconds\n repeat (14)\n next costume\n end\n wait (pick random (0.3) to (0.5)) seconds\n repeat (14)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen flag clicked\nReset\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1)\n point in direction (-90)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching color (#00ff25)?> then\n change y by (2)\n if <touching color (#00ff25)?> then\n change y by (2)\n if <touching color (#00ff25)?> then\n change y by (2)\n if <touching color (#00ff25)?> then\n change x by ((0) - (X Velocity))\n change y by (-6)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching color (#00ff25)?> then\n change y by ((0) - (Y Velocity))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching color (#00ff25)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [y velocity v] to [14.39]\n end\n end\n change y by (1)\n if <touching (smasher v)?> then\n Reset\n end\n if <touching color (#00c1ff)?> then\n broadcast (Next Level v)\n Reset\n end\n if <touching color (#5200ff)?> then\n set [y velocity v] to [20]\n end\nend\n\ndefine Reset\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-200) y: (0)\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [die v]\nReset\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n Reset\n end\nend\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nset size to (40) %\n\n@watermark\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (50)\n glide (1) secs to x: (0) y: (43)\n glide (1) secs to x: (0) y: (-5)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (show follow v)\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [show follow v]\nshow\nforever\n repeat (6)\n wait (0.04) seconds\n next costume\n end\nend\n\nwhen [h v] key pressed\nhide\n\n
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──★∘∘∘★──\nHey there!! Welcome to Neon a Platformer! \nPart 2 - https://scratch.mit.edu/projects/628236517/\n#3 on stories\n#12 on games\n#15 on all\n\n→ Instructions!\n✎ Arrow keys, or WASD to move.\n\n✂Updatesˊˎ-\n\n\n✄Creditsˊˎ-\n✎Thanks to @Griffpatch \n✎Thanks to scratchteam for making Scratch! :D\n ♫Music - Vexento \n\n✄Moreˊˎ-\n✎ Love, Fav and follow @Scratcher_No-1 for Part 2!! if this will have 500 loves or fav then i will make part 2!! feel free to remix it!\nYou can advertise ONLY if you have followed me :) or you will be REPORTED!\n#1st on trending , #4 on popular!!\n\n✎ Updates - \n12/ 01 / 2022 - added watermark\n\n✎ Famous scratchers who loved/ fav or commented\n@-SuperFunnyAnimator- commented (6.2k+) :0\n\nBye! see yah!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1#all#games#art#animations#scratcher_no-1\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nnew project out! : https://scratch.mit.edu/projects/627018550/\n
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The Platformer
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@Stage\n\n@bulut\n\nwhen flag clicked\nwait (pick random (2) to (8)) seconds\nrepeat (4)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n go to (random position v)\n set [side v] to (pick random (1) to (2))\n show\n set [ghost v] effect to (pick random (20) to (25))\n go to [back v] layer\n switch costume to (pick random (1) to (2))\n if <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-290]>\n change x by (-0.5)\n end\n end\n if <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [270]>\n change x by (0.5)\n end\n create clone of (_myself_ v)\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n set [side v] to (pick random (1) to (2))\n show\n set [ghost v] effect to (pick random (20) to (25))\n go to [back v] layer\n switch costume to (pick random (1) to (2))\n if <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-290]>\n change x by (-0.5)\n end\n delete this clone\n end\n if <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [270]>\n change x by (0.5)\n end\n end\nend\n\n@lav\n\nwhen flag clicked\nforever\n glide (1) secs to x: (0) y: (30)\n glide (1) secs to x: (0) y: (-5)\nend\n\n@ağaç fln\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [yeah!! v]\nnext costume\n\n@Level\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (costume1 v)\n\nwhen I receive [yeah!! v]\nnext costume\n\n@oynucu\n\nwhen flag clicked\ngo to x: (-188) y: (120)\nset [x - vel 2 v] to [0]\nforever\n change y by (y - vel 2)\n change [y - vel 2 v] by (-1)\n change y by (-1)\n if <touching (level v)?> then\n set [y - vel 2 v] to ((y - vel 2) - ((y - vel 2) * (2)))\n set [y - vel 2 v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y - vel 2 v] by (10)\n end\n end\n change y by (1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x - vel 2 v] by (0.9)\n switch costume to (sağ v)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x - vel 2 v] by (-0.9)\n switch costume to (sol v)\n end\n end\n set [x - vel 2 v] to ((0.9) * (x - vel 2))\n change x by (x - vel 2)\n if <touching (level v)?> then\n change x by ((0) - (x - vel 2))\n end\nend\n\nwhen flag clicked\nset [x 1 v] to (x position)\nset [y 1 v] to (y position)\nforever\n if <touching (level v)?> then\n go to x: (X 1) y: (Y 1)\n else\n set [x 1 v] to (x position)\n set [y 1 v] to (y position)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (dikjen v)?> then\n go to x: (-188) y: (120)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n broadcast (yeah!! v)\n end\nend\n\nwhen I receive [yeah!! v]\ngo to x: (-188) y: (-61)\n\nwhen flag clicked\nforever\n if <touching (lav v)?> then\n go to x: (-188) y: (120)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\n@dikjen\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [yeah!! v]\nnext costume\n\n@kapak\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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sa \nBu Hesabın İlk Oyunu :)\n\nKalp yıldız atarmısın
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Billy's Quest #games#platformer#all
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@Stage\n\nwhen flag clicked\nset [time v] to [0]\nset [level v] to [1]\nset [coins v] to [0]\nset [death v] to [0]\nset [fall_in_water v] to [0]\nset [kills v] to [0]\nset [kill v] to [0]\nset [saw_touches v] to [0]\ndelete all of [collected v]\ndelete all of [checkpoints v]\ndelete all of [achievements v]\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide variable [mouse v]\nforever\n change [time v] by (1)\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll x)) (join [,] ((mouse y) + (Scroll y))))\nshow variable [mouse v]\n\nwhen I receive [start v]\nforever\n switch backdrop to (Level)\nend\n\nwhen I receive [start v]\nset volume to (50) %\nforever\n play sound [Super World v] until done\nend\n\nwhen I receive [start v]\nforever\n set [score v] to (round (((Coins) * (100)) - (time)))\n if <(Score) < [0]> then\n set [score v] to [0]\n end\nend\n\nwhen I receive [start v]\nforever\n if <not <(Level) = [4]>> then\n change [time v] by (1)\n wait (1) seconds\n else\n stop [this script v]\n end\nend\n\n@Blank\n\n@Player\n\nwhen I receive [start v]\nset [checkpoint x v] to [-199]\nset [checkpoint y v] to [-102]\nset size to (50) %\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Game On\nset [hurt v] to [No]\nset [health v] to [182]\nbroadcast (Transition_1 v)\nset [x v] to (Checkpoint x)\nset [y v] to (Checkpoint y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [falling? v] to [10]\npoint in direction (90)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <key (4 v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [sx v] by (-1.5)\nelse\n if <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <key (6 v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [sx v] by (1.5)\n else\n set [frames v] to [0]\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (8 v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(in air) < [4]> then\n set [sy v] to [12]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <(sy) > [-20]> then\n change [sy v] by (-1)\nend\nChange Player y by (sy)\nSet Costume\nDie\nPosition\nset [scroll x v] to (x)\nchange [scroll x v] by (round (((x) - (Scroll x)) / (10)))\nif <(Scroll x) > [6825]> then\n set [scroll x v] to [6825]\nend\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\nif <(x) < [-244]> then\n set [x v] to [-244]\nend\nif <(x) > [7068]> then\n set [finish v] to [Yes]\nend\nif <(Level) = [4]> then\n if <(Scroll x) > [0]> then\n set [scroll x v] to [0]\n end\n if <(x) > [244]> then\n set [x v] to [244]\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Tick\n Position\n broadcast (Tick v)\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nchange [falling? v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n set [falling? v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nchange [frames v] by (0.5)\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 (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game End\nrepeat (2)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nbroadcast (Transition_2 v)\nwait (1) seconds\nhide\n\ndefine Die\nif <touching (danger v)?> then\n set [finish v] to [Die]\nend\nif <touching (saw v)?> then\n if <(Hurt) = [No]> then\n set [hurt v] to [Yes]\n change [health v] by (20)\n end\nend\n\ndefine Game Con\ndelete all of [checkpoints v]\nset [checkpoint x v] to [-199]\nset [checkpoint y v] to [-102]\nchange [level v] by (1)\nGame On\n\nwhen I receive [bounce v]\nset [sy v] to [14]\n\nwhen I receive [start v]\nbroadcast (DeleteClone v) and wait\nbroadcast (CreateClone v) and wait\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <<(frames) = [0.5]> or <(frames) = [0]>> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((2) + ((frames) mod (15))) )\n end\nelse\n if <(sy) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (jump v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Hurt) = [Yes]> then\n repeat (10)\n set [brightness v] effect to (20)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\n end\n set [hurt v] to [No]\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [up v]\nset [sy v] to [16]\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level1_1 v)\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level2_1 v)\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level3_1 v)\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n else\n switch costume to (level4_1 v)\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (20)\n go to [back v] layer\n go [forward v] (1) layers\n point in direction ((([sin v] of ((Time) * (2)) ) * (2)) + (90))\nend\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y) type: (type)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (type)\ncreate clone of (_myself_ v)\nset [x v] to [-99999]\n\nwhen I receive [setup v]\nhide\nif <(Level) = [1]> then\n Clone at x: [72] y: [-274] type: [2]\n Clone at x: [1287] y: [-274] type: [2]\n Clone at x: [2261] y: [-274] type: [2]\n Clone at x: [2453] y: [-274] type: [2]\n Clone at x: [2645] y: [-274] type: [2]\n Clone at x: [3211] y: [-274] type: [2]\n Clone at x: [3915] y: [-274] type: [3]\n Clone at x: [4300] y: [-105] type: [2]\n Clone at x: [5840] y: [-110] type: [2]\n Clone at x: [5970] y: [-110] type: [2]\n Clone at x: [6109] y: [-110] type: [2]\n Clone at x: [6240] y: [-110] type: [2]\n Clone at x: [6745] y: [-170] type: [2]\nelse\n if <(Level) = [2]> then\n Clone at x: [530] y: [-205] type: [2]\n Clone at x: [1065] y: [-285] type: [3]\n Clone at x: [2336] y: [-230] type: [3]\n Clone at x: [2596] y: [-230] type: [3]\n Clone at x: [2860] y: [-230] type: [3]\n Clone at x: [4795] y: [-274] type: [2]\n Clone at x: [5550] y: [-205] type: [3]\n else\n if <(Level) = [3]> then\n Clone at x: [1356] y: [-274] type: [2]\n Clone at x: [3300] y: [-274] type: [2]\n Clone at x: [3776] y: [-170] type: [2]\n Clone at x: [4767] y: [-180] type: [2]\n Clone at x: [5720] y: [-274] type: [2]\n Clone at x: [5880] y: [-274] type: [2]\n Clone at x: [6088] y: [-280] type: [3]\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Checkpoint\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n set [checkpoint# v] to [1]\n Clone at x: [1525] y: [-90]\n set [checkpoint# v] to [2]\n Clone at x: [4506] y: [84]\nelse\n if <(Level) = [2]> then\n set [checkpoint# v] to [1]\n Clone at x: [1824] y: [-90]\n set [checkpoint# v] to [2]\n Clone at x: [4140] y: [-90]\n else\n if <(Level) = [3]> then\n set [checkpoint# v] to [1]\n Clone at x: [2114] y: [-90]\n set [checkpoint# v] to [2]\n Clone at x: [4529] y: [-90]\n end\n end\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <[checkpoints v] contains (checkpoint#)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n if <touching (player v)?> then\n if <not <[checkpoints v] contains (checkpoint#)?>> then\n set [checkpoint x v] to ((x) - (7))\n set [checkpoint y v] to ((y) - (13))\n broadcast (Checkpoint v)\n if <not <[checkpoints v] contains (checkpoint#)?>> then\n add (checkpoint#) to [checkpoints v]\n end\n end\n end\nend\n\n@Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level1_1 v)\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level2_1 v)\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level3_1 v)\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n Clone at x: [486] y: [0]\n else\n switch costume to (level4_1 v)\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Enemy\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y) speed: (speed) distance: (distance) type: (type)\nset [x v] to (x)\nset [y v] to (y)\nset [speed v] to (speed)\nset [distance v] to (distance)\nset [type v] to (type)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [time v] to [0]\nif <(Level) = [1]> then\n Clone at x: [527] y: [-40] speed: [2] distance: [55] type: [1]\n Clone at x: [937] y: [-30] speed: [2.5] distance: [50] type: [1]\n Clone at x: [1715] y: [-130] speed: [2] distance: [110] type: [1]\n Clone at x: [2974] y: [-130] speed: [2] distance: [110] type: [1]\n Clone at x: [2974] y: [-130] speed: [2] distance: [-110] type: [2]\n Clone at x: [3627] y: [-130] speed: [2] distance: [100] type: [1]\n Clone at x: [3627] y: [-130] speed: [2] distance: [-100] type: [2]\n Clone at x: [4778] y: [44] speed: [2] distance: [-150] type: [2]\n Clone at x: [4778] y: [44] speed: [2] distance: [150] type: [1]\n Clone at x: [4800] y: [44] speed: [1] distance: [300] type: [1]\n Clone at x: [5200] y: [-8] speed: [2] distance: [75] type: [1]\n Clone at x: [5200] y: [-8] speed: [2] distance: [-75] type: [2]\n Clone at x: [5400] y: [-44] speed: [2.5] distance: [75] type: [1]\n Clone at x: [6476] y: [-28] speed: [3] distance: [110] type: [1]\n Clone at x: [6476] y: [-28] speed: [3] distance: [-110] type: [2]\nelse\n if <(Level) = [2]> then\n Clone at x: [80] y: [-130] speed: [3] distance: [-110] type: [2]\n Clone at x: [80] y: [-130] speed: [3] distance: [110] type: [1]\n Clone at x: [350] y: [-62] speed: [3] distance: [70] type: [1]\n Clone at x: [1855] y: [-130] speed: [1] distance: [270] type: [1]\n Clone at x: [1855] y: [-130] speed: [1] distance: [-270] type: [2]\n Clone at x: [1680] y: [-130] speed: [2] distance: [90] type: [1]\n Clone at x: [1960] y: [-130] speed: [2] distance: [-90] type: [2]\n Clone at x: [3310] y: [10] speed: [2] distance: [-110] type: [2]\n Clone at x: [3310] y: [10] speed: [2] distance: [110] type: [1]\n Clone at x: [3857] y: [-130] speed: [1] distance: [240] type: [1]\n Clone at x: [3857] y: [-130] speed: [1] distance: [-240] type: [2]\n Clone at x: [4417] y: [-130] speed: [1] distance: [-240] type: [2]\n Clone at x: [4417] y: [-130] speed: [1] distance: [240] type: [1]\n Clone at x: [5364] y: [-40] speed: [2] distance: [-90] type: [2]\n Clone at x: [5364] y: [-40] speed: [2] distance: [90] type: [1]\n Clone at x: [6390] y: [-130] speed: [2] distance: [80] type: [1]\n Clone at x: [6586] y: [-130] speed: [2] distance: [-80] type: [2]\n Clone at x: [6884] y: [-130] speed: [2] distance: [80] type: [1]\n Clone at x: [6390] y: [-130] speed: [2] distance: [-80] type: [2]\n Clone at x: [6586] y: [-130] speed: [2] distance: [80] type: [1]\n Clone at x: [6884] y: [-130] speed: [2] distance: [-80] type: [2]\n else\n if <(Level) = [3]> then\n Clone at x: [509] y: [-19] speed: [2] distance: [-80] type: [2]\n Clone at x: [700] y: [-130] speed: [2] distance: [70] type: [1]\n Clone at x: [2110] y: [-130] speed: [2] distance: [150] type: [1]\n Clone at x: [2110] y: [-130] speed: [2] distance: [-150] type: [2]\n Clone at x: [3540] y: [-25] speed: [2] distance: [-100] type: [2]\n Clone at x: [3540] y: [-25] speed: [2] distance: [100] type: [1]\n Clone at x: [5288] y: [-75] speed: [2] distance: [80] type: [1]\n Clone at x: [5288] y: [-75] speed: [2] distance: [-80] type: [2]\n Clone at x: [6623] y: [-62] speed: [2] distance: [-100] type: [2]\n Clone at x: [6623] y: [-62] speed: [2] distance: [100] type: [1]\n end\n end\nend\n\nwhen I receive [tick v]\nPosition (((x) - (Scroll x)) + (([cos v] of ((Time) * (speed)) ) * (distance))) ((y) - (Scroll y))\nset [check_direction v] to (round (([cos v] of ((Time) * (speed)) ) * (distance)))\nif <(type) = [1]> then\n if <(check_direction) = ((distance) * (-1))> then\n point in direction (90)\n end\n if <(check_direction) = (distance)> then\n point in direction (-90)\n end\nelse\n if <(check_direction) = ((distance) * (-1))> then\n point in direction (-90)\n end\n if <(check_direction) = (distance)> then\n point in direction (90)\n end\nend\nif <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([sy v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (Bounce v)\n start sound [Hit v]\n add (x position) to [killed v]\n add (y position) to [killed v]\n change [kills v] by (1)\n broadcast (Death v)\n delete this clone\n else\n if <(Hurt) = [No]> then\n set [hurt v] to [Yes]\n change [health v] by (15)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (walk1 v)\nforever\n next costume\nend\n\n@fx\n\nwhen I receive [death v]\ngo to x: (item (1) of [killed v]) y: ((item (2) of [killed v]) + (50))\nexplosion\n\ndefine explosion\nrepeat (20)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ndelete all of [killed v]\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [s v] to (pick random (2) to (10))\npoint in direction (pick random (0) to (360))\nclear graphic effects\nset size to (pick random (50) to (100)) %\nrepeat (15)\n change y by (-5)\n change size by (-5)\n change [ghost v] effect by (5)\n move (s) steps\n if <(s) > [.5]> then\n change [s v] by (-.5)\n end\nend\ndelete this clone\n\n@Saw\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y) speed: (speed) distance: (distance)\nset [x v] to (x)\nset [y v] to (y)\nset [speed v] to (speed)\nset [distance v] to (distance)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(Level) = [1]> then\n Clone at x: [1111] y: [-132] speed: [2] distance: [0]\n Clone at x: [1985] y: [-76] speed: [3] distance: [100]\n Clone at x: [1985] y: [-76] speed: [3] distance: [-100]\n Clone at x: [3900] y: [-60] speed: [3] distance: [-100]\n Clone at x: [3900] y: [-60] speed: [3] distance: [100]\nelse\n if <(Level) = [2]> then\n Clone at x: [770] y: [-62] speed: [4] distance: [100]\n Clone at x: [770] y: [-62] speed: [4] distance: [-100]\n Clone at x: [1466] y: [-33] speed: [5] distance: [60]\n Clone at x: [2208] y: [-66] speed: [3] distance: [0]\n Clone at x: [2474] y: [-66] speed: [3] distance: [0]\n Clone at x: [2724] y: [-68] speed: [3] distance: [0]\n Clone at x: [2990] y: [-80] speed: [3] distance: [0]\n Clone at x: [3080] y: [-80] speed: [3] distance: [0]\n Clone at x: [5074] y: [-132] speed: [4] distance: [110]\n Clone at x: [5074] y: [-132] speed: [4] distance: [-110]\n Clone at x: [5738] y: [-40] speed: [3] distance: [0]\n Clone at x: [5874] y: [-40] speed: [3] distance: [0]\n Clone at x: [6012] y: [-40] speed: [3] distance: [0]\n Clone at x: [6148] y: [-40] speed: [3] distance: [0]\n Clone at x: [3860] y: [6] speed: [5] distance: [-120]\n Clone at x: [3860] y: [6] speed: [5] distance: [120]\n else\n if <(Level) = [3]> then\n Clone at x: [268] y: [-132] speed: [5] distance: [-100]\n Clone at x: [268] y: [-132] speed: [5] distance: [100]\n Clone at x: [1740] y: [1] speed: [4] distance: [-120]\n Clone at x: [1740] y: [1] speed: [4] distance: [120]\n Clone at x: [2490] y: [-40] speed: [5] distance: [120]\n Clone at x: [2768] y: [-40] speed: [5] distance: [-120]\n Clone at x: [2490] y: [-132] speed: [4] distance: [-120]\n Clone at x: [2768] y: [-132] speed: [4] distance: [-120]\n Clone at x: [4019] y: [-30] speed: [4] distance: [120]\n Clone at x: [4019] y: [-30] speed: [4] distance: [-120]\n Clone at x: [4913] y: [-132] speed: [6] distance: [25]\n Clone at x: [4357] y: [-132] speed: [4] distance: [90]\n Clone at x: [4357] y: [-132] speed: [4] distance: [-90]\n Clone at x: [6331] y: [-132] speed: [5] distance: [-90]\n end\n end\nend\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (1) layers\nPosition (((x) - (Scroll x)) + (([cos v] of ((Time) * (speed)) ) * (distance))) ((y) - (Scroll y))\n\nwhen I start as a clone\nforever\n turn right ((speed) + (5)) degrees\nend\n\n@Notification\n\ndefine Change x by: (x)\nchange x by (((x) - (x position)) / (4))\n\nwhen I receive [checkpoint v]\nstart sound [mixkit-fairy-arcade-sparkle-866 v]\nset [type v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [hide v] to [1]\nwait (1.5) seconds\nset [hide v] to [0]\n\nwhen I start as a clone\nset x to (-310)\nset y to (125)\nset size to (90) %\nshow\nif <(type) = [1]> then\n forever\n switch costume to (2 v)\n if <(hide) = [1]> then\n Change x by: [-186]\n else\n Change x by: [-310]\n end\n end\nelse\n forever\n switch costume to (1 v)\n if <(hide) = [1]> then\n Change x by: [-173]\n else\n Change x by: [-310]\n end\n end\nend\n\nwhen I receive [achievement v]\nstart sound [mixkit-unlock-game-notification-253 v]\nset [type v] to [2]\ncreate clone of (_myself_ v)\n\n@Transitions\n\nwhen I receive [transition_1 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (100) %\nshow\nrepeat (5)\n switch costume to (costume7 v)\n set size to ((size) * (1.2)) %\n switch costume to (costume2 v)\nend\nset size to ((size) * (0.5)) %\nrepeat (2)\n switch costume to (costume7 v)\n set size to ((size) * (1.2)) %\n switch costume to (costume3 v)\nend\nrepeat (2)\n switch costume to (costume7 v)\n set size to ((size) * (1.2)) %\n switch costume to (costume4 v)\nend\nrepeat (3)\n switch costume to (costume7 v)\n set size to ((size) * (1.2)) %\n switch costume to (costume5 v)\nend\nrepeat (5)\n switch costume to (costume7 v)\n set size to ((size) * (1.2)) %\n switch costume to (costume6 v)\nend\nhide\n\nwhen I receive [transition_2 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume7 v)\nset size to (1116) %\nswitch costume to (costume6 v)\nshow\nrepeat (4)\n switch costume to (costume7 v)\n set size to ((size) / (1.2)) %\n switch costume to (costume6 v)\nend\nrepeat (3)\n switch costume to (costume7 v)\n set size to ((size) / (1.2)) %\n switch costume to (costume5 v)\nend\nrepeat (2)\n switch costume to (costume7 v)\n set size to ((size) / (1.2)) %\n switch costume to (costume4 v)\nend\nrepeat (2)\n switch costume to (costume7 v)\n set size to ((size) / (1.2)) %\n switch costume to (costume3 v)\nend\nswitch costume to (costume7 v)\nset size to (250) %\nrepeat (5)\n switch costume to (costume7 v)\n set size to ((size) / (1.2)) %\n switch costume to (costume2 v)\nend\nswitch costume to (costume1 v)\nset size to (100) %\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\n\n@Health Bar\n\nwhen I receive [start v]\nset [# v] to [0]\nrepeat (2)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\nshow\nforever\n if <not <(Level) = [4]>> then\n go to x: (-182) y: (155)\n set size to (60) %\n set [ghost v] effect to (40)\n switch costume to (1a v)\n go to [front v] layer\n go [backward v] (8) layers\n else\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Level) = [4]>> then\n if <(#) = [1]> then\n change x by: ((Health) * (-1))\n set y to (155)\n show\n set size to (60) %\n switch costume to (1b v)\n go to [front v] layer\n go [backward v] (6) layers\n if <(Health) > [259]> then\n set [finish v] to [No]\n end\n else\n go to x: (-182) y: (155)\n show\n set size to (60) %\n switch costume to (Level)\n go to [front v] layer\n go [backward v] (5) layers\n end\n else\n hide\n delete this clone\n end\nend\n\ndefine change x by: (x)\nchange x by (((x) - (x position)) / (4))\n\n@Collectable\n\ndefine Clone at x: (x) y: (y) type: (type) num: (num)\nset [x v] to (x)\nset [y v] to (y)\nset [num v] to (num)\nswitch costume to (type)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nif <(dir) = [1]> then\n set [dir v] to [-1]\nelse\n set [dir v] to [1]\nend\nset [x v] to [-99999]\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (10) layers\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\n start sound [collect v]\n change [coins v] by (1)\n add (join (join (Level) [_]) (num)) to [collected v]\n delete this clone\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [dir v] to [1]\nif <(Level) = [1]> then\n Clone at x: [18] y: [-72] type: [1] num: [1]\n Clone at x: [62] y: [-30] type: [1] num: [2]\n Clone at x: [107] y: [-71] type: [1] num: [3]\n Clone at x: [270] y: [-88] type: [1] num: [4]\n Clone at x: [297] y: [-88] type: [1] num: [5]\n Clone at x: [325] y: [-88] type: [1] num: [6]\n Clone at x: [506] y: [100] type: [1] num: [7]\n Clone at x: [542] y: [100] type: [1] num: [8]\n Clone at x: [1016] y: [150] type: [1] num: [9]\n Clone at x: [1056] y: [150] type: [1] num: [10]\n Clone at x: [1016] y: [120] type: [1] num: [11]\n Clone at x: [1056] y: [120] type: [1] num: [12]\n Clone at x: [2353] y: [2] type: [1] num: [13]\n Clone at x: [2353] y: [-30] type: [1] num: [14]\n Clone at x: [2553] y: [2] type: [1] num: [15]\n Clone at x: [2553] y: [-30] type: [1] num: [16]\n Clone at x: [2753] y: [2] type: [1] num: [42]\n Clone at x: [2753] y: [-30] type: [1] num: [43]\n Clone at x: [3150] y: [185] type: [1] num: [17]\n Clone at x: [3175] y: [185] type: [1] num: [18]\n Clone at x: [3150] y: [165] type: [1] num: [19]\n Clone at x: [3175] y: [165] type: [1] num: [20]\n Clone at x: [3223] y: [185] type: [1] num: [21]\n Clone at x: [3248] y: [185] type: [1] num: [22]\n Clone at x: [3223] y: [165] type: [1] num: [23]\n Clone at x: [3248] y: [165] type: [1] num: [24]\n Clone at x: [3888] y: [11] type: [1] num: [25]\n Clone at x: [3914] y: [11] type: [1] num: [26]\n Clone at x: [4100] y: [80] type: [1] num: [27]\n Clone at x: [4190] y: [80] type: [1] num: [28]\n Clone at x: [5550] y: [-76] type: [1] num: [29]\n Clone at x: [5620] y: [-76] type: [1] num: [30]\n Clone at x: [5550] y: [-40] type: [1] num: [31]\n Clone at x: [5620] y: [-40] type: [1] num: [32]\n Clone at x: [5585] y: [9] type: [1] num: [33]\n Clone at x: [5910] y: [136] type: [1] num: [34]\n Clone at x: [5910] y: [116] type: [1] num: [35]\n Clone at x: [6043] y: [136] type: [1] num: [36]\n Clone at x: [6043] y: [116] type: [1] num: [37]\n Clone at x: [6180] y: [136] type: [1] num: [38]\n Clone at x: [6180] y: [116] type: [1] num: [39]\n Clone at x: [6314] y: [136] type: [1] num: [40]\n Clone at x: [6314] y: [116] type: [1] num: [41]\nelse\n if <(Level) = [2]> then\n Clone at x: [-14] y: [-4] type: [1] num: [1]\n Clone at x: [11] y: [-4] type: [1] num: [2]\n Clone at x: [11] y: [-22] type: [1] num: [4]\n Clone at x: [-14] y: [-22] type: [1] num: [3]\n Clone at x: [262] y: [68] type: [1] num: [5]\n Clone at x: [292] y: [88] type: [1] num: [6]\n Clone at x: [322] y: [68] type: [1] num: [7]\n Clone at x: [352] y: [88] type: [1] num: [8]\n Clone at x: [382] y: [68] type: [1] num: [9]\n Clone at x: [412] y: [88] type: [1] num: [10]\n Clone at x: [442] y: [68] type: [1] num: [11]\n Clone at x: [1252] y: [-54] type: [1] num: [12]\n Clone at x: [1252] y: [-34] type: [1] num: [13]\n Clone at x: [1276] y: [-54] type: [1] num: [14]\n Clone at x: [1276] y: [-34] type: [1] num: [15]\n Clone at x: [1302] y: [-54] type: [1] num: [16]\n Clone at x: [1302] y: [-34] type: [1] num: [17]\n Clone at x: [1656] y: [-50] type: [1] num: [18]\n Clone at x: [1680] y: [-50] type: [1] num: [19]\n Clone at x: [1936] y: [-50] type: [1] num: [20]\n Clone at x: [1960] y: [-50] type: [1] num: [21]\n Clone at x: [2208] y: [38] type: [1] num: [22]\n Clone at x: [2208] y: [18] type: [1] num: [23]\n Clone at x: [2472] y: [18] type: [1] num: [25]\n Clone at x: [2472] y: [38] type: [1] num: [24]\n Clone at x: [2722] y: [38] type: [1] num: [27]\n Clone at x: [2722] y: [18] type: [1] num: [26]\n Clone at x: [3035] y: [-35] type: [1] num: [28]\n Clone at x: [3035] y: [-2] type: [1] num: [29]\n Clone at x: [3035] y: [29] type: [1] num: [30]\n Clone at x: [3260] y: [125] type: [1] num: [31]\n Clone at x: [3230] y: [125] type: [1] num: [32]\n Clone at x: [3230] y: [100] type: [1] num: [33]\n Clone at x: [3260] y: [100] type: [1] num: [34]\n Clone at x: [3412] y: [125] type: [1] num: [35]\n Clone at x: [3442] y: [125] type: [1] num: [37]\n Clone at x: [3412] y: [100] type: [1] num: [36]\n Clone at x: [3442] y: [100] type: [1] num: [38]\n Clone at x: [4336] y: [100] type: [1] num: [39]\n Clone at x: [4370] y: [100] type: [1] num: [40]\n Clone at x: [4482] y: [100] type: [1] num: [41]\n Clone at x: [4518] y: [100] type: [1] num: [42]\n Clone at x: [4353] y: [132] type: [1] num: [43]\n Clone at x: [4500] y: [132] type: [1] num: [44]\n Clone at x: [5806] y: [18] type: [1] num: [45]\n Clone at x: [5944] y: [18] type: [1] num: [46]\n Clone at x: [6081] y: [18] type: [1] num: [47]\n Clone at x: [6222] y: [18] type: [1] num: [48]\n Clone at x: [5678] y: [18] type: [1] num: [49]\n Clone at x: [4137] y: [-18] type: [1] num: [50]\n else\n if <(Level) = [3]> then\n Clone at x: [-76] y: [28] type: [1] num: [1]\n Clone at x: [-48] y: [28] type: [1] num: [2]\n Clone at x: [-48] y: [5] type: [1] num: [3]\n Clone at x: [-76] y: [5] type: [1] num: [4]\n Clone at x: [400] y: [-76] type: [1] num: [5]\n Clone at x: [400] y: [-36] type: [1] num: [6]\n Clone at x: [134] y: [-76] type: [1] num: [7]\n Clone at x: [134] y: [-36] type: [1] num: [8]\n Clone at x: [1110] y: [20] type: [1] num: [9]\n Clone at x: [1132] y: [20] type: [1] num: [10]\n Clone at x: [1132] y: [-3] type: [1] num: [11]\n Clone at x: [1110] y: [-3] type: [1] num: [12]\n Clone at x: [828] y: [-84] type: [1] num: [13]\n Clone at x: [850] y: [-84] type: [1] num: [14]\n Clone at x: [850] y: [-106] type: [1] num: [15]\n Clone at x: [828] y: [-106] type: [1] num: [16]\n Clone at x: [1477] y: [90] type: [1] num: [17]\n Clone at x: [1498] y: [90] type: [1] num: [18]\n Clone at x: [1498] y: [70] type: [1] num: [19]\n Clone at x: [1477] y: [70] type: [1] num: [20]\n Clone at x: [2976] y: [-90] type: [1] num: [21]\n Clone at x: [3013] y: [-90] type: [1] num: [22]\n Clone at x: [3121] y: [-90] type: [1] num: [23]\n Clone at x: [3153] y: [-90] type: [1] num: [24]\n Clone at x: [3536] y: [64] type: [1] num: [25]\n Clone at x: [3536] y: [36] type: [1] num: [26]\n Clone at x: [3536] y: [92] type: [1] num: [27]\n Clone at x: [4016] y: [64] type: [1] num: [28]\n Clone at x: [4016] y: [36] type: [1] num: [29]\n Clone at x: [4016] y: [92] type: [1] num: [30]\n Clone at x: [5078] y: [-71] type: [1] num: [31]\n Clone at x: [5078] y: [-41] type: [1] num: [32]\n Clone at x: [5490] y: [-71] type: [1] num: [33]\n Clone at x: [5490] y: [-41] type: [1] num: [34]\n Clone at x: [5602] y: [135] type: [1] num: [35]\n Clone at x: [5778] y: [135] type: [1] num: [36]\n Clone at x: [5999] y: [135] type: [1] num: [37]\n Clone at x: [6614] y: [100] type: [1] num: [38]\n Clone at x: [6614] y: [75] type: [1] num: [39]\n end\n end\nend\n\nwhen I start as a clone\nforever\n point in direction ((([sin v] of ((Time) * (5)) ) * ((dir) * (10))) + (90))\nend\n\nwhen I start as a clone\nif <[collected v] contains (join (join (Level) [_]) (num))?> then\n delete this clone\nend\n\n@Engine by Zykon\n\ndefine render (text) at size (size) at x (x) y (y) bright (bright)\nset [size v] to (size)\nswitch costume to (c v)\nclear graphic effects\nset size to (size) %\nset [brightness v] effect to (bright)\ngo to x: (x) y: (y)\nset [count v] to [0]\nhide\nrepeat (length of (text))\n if <(x position) > ((240) - ((size) * (0.2)))> then\n set x to (x)\n change y by ((size) * (-0.3))\n end\n change [count v] by (1)\n switch costume to (letter (count) of (text))\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (_myself_ v)\n change x by ((((item (costume [number v]) of [width v]) * (size)) / (100)) + ((size) * (0.099)))\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n set x to ((x) + (offset x))\n set y to ((y) + (offset y))\n set size to ((offset size) + (size)) %\n if <(costume [number v]) = [11]> then\n clear graphic effects\n end\nend\n\nwhen I receive [del_clones v]\ndelete this clone\n\nwhen I receive [start v]\nset [coins v] to [0]\ndelete all of [width v]\nbroadcast (del_clones v)\nforever\n broadcast (del_clones v)\n if <not <(Level) = [4]>> then\n render (Coins) at size [90] at x [-102] y [146] bright [100]\n else\n render (join [s] (Score)) at size [90] at x [-170] y [146] bright [100]\n end\nend\n\ndefine delete\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Trampoline\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\nset size to (50) %\nif <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([sy v] of [player v]) < [-1]>> then\n broadcast (Up v)\n switch costume to (1 v)\n repeat (6)\n next costume\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(Level) = [3]> then\n Clone at x: [1562] y: [-104]\n Clone at x: [3208] y: [-104]\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n
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Instructions\n*Use w,a,s,d / arrow / 8456 keys to move Billy\n*Collect coins to increase score\n*Jump on enemies to eliminate them\n*Avoid water and saws\n*https://turbowarp.org/622860276/ [If it is lagging]\n\n Aim\n*Help the Billy find a treasure chest
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Night Forest || A Platformer
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@Stage\n\nwhen I receive [start v]\nforever\n switch backdrop to (The Level)\nend\n\nwhen I receive [start v]\nforever\n play sound [Nebula v] until done\nend\n\n@Player\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: (-50)\n\nwhen I receive [start v]\npoint in direction (90)\nshow\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 (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-9.5]\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 (level v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y velocity v] to [13.5]\n end\n change y by (1)\n if <touching (flag v)?> then\n broadcast (Text v)\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <(x position) > [239]> then\n broadcast (Text v)\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 create clone of (_myself_ 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 (spinn danger v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (spinn danger2 v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (up- v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (up-2 v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\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 (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (== v)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (-- v)\n end\nend\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\n@Player Trail\n\nwhen I start as a clone\nshow\nrepeat (Clone)\n change [ghost v] effect by (Clone)\nend\ndelete this clone\n\nwhen I receive [start v]\nset [clone v] to [10]\nswitch costume to <(costume [number v]) = ((Clone) - ((Clone) - (1)))>\ngo to [back v] layer\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\n@Level\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\ngo to x: ((Clone) - (Clone)) y: ((Clone) - (Clone))\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nhide\n\n@Cloud\n\nwhen I receive [start v]\nclear graphic effects\nhide\nforever\n wait (pick random (0.5) to (0.9)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (1) to (40))\ngo to [back v] layer\nswitch costume to (pick random (1) to (3))\ngo to x: (225) y: (pick random (66) to (147))\nrepeat until <(x position) = [-255]>\n change x by (-4)\nend\ndelete this clone\n\n@Text\n\nwhen I receive [start v]\nshow\ngo to x: ((Clone) - (Clone)) y: ((Clone) - (Clone))\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [text v]\nrepeat (5)\n change [pixelate v] effect by (20)\nend\nclear graphic effects\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\ngo to x: ((Clone) - (Clone)) y: ((Clone) - (Clone))\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen I receive [start v]\nforever\n set [magma v] to ((Clone) - (Clone))\n repeat (Clone)\n change [magma v] by (1)\n end\n repeat ((Clone) * (2))\n change [magma v] by (-1)\n end\n repeat (Clone)\n change [magma v] by (1)\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: ((Clone) - (Clone)) y: ((Clone) - (Clone))\nforever\n go to [back v] layer\n set y to (Magma)\n switch costume to (The Level)\nend\n\n@Spinn Danger\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [start v]\npoint in direction ((Clone) * ((Clone) - (1)))\nforever\n go to [back v] layer\n turn right ((Clone) + (3)) degrees\nend\n\nwhen I receive [start v]\nforever\n if <(The Level) = [7]> then\n go to x: (-111) y: (-102)\n end\n if <(The Level) = [10]> then\n go to x: (-85) y: (-99)\n end\n if <(The Level) = [12]> then\n go to x: (180) y: (-100)\n end\nend\n\n@Spinn Danger2\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [start v]\npoint in direction ((Clone) * ((Clone) - (1)))\nforever\n go to [back v] layer\n turn right ((Clone) + (3)) degrees\nend\n\nwhen I receive [start v]\nforever\n if <(The Level) = [7]> then\n go to x: (150) y: (-102)\n end\nend\n\n@Up-\n\nwhen I receive [start v]\ngo to x: (-70) y: (17)\nshow\nforever\n go to [back v] layer\n switch costume to (The Level)\nend\n\nwhen I receive [start v]\nforever\n glide (1.5) secs to x: (-70) y: (126)\n glide (1.5) secs to x: (-70) y: (17)\nend\n\n@Up-2\n\nwhen I receive [start v]\ngo to x: (120) y: (17)\nshow\nforever\n go to [back v] layer\n switch costume to (The Level)\nend\n\nwhen I receive [start v]\nforever\n glide (1.5) secs to x: (120) y: (126)\n glide (1.5) secs to x: (120) y: (17)\nend\n\n@Flag\n\nwhen I receive [start v]\ngo to x: (-177) y: (54)\nforever\n if <(The Level) = [12]> then\n show\n else\n hide\n end\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
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ɴɪɢʜᴛ ғᴏʀᴇsᴛ || ᴀ ᴘʟᴀᴛғᴏʀᴍᴇʀ\n------------------------------------------------------------------------- \nɪɴsᴛʀᴜᴄᴛɪᴏɴs:\n • ᴜsᴇ ᴀʀʀᴏᴡ ᴋᴇʏs , ᴡᴀsᴅ ᴋᴇʏs / ᴍᴏʙɪʟᴇ ᴛᴀᴘ ᴛᴏ ᴍᴏᴠᴇ\n • sᴘɪᴋᴇs & ʟᴀᴠᴀ ᴀʀᴇ ᴅᴀɴɢᴇʀᴏᴜs!!\n ᴛʜᴀᴛ's ᴀʟʟ ᴛʜᴇ ɪɴsᴛʀᴜᴄᴛɪᴏɴs;\n--------------------------------------------------------------------- \n❤️ - ɪғ ʏᴏᴜ ʟɪᴋᴇ ᴛʜɪs ᴘʀᴏᴊᴇᴄᴛ ;)\n⭐ - ɪғ ʏᴏᴜ ғᴀᴠᴏᴜʀɪᴛᴇ ᴛʜɪs ᴘʀᴏᴊᴇᴄᴛ ;) \n❤️ + ⭐= ᴛʜᴀɴᴋs!! ^~^
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Pixel Joy - A Platformer
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@Stage\n\n@Tiles\n\nwhen flag clicked\nshow variable [diamond v]\nset [world width v] to [125]\nset [world height v] to [50]\nset [screen width v] to [16]\nset [screen height v] to [13]\nset [cam x v] to [0]\nset [cam y v] to [0]\nWorld Setup\nSetup\n\nwhen I start as a clone\nshow\nforever\n switch costume to (item ((((tile x) * (World Height)) + (tile y)) + (1)) of [world v])\n set size to (1000) %\n go to x: ((((tile x) - ((Screen width) / (2))) * (32)) - (cam x)) y: ((((tile y) - ((Screen height) / (2))) * (32)) - (cam y))\n set size to (200) %\n change [tile x v] by (((Screen width) * (-1)) * (((<((((tile x) - ((Screen width) / (2))) * (32)) - (cam x)) > [0]> * (2)) - (1)) * <([abs v] of ((((tile x) - ((Screen width) / (2))) * (32)) - (cam x)) ) > ((Screen width) * (16))>))\n change [tile y v] by (((Screen height) * (-1)) * (((<((((tile y) - ((Screen height) / (2))) * (32)) - (cam y)) > [0]> * (2)) - (1)) * <([abs v] of ((((tile y) - ((Screen height) / (2))) * (32)) - (cam y)) ) > ((Screen height) * (16))>))\nend\n\ndefine Setup\nset [tile x v] to [0]\nrepeat (Screen width)\n set [tile y v] to [0]\n repeat (Screen height)\n create clone of (_myself_ v)\n change [tile y v] by (1)\n end\n change [tile x v] by (1)\nend\n\ndefine World Setup\ndelete all of [world v]\nrepeat (8)\n repeat (5)\n add [3] to [world v]\n end\n add [2] to [world v]\n repeat ((World Height) - (6))\n add [1] to [world v]\n end\nend\nrepeat ((World Width) - (8))\n repeat (World Height)\n add [1] to [world v]\n end\nend\n\nwhen I start as a clone\nforever\n if <[diamond animation v] contains (item ((((tile x) * (World Height)) + (tile y)) + (1)) of [world v])?> then\n replace item ((((tile x) * (World Height)) + (tile y)) + (1)) of [world v] with (Diamond animation index)\n end\nend\n\nwhen flag clicked\nset [diamond animation index v] to [13]\nforever\n set [diamond animation index v] to [13]\n wait (0.02) seconds\n repeat ((length of [diamond animation v]) - (1))\n change [diamond animation index v] by (1)\n wait (0.02) seconds\n end\nend\n\nadd (Level Save) to [levels v]\n\n@Player\n\ndefine 4 Tiles (width) (height)\nset [collision v] to [0]\nset [x index v] to ((width) / (-2))\nrepeat (2)\n set [y index v] to ((height) / (-2))\n repeat (2)\n if <[collision tiles v] contains (item ((1) + (((round ((((x) + (x index)) + ((Screen width) * (16))) / (32))) * (World Height)) + (round ((((y) + (y index)) + ((Screen height) * (16))) / (32))))) of [world v])?> then\n set [collision v] to [1]\n stop [this script v]\n else\n if <[downward collision tiles v] contains (item ((1) + (((round ((((x) + (x index)) + ((Screen width) * (16))) / (32))) * (World Height)) + (round ((((y) + (y index)) + ((Screen height) * (16))) / (32))))) of [world v])?> then\n if <<[0] < (y vel)> or <(y index) = ((height) / (-2))>> then\n if <key (down arrow v) pressed?> then\n set [collision v] to [0]\n else\n set [collision v] to [2]\n end\n end\n if <<[0] < (y vel)> or <(y index) = ((height) / (2))>> then\n set [collision v] to [0]\n stop [this script v]\n end\n end\n end\n if <[collectibles v] contains (item ((1) + (((round ((((x) + (x index)) + ((Screen width) * (16))) / (32))) * (World Height)) + (round ((((y) + (y index)) + ((Screen height) * (16))) / (32))))) of [world v])?> then\n replace item ((1) + (((round ((((x) + (x index)) + ((Screen width) * (16))) / (32))) * (World Height)) + (round ((((y) + (y index)) + ((Screen height) * (16))) / (32))))) of [world v] with [1]\n change [diamond v] by (1)\n start sound [Coin v]\n broadcast (Coins v)\n end\n change [y index v] by (height)\n end\n change [x index v] by (width)\nend\n\ndefine X coll\n4 Tiles [24] [24]\nrepeat until <(collision) = [0]>\n 4 Tiles [24] [24]\n change [x v] by ((<(x vel) > [0]> * (-2)) + (1))\nend\nchange [x v] by ((<(x vel) > [0]> * (2)) + (-1))\n\ndefine Debug collision\nrepeat (6)\n 4 Tiles [24] [24]\n if <(collision) = [1]> then\n change [y v] by (1)\n end\nend\n\ndefine Y vel\n4 Tiles [24] [24]\nrepeat until <(collision) = [0]>\n 4 Tiles [24] [24]\n change [y v] by ((<(y vel) > [0]> * (-2)) + (1))\nend\nchange [y v] by ((<(y vel) > [0]> * (2)) + (-1))\n\nwhen flag clicked\nSpawn player [-75] [20]\nset [diamond v] to [0]\nforever\n Gamemode\nend\n\nCreation mode\nSave level to var\n\ndefine Replace Camera\nchange [cam x v] by (((x) - (cam x)) / (6))\nchange [cam y v] by ((((y) + (60)) - (cam y)) / (8))\nif <(cam x) < [0]> then\n set [cam x v] to [0]\nend\nif <(cam y) < [0]> then\n set [cam y v] to [0]\nend\nif <(((World Width) * (16)) + ((Screen width) * (32))) < (cam x)> then\n set [cam x v] to (((World Width) * (16)) + ((Screen width) * (32)))\nend\nif <(((World Height) * (16)) + ((Screen height) * (32))) < (cam y)> then\n set [cam y v] to (((World Height) * (16)) + ((Screen height) * (32)))\nend\n\ndefine Resfresh player\nif <(y) < [-300]> then\n Spawn player [-75] [20]\nend\n\ndefine Spawn player (spawn x) (spawn y)\ngo to [front v] layer\nset [level v] to [1]\nset [speed v] to [3]\nset [top speed v] to [10]\nset [x v] to (spawn x)\nset [y v] to (spawn y)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\ndefine Creation mode\nset [x vel v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (8))\nset [y vel v] to ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (8))\nchange [x v] by (x vel)\nchange [y v] by (y vel)\nif <mouse down?> then\n replace item ((1) + (((round ((((mouse x) + (cam x)) + ((Screen width) * (16))) / (32))) * (World Height)) + (round ((((mouse y) + (cam y)) + ((Screen height) * (16))) / (32))))) of [world v] with (hold tile)\nend\nReplace Camera\nset size to (1000) %\ngo to x: ((x) - (cam x)) y: ((y) - (cam y))\nset size to (150) %\n\ndefine Gamemode\nchange [x vel v] by ((speed) * (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>))\nif <([abs v] of (speed) ) > (top speed)> then\n change [x vel v] by ((speed) * (<key (left arrow v) pressed?> - <key (right arrow v) pressed?>))\nend\nchange [x v] by (x vel)\n4 Tiles [24] [24]\nif <(collision) = [1]> then\n Debug collision\n 4 Tiles [24] [24]\n if <(collision) = [1]> then\n change [y v] by (-6)\n X coll\n end\nend\nchange [y v] by (y vel)\n4 Tiles [24] [24]\nif <<(collision) = [1]> or <(collision) = [2]>> then\n Y vel\n if <(y vel) < [0]> then\n set [y vel v] to (<key (up arrow v) pressed?> * (13))\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (-1)\nend\nset [x vel v] to ((x vel) / (2))\nReplace Camera\nResfresh player\nset size to (1000) %\ngo to x: ((x) - (cam x)) y: ((y) - (cam y))\nset size to (150) %\nif <([abs v] of (x vel) ) > [1]> then\n switch costume to (<(x vel) < [0]> + (1))\nend\n\ndefine Save level to var\nset [index v] to [0]\nset [level save v] to []\nrepeat (length of [world v])\n change [index v] by (1)\n set [level save v] to (join (Level Save) (item (item (index) of [world v]) of [alphabet v]))\nend\n\ndefine Read Level (level)\ndelete all of [world v]\nset [index v] to [0]\nrepeat (length of (level))\n change [index v] by (1)\n add (item # of (letter (index) of (level)) in [alphabet v]) to [world v]\nend\n\nwhen flag clicked\nwait (0) seconds\nRead Level (item (Level) of [levels v])\n\nwhen I receive [next level v]\nRead Level (item (Level) of [levels v])\nSpawn player [-75] [20]\n\n@particles\n\nwhen flag clicked\nset [is clone v] to [0]\nhide\n\ndefine Diamond particles (numbers) (type)\nswitch costume to (type)\nif <(type) = [1]> then\n repeat (numbers)\n set [x v] to ([x v] of [player v])\n set [y v] to ([y v] of [player v])\n set [y vel v] to (pick random (2) to (10))\n set [x vel v] to (pick random (-5) to (5))\n create clone of (_myself_ v)\n end\nend\nif <(type) = [2]> then\n repeat (numbers)\n set [x v] to ([x v] of [player v])\n set [y v] to ([y v] of [player v])\n set [y vel v] to (pick random (-2) to (2))\n set [x vel v] to (([y v] of [player v]) + (pick random (-1) to (1)))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nset [is clone v] to [1]\nrepeat until <(y) < ((Screen height) * (-32))>\n set size to (1000) %\n go to x: ((x) - (cam x)) y: ((y) - (cam y))\n set size to (100) %\n change [y vel v] by (-1)\n change [x v] by (x vel)\n change [y v] by (y vel)\nend\ndelete this clone\n\nwhen I receive [coins v]\nif <(is clone) = [0]> then\n Diamond particles [5] [1]\nend\n\n@Goal\n\nwhen flag clicked\nset [x v] to (item (((Level) * (2)) - (1)) of [goal v])\nset [y v] to (item ((Level) * (2)) of [goal v])\nforever\n set size to (1000) %\n go to x: ((x) - (cam x)) y: ((y) - (cam y))\n set size to (200) %\nend\n\nwhen flag clicked\nforever\n repeat (3)\n change [y v] by (2)\n wait (0.01) seconds\n end\n repeat (3)\n change [y v] by (-2)\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nrepeat ((length of [levels v]) - (1))\n wait until <touching (player v)?>\n change [level v] by (1)\n set [x v] to (item (((Level) * (2)) - (1)) of [goal v])\n set [y v] to (item ((Level) * (2)) of [goal v])\n broadcast (Next Level v)\nend\nwait until <touching (player v)?>\nbroadcast (end message v)\n\nset [x v] to [2692]\nset [y v] to [71]\n\n@Win\n\nwhen flag clicked\nhide\n\nwhen I receive [end message v]\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (-2)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\n@Music\n\nwhen flag clicked\nshow variable [diamond v]\nforever\n play sound [Main song v] until done\n wait (1) seconds\nend\n\n
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Use arrows to move left and right\nUse up arrow to jump\nUse down to get down of semi solid platiforms\n\nWHAT!!!???? 215 loves and 164favs???? \nI'm currently working on a ""sequel"" so i think no more updates (even tho they were none)
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Little Platformer Part2
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@Stage\n\nwhen flag clicked\nforever\n play sound [song v] until done\nend\n\n@Guy\n\nwhen I start as a clone\nswitch costume to (trail1 v)\nclear graphic effects\nrepeat (8)\n change size by (-4)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nSetup\nbroadcast (Game Loop v)\n\ngo to x: (-190) y: (-24)\ngo to x: (-201) y: (14)\n\nwhen flag clicked\n\ndefine Fix Collisions in direction (dir)\nset [temporary dir v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (168)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temporary dir)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\ndefine Check Touching Solid\nif <touching (ground v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nhide variable [x v]\n\nwhen flag clicked\nforever\n Check Touching Solid\n if <(touching) > [0]> then\n Fix Collisions in direction [0]\n Fix Collisions in direction [90]\n end\nend\n\ndefine Setup\ngo to x: (-200) y: (50)\npoint in direction (90)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (45) %\nswitch costume to (middle v)\nset drag mode [not draggable v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\n\ndefine Left / Right Movement\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\nwhen I receive [game loop v]\nforever\n create clone of (_myself_ v)\n Set Costume\n Left / Right Movement\n Horizontal Collision and Wall Jump\n Up / Down Movement\n Check Death / Win\nend\n\ndefine Horizontal Collision and Wall Jump\nCheck Touching Solid\nif <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> 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\nchange y by (-3)\n\ndefine Up / Down Movement\nCheck Touching Solid\nif <(touching) = [1]> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [14]\n end\nend\nchange y by (3)\nchange [y v] by (-1)\nchange y by (Y)\nCheck Touching Solid\nif <(touching) = [1]> 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 broadcast (Death v)\nend\nif <touching (spike v)?> then\n broadcast (Death v)\nend\nif <touching (lava v)?> then\n broadcast (Death v)\nend\nif <touching (saw v)?> then\n broadcast (Death v)\nend\n\nwhen I receive [next level v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-245) y: (y position)\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\ngo to x: (-235) y: (-50)\nset [y v] to [0]\nset [x v] to [0]\nshow\nbroadcast (Game Loop v)\ndelete this clone\n\ndefine Set Costume\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right v)\nelse\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\nend\n\nwhen I receive [death v]\n\nwhen I receive [game loop v]\ndelete this clone\n\nwhen I receive [game loop v]\n\nFix Collisions in direction [0]\nFix Collisions in direction [90]\n\nwhen I receive [next level v]\nwait (0.01) seconds\nFix Collisions in direction [0]\n\nwhen I receive [90 v]\nset [y v] to [20]\nchange y by (Y)\n\nwhen I receive [-90 v]\nset [y v] to [-20]\nchange y by (Y)\n\nstop [this script v]\n\nwhen I receive [180 v]\nset [x v] to [25]\n\nwhen I receive [next level v]\nFix Collisions in direction [0]\n\nwhen I receive [game loop v]\nFix Collisions in direction [0]\n\n@ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\nforever\n\nswitch costume to (level1 v)\n\nnext costume\n\n@Lava\n\nwhen I receive [next level v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nif <(Level) = [3]> then\n show\n switch costume to (lava0 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava] (([floor v] of (frame) ) mod (4)))\n end\nend\nif <(Level) = [6]> then\n show\n switch costume to (lava2.0 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava2.] (([floor v] of (frame) ) mod (4)))\n end\nend\nif <(Level) = [5]> then\n hide\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [7]> then\n show\n switch costume to (lava0 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava] (([floor v] of (frame) ) mod (4)))\n end\nend\nif <(Level) = [9]> then\n hide\nend\n\nhide\n\nwhen flag clicked\nhide\n\nnext costume\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\nif <(Level) = [2]> then\n show\n switch costume to (2 v)\n go to x: (19) y: (0)\nend\nif <(Level) = [3]> then\n hide\nend\nif <(Level) = [4]> then\n show\n switch costume to (3 v)\n go to x: (23) y: (-38)\nend\nif <(Level) = [5]> then\n hide\nend\nif <(Level) = [6]> then\n hide\nend\nif <(Level) = [7]> then\n hide\nend\nif <(Level) = [8]> then\n show\n switch costume to (4 v)\n go to x: (112) y: (-46)\nend\nif <(Level) = [9]> then\n hide\nend\n\nif <(Level) = [11]> then\n hide\nend\nif <(Level) = [13]> then\n show\n switch costume to (13 v)\nend\nif <(Level) = [14]> then\n show\n switch costume to (14 v)\nend\nif <(Level) = [15]> then\n show\n switch costume to (15 v)\nend\nif <(Level) = [16]> then\n hide\nend\nif <(Level) = [17]> then\n show\n switch costume to (17 v)\nend\nif <(Level) = [18]> then\n hide\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0) seconds\ngo to [back v] layer\nif <(Level) = [7]> then\n show\n go to x: (-121) y: (-85)\n point in direction (90)\n create clone of (_myself_ v)\n hide\nend\n\nif <(Level) = [14]> then\n show\n go to x: (-179) y: (-98)\n create clone of (_myself_ v)\nend\nhide\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <touching (guy v)?> then\n switch costume to (costume1 v)\n broadcast (direction)\n wait (0.08) seconds\n switch costume to (spring2 v)\n wait (0.05) seconds\n end\nend\n\ndefine Clone L9\ngo to x: (-174) y: (-120)\npoint in direction (90)\nrepeat (7)\n create clone of (_myself_ v)\n change x by (60)\nend\nchange x by (-60)\npoint in direction (-90)\nset y to (55)\nrepeat (7)\n create clone of (_myself_ v)\n change x by (-60)\nend\nhide\n\nwhen I receive [next level v]\ndelete this clone\n\ndefine Clone L12\npoint in direction (90)\ngo to x: (-197) y: (-106)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (-209) y: (93)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (-50) y: (130)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (0) y: (-85)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (50) y: (-85)\ncreate clone of (_myself_ v)\n\nchange y by (50)\n\ndefine Clone L13\npoint in direction (90)\ngo to x: (-149) y: (-97)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (150)\nend\n\ngo to x: (-168) y: (-91)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nif <(Level) = [7]> then\n show\n Clone L13\nend\nif <(Level) = [8]> then\n hide\nend\nif <(Level) = [9]> then\n show\n Clone L9\nend\n\n@Saw\n\nwhen I receive [next level v]\ngo to [back v] layer\nwait (0) seconds\nif <(Level) = [5]> then\n go to x: (-89) y: (-116)\n set size to (100) %\n create clone of (_myself_ v)\n go to x: (30) y: (50)\n set size to (200) %\n create clone of (_myself_ v)\n go to x: (166) y: (-112)\n set size to (100) %\n create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n go to x: (-40) y: (-95)\n set size to (150) %\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n turn left (15) degrees\nend\n\nrepeat until <(Level) = [9]>\n\ndelete this clone\n\ngo to x: (26) y: (-33)\n\nwhen I receive [next level v]\ndelete this clone\n\ngo to x: (-120) y: (-106)\n\ngo to x: (-23) y: (123)\n\nif <(Level) = [14]> then\n set size to (80) %\n go to x: (-23) y: (123)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n set size to (120) %\n go to x: (-71) y: (-118)\n create clone of (_myself_ v)\n go to x: (131) y: (-57)\n create clone of (_myself_ v)\nend\nhide\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 (2.)) 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@Word\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
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Play wirh WASD\nthe arrow keys\nor the mouse\n7 likes for part3\n\nPart1 https://scratch.mit.edu/projects/622686665\nPart3: https://scratch.mit.edu/projects/639510751\nPart4: https://scratch.mit.edu/projects/644030757
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Free || A Platformer
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@Stage\n\n@Player\n\ndefine script\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]\nforever\n script\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@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
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Yoo! welcome to my platformer! so,this platformer has no traps! that's why it's called free a platformer! \n\nPls love and fave,pls help me get top loved\n\ncredits:-\n@ScratchBoy179 » Engine :P
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Cave Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (pozadí1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [90-09--999999999 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@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\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n go to (player v)\n if <(backdrop [number v]) = [10]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n set [ghost v] effect to (80)\n end\nend\n\nset [ghost v] effect to (50)\n\n@Sprite3\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\nforever\n change [color v] effect by (5)\nend\n\nwhen I receive [start v]\nhide\n\n@Sprite2\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\nforever\n next costume\nend\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen flag clicked\nforever\n play sound [1 Min Chill Lofi Beat 'Mystical' Prod v] until done\nend\n\n@Player\n\nwhen flag clicked\nrepeat (80)\n change [color v] effect by (1)\nend\nforever\n change [color v] effect by (5)\nend\n\ndefine script\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 I receive [start v]\nshow\nStart Position\ngo to [front v] layer\nshow\nset rotation style [left-right v]\nforever\n script\nend\n\nwhen flag clicked\nhide\n\n
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-------------------------Description---------------------------\nHi guys! :D\nWelcome to my new awesome platformer game!\n\nIf I we can reach 100❤️ I will make custom clickers, platformers and animations for u guys... you just need to message me and tell me what you would like. :)\n
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A Normal Platformer
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@Stage\n\nwhen I receive [reset v]\nforever\n play sound [Hip Hop v] until done\nend\n\n@Level\n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <(costume [number v]) = [2]> then\n go to x: (236) y: (334)\n repeat (12)\n change y by (-25)\n end\nend\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n repeat (25)\n change y by (10)\n end\n wait (6) seconds\n repeat (7)\n change x by (-30)\n change y by (-18)\n end\n wait (2) seconds\n repeat (15)\n turn right (8) degrees\n end\nend\nif <(costume [number v]) = [1]> then\n switch costume to (costume3 v)\n go to x: (86) y: (180)\n set [gravity \(2\) v] to [-50]\n repeat (10)\n change [gravity \(2\) v] by (5)\n change x by (Gravity \(2\))\n end\n wait (8) seconds\n repeat until <touching (_edge_ v)?>\n change y by (-5)\n end\n broadcast (COMEBACK v)\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (-15)\n set [gravity \(2\) v] to [10]\n repeat (10)\n change y by (Gravity \(2\))\n change [gravity \(2\) v] by (-1)\n change [ghost v] effect by (-10)\n end\n wait until <([x position v] of [player v]) > [144]>\n set [gravity \(2\) v] to [0]\n repeat (10)\n change y by (Gravity \(2\))\n change [gravity \(2\) v] by (-1)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (-35)\n set [gravity \(2\) v] to [10]\n repeat (10)\n change y by (Gravity \(2\))\n change [gravity \(2\) v] by (-1)\n change [ghost v] effect by (-10)\n end\n wait until <([x position v] of [player v]) > [-39]>\n set [gravity \(2\) v] to [9]\n repeat (9)\n change y by (Gravity \(2\))\n change [gravity \(2\) v] by (-1)\n end\n wait (3) seconds\n set [gravity \(2\) v] to [-9]\n repeat (9)\n change y by (Gravity \(2\))\n change [gravity \(2\) v] by (1)\n end\n wait until <([x position v] of [player v]) > [144]>\n set [gravity \(2\) v] to [0]\n repeat (10)\n change y by (Gravity \(2\))\n change [gravity \(2\) v] by (-1)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <<<(costume [number v]) = [6]> or <(costume [number v]) = [7]>> or <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>>> then\n show\n go to x: (0) y: (300)\n point in direction (90)\n repeat until <(y position) < [-200]>\n change y by (-10)\n end\n broadcast (IMPOSSIBLE v)\nend\n\nwhen I receive [dismissed v]\nif <(costume [number v]) = [2]> then\n repeat (12)\n change y by (25)\n end\n delete this clone\nend\n\nwhen I receive [elevator \(1\) v]\nif <(costume [number v]) = [1]> then\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume1 v)\nend\nwait (4) seconds\nrepeat (20)\n change y by (-12)\nend\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [comeback v]\nif <(costume [number v]) = [1]> then\n show\n repeat (5)\n change y by (6)\n end\n wait (1) seconds\n repeat (65)\n change x by (-6)\n end\n wait (5) seconds\n repeat (60)\n change y by (3)\n end\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n wait until <([x position v] of [player v]) > [144]>\n set [gravity \(2\) v] to [0]\n repeat (10)\n change y by (Gravity \(2\))\n change [gravity \(2\) v] by (-1)\n change [ghost v] effect by (10)\n end\n go to x: (0) y: (-100)\n clear graphic effects\n repeat (5)\n change y by (4)\n end\n broadcast (Almost Done v)\nend\n\nwhen I receive [think fast v]\nswitch costume to (costume10 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nif <(costume [number v]) = [10]> then\n switch costume to (costume6 v)\n hide\n repeat (4)\n wait (.8) seconds\n create clone of (_myself_ v)\n next costume\n end\nend\n\nwhen I receive [end v]\nrepeat (20)\nwait (1) seconds\nswitch costume to (costume11 v)\ngo to x: (0) y: (0)\n\nwhen I receive [reset v]\npoint in direction (90)\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (.1) seconds\nwait until <([x position v] of [player v]) > [129]>\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nbroadcast (Message v)\n\nwhen I receive [fail v]\nstop [other scripts in sprite v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\ndelete this clone\n\n@Player\n\ndefine Touch ground <head?>\nswitch costume to (costume1 v)\nchange [falling? v] by (1)\nrepeat until <not <touching (level v)?>>\n if <head?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [gravity v] to [0]\nend\nswitch costume to (costume2 v)\n\ndefine Move (speed)\nswitch costume to (costume1 v)\nchange x by (speed)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\n end\nend\nswitch costume to (costume2 v)\n\nwhen I receive [impossible v]\nwait until <(x position) > [234]>\nbroadcast (End v)\n\nwhen I receive [end v]\nrepeat (20)\nwait (1) seconds\ngo to x: (0) y: (0)\n\nwhen I receive [reset v]\nset [falling? v] to [0]\ngo to x: (-151) y: (-2)\nset [gravity v] to [0]\nforever\n change [gravity v] by (-1)\n change [falling? v] by (1)\n change y by (Gravity)\n Touch ground <(Gravity) > [0]>\nend\n\nwhen I receive [reset v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Move [6]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Move [-6]\n end\nend\n\nwhen I receive [reset v]\nforever\n if <<(Falling?) < [1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [gravity v] to [15]\n end\nend\n\nwhen flag clicked\ngo to x: (-188) y: (-88)\nset [1st? v] to [0]\nforever\n if <key ((join [enter] []) v) pressed?> then\n broadcast (Reset v)\n end\nend\n\nwhen I receive [fail v]\nstop [other scripts in sprite v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nforever\n if <<touching (danger v)?> or <(y position) < [-170]>> then\n broadcast (Reset v)\n broadcast (Fail v)\n end\nend\n\nwhen I receive [lights out v]\nstop [other scripts in sprite v]\n\n@Words\n\nwhen I receive [message v]\nshow\nswitch costume to (costume3 v)\nrepeat (2)\n wait (3) seconds\n next costume\n wait (.02) seconds\nend\nwait (2) seconds\nbroadcast (Dismissed v)\nwait until <([x position v] of [player v]) > [230]>\nnext costume\nwait (3) seconds\nnext costume\nwait (.3) seconds\nwait (3) seconds\nnext costume\nwait (1) seconds\nbroadcast (DANGER v)\nwait (2) seconds\nnext costume\nbroadcast (Elevator \(1\) v)\nwait (9) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (5) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (5) seconds\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n if <(costume [number v]) = [1]> then\n go to x: (-6) y: (-7)\n wait until <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or >>>>>\n repeat (10)\n change y by (-3)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [almost done v]\nwait (1) seconds\nshow\nswitch costume to (costume19 v)\nwait (2) seconds\nswitch costume to (costume16 v)\nrepeat (3)\n wait (3) seconds\n next costume\nend\nbroadcast (THINK FAST v)\nwait (5) seconds\nbroadcast (DRAG v)\nnext costume\n\nwhen I receive [impossible v]\nswitch costume to (costume21 v)\n\nwhen I receive [end v]\nhide\nwait (3) seconds\nshow\nswitch costume to (costume23 v)\ngo to [front v] layer\nwait (3) seconds\nnext costume\nbroadcast (DOOM v)\nwait (3) seconds\nnext costume\nwait (3) seconds\nswitch costume to (costume26 v)\nwait (2) seconds\nbroadcast (Lights out v)\nhide\nwait (1) seconds\nswitch costume to (costume25 v)\nshow\n\nwhen I receive [reset v]\nshow\ngo to x: (-6) y: (-7)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [fail v]\nstop [other scripts in sprite v]\nbroadcast (Reset v)\n\nwait (3) seconds\n\nwait (3) seconds\n\n@Danger\n\nwhen I receive [danger v]\ngo to x: (-19) y: (-161)\nshow\nrepeat (5)\n change y by (5)\nend\nwait (5) seconds\nrepeat (10)\n change y by (-12)\nend\nhide\n\nwhen I receive [comeback v]\nshow\nswitch costume to (platform v)\ngo to x: (-442) y: (110)\nwait (1) seconds\nrepeat (10)\n change x by (5.5)\nend\nwait (3) seconds\nset [gravity \(2\) v] to [2]\nrepeat (15)\n change [gravity \(2\) v] by (-1)\n change y by (Gravity \(2\))\nend\nwait (4) seconds\nhide\n\nwhen I receive [doom v]\nshow\nswitch costume to (doom lava v)\ngo to x: (0) y: (-200)\ngo to [front v] layer\nrepeat (27)\n change y by (3)\nend\n\nwhen I receive [reset v]\nshow\nhide\ngo to x: (-19) y: (-161)\nswitch costume to (spikes v)\ngo to x: (-19) y: (-161)\n\nwhen I receive [fail v]\nstop [other scripts in sprite v]\nbroadcast (Reset v)\n\n@Dark\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [end v]\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nhide\n\nwhen I receive [fail v]\nstop [other scripts in sprite v]\nbroadcast (Reset v)\n\nwhen I receive [lights out v]\nclear graphic effects\nshow\n\n@Sprite1\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait until <key ((join [enter] []) v) pressed?>\nset [ghost v] effect to (100)\nforever\n\n
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Inspired by @-Heron-\nA Normal Platformer.\nI recommend muting your sound, the music can get annoying.\nArrow keys and WASD.\nThat's basically it.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment "So Easy"
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Colours 2 -- a platformer #games#all
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@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker, AuRa, Tomine Harket - Darkside v] until done\nend\n\n@scratch tb\n\nwhen flag clicked\nforever\n hide\nend\n\ngo to [front v] layer\nshow\n\n@dude\n\nwhen flag clicked\nset [scene# v] to [1]\nset [acceleration v] to [8]\nset [gravity v] to [-1.15]\nset [jumpforce v] to [15]\nset [spdy v] to [0]\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\ngo to x: (-202) y: (-29)\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(falling) < [3]> then\n set [spdy v] to (jumpforce)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [spdx v] to [8]\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [spdx v] to [-8]\n end\n set [spdx v] to ((spdx) * (0.8))\n change [spdy v] by (gravity)\n move in steps (([abs v] of (spdx) ) + ([abs v] of (spdy) ))\nend\n\ndefine move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last val v] to (x position)\n change x by ((spdx) / (steps))\n if <touching (lvl v)?> then\n set x to (last val)\n set [spdx v] to [0]\n end\n set [last val v] to (y position)\n change y by ((spdy) / (steps))\n if <touching (lvl v)?> then\n set y to (last val)\n if <(spdy) < [0]> then\n set [falling v] to [0]\n end\n set [spdy v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (lets go bros v)\n\nwhen I receive [lets go bros v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (change scene v)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-184]> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n go to x: (-202) y: (-29)\n wait (0.3) seconds\n set [ghost v] effect to (0)\n end\n if <touching (danger v)?> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n go to x: (-202) y: (-29)\n wait (0.3) seconds\n set [ghost v] effect to (0)\n end\n if <touching (sprite2 v)?> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n go to x: (-202) y: (-29)\n wait (0.3) seconds\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [change scene v]\ngo to x: (-202) y: (-29)\n\n@lvl\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [change scene v]\nnext costume\nbroadcast (goto v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (finally colours v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (new guy v)\n end\nend\n\n@txt\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [change scene v]\nnext costume\n\n@danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [change scene v]\nnext costume\n\n@mission\n\nwhen flag clicked\nhide\n\nwhen I receive [finally colours v]\nshow\nforever\n if <touching (dude v)?> then\n broadcast (note out v)\n end\nend\n\nwhen I receive [note out v]\nforever\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [note out v]\nshow\nswitch costume to (costume2 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [new guy v]\nshow\n\n
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WELCOME BACK introducting...Colours 2!\nwasd or arrow keys to move\npart 1: scratch.mit.edu/projects/621850284/\npart 3: https://scratch.mit.edu/projects/670341231/
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Moonlight ✦ A Mobile Friendly Platformer ✦ #games #art #all #moblie #topremixed
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@Stage\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (4 v)\npoint in direction (pick random (-45) to (45))\nchange y by (10)\nrepeat (14)\n move (3) steps\nend\nchange [animation v] by (1)\ndelete this clone\n\nwhen I receive [next v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [animation v] to [0]\ngo to x: (-200) y: (0)\n\nwhen I receive [green flag v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [animation v] to [0]\ngo to x: (-200) y: (0)\nshow\nforever\n set [ghost v] effect to (0)\n switch costume to (1 v)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-0.8)\n switch costume to (2 v)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (0.8)\n switch costume to (3 v)\n end\n set [x velocity v] to ((x velocity) * (0.9))\n change x by (round (x velocity))\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 if <touching (ground v)?> then\n change y by (1)\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 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 (round ((x velocity) * (-1)))\n end\n end\n end\n set [x velocity v] to [0]\n end\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change y by (-1)\n if <touching (ground v)?> then\n set [y velocity v] to [12]\n end\n change y by (1)\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) * (-1))\n set [y velocity v] to [0]\n end\n if <<touching (danger v)?> or <touching (lava3 v)?>> then\n start sound [recording3 v]\n set [animation v] to [0]\n repeat (4)\n create clone of (_myself_ v)\n change [ghost v] effect by (10)\n end\n repeat (6)\n change [ghost v] effect by (10)\n end\n wait until <(Animation) = [4]>\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [animation v] to [0]\n go to x: (-200) y: (0)\n end\n if <(x position) > [240]> then\n broadcast (Next v) and wait\n end\nend\n\n@Ground\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nswitch costume to (1 v)\nshow\n\n@Glow\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [ghost v] effect to (75)\nset size to (100) %\ngo to [back v] layer\nshow\nforever\n go to (player v)\nend\n\nwhen I receive [green flag v]\nforever\n set size to (((-5) * ([sin v] of ((timer) * (100)) )) + (100)) %\nend\n\n@Glow2\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [ghost v] effect to (50)\nset size to (75) %\ngo to [back v] layer\nshow\nforever\n go to (player v)\nend\n\nwhen I receive [green flag v]\nforever\n set size to (((-5) * ([sin v] of ((timer) * (75)) )) + (75)) %\nend\n\n@Glow3\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nforever\n set size to (((-5) * ([sin v] of ((timer) * (50)) )) + (50)) %\nend\n\nwhen I receive [green flag v]\nset [ghost v] effect to (25)\nset size to (50) %\ngo to [back v] layer\nshow\nforever\n go to (player v)\nend\n\n@Grass\n\ndefine Grass from (xpos1) to (xpos2)\nshow\ngo to x: (xpos1) y: (0)\npoint in direction (90)\nrepeat until <(x position) = (xpos2)>\n change x by (1)\n set size to (pick random (150) to (200)) %\n if <(pick random (1) to (3)) = [2]> then\n create clone of (_myself_ v)\n end\nend\nhide\n\nwhen I start as a clone\nGrass\nforever\n if <touching (player v)?> then\n Sway\n end\nend\n\ndefine Grass\nswitch costume to (4 v)\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nif <touching (ground v)?> then\n repeat until <<not <touching (ground v)?>> or <touching (_edge_ v)?>>\n change y by (1)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n change x by (-4)\nelse\n repeat until <touching (ground v)?>\n change y by (-2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\nend\ngo to [front v] layer\nswitch costume to (pick random (1) to (3))\n\ndefine Sway\nset [magnitude v] to ((([x velocity v] of [player v]) + (pick random (-2.0) to (2.0))) * (4))\nset [sway v] to [0]\nrepeat until <<[0] = (round ((Magnitude) * (2)))> or <<touching (player v)?> and <([abs v] of (Magnitude) ) < ([abs v] of (() * (2)) )>>>\n point in direction ((90) - (([sin v] of (sway) ) * (Magnitude)))\n change [sway v] by (-10)\n set [magnitude v] to ((0.95) * (Magnitude))\nend\n\nwhen I receive [next v]\nbroadcast (Delete Clones v) and wait\nif <([costume name v] of [ground v]) = [3]> then\n Grass from [-240] to [-170]\n Grass from [-143] to [-50]\n Grass from [-20] to [60]\n Grass from [85] to [180]\n Grass from [215] to [240]\nelse\n if <([costume name v] of [ground v]) = [4]> then\n Grass from [-240] to [-30]\n Grass from [150] to [240]\n else\n if <([costume name v] of [ground v]) = [5]> then\n Grass from [-240] to [-130]\n Grass from [-5] to [45]\n Grass from [155] to [240]\n else\n if <([costume name v] of [ground v]) = [7]> then\n Grass from [-240] to [-140]\n Grass from [140] to [240]\n else\n if <([costume name v] of [ground v]) = [8]> then\n Grass from [-240] to [20]\n else\n if <([costume name v] of [ground v]) = [9]> then\n Grass from [-240] to [145]\n else\n Grass from [-240] to [240]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nGrass from [-150] to [-40]\nGrass from [-26] to [60]\nGrass from [77] to [190]\n\nGrass from [0] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nbroadcast (Delete Clones v) and wait\nGrass from [-240] to [240]\n\n@Overlay\n\nwhen I receive [next v]\nnext costume\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nswitch costume to (1 v)\ngo to [front v] layer\nshow\n\n@Danger\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nswitch costume to (1 v)\nshow\n\n@Particles\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nset size to (pick random (50) to (100)) %\nswitch costume to (pick random (1) to (3))\ngo to (player v)\npoint in direction (pick random (0) to (359))\ngo to [back v] layer\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n move (1) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\nforever\n set [# v] to (pick random (1) to (20))\n if <(#) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\n@Underlay\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nswitch costume to (1 v)\nshow\nforever\n go to [back v] layer\nend\n\n@Music\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nforever\n play sound [Prelude No. 1 in C, BWV 846 v] until done\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\nset [ghost v] effect to (25)\ngo to [back v] layer\nforever\n if <<<([costume name v] of [ground v]) = [4]> or <([costume name v] of [ground v]) = [5]>> or <<([costume name v] of [ground v]) = [7]> or <([costume name v] of [ground v]) = [8]>>> then\n show\n else\n hide\n end\n set y to (((-5) * ([sin v] of ((timer) * (125)) )) + (-25))\nend\n\n@Lava2\n\nwhen I receive [green flag v]\nhide\nset [ghost v] effect to (25)\ngo to [back v] layer\nforever\n if <<<([costume name v] of [ground v]) = [4]> or <([costume name v] of [ground v]) = [5]>> or <<([costume name v] of [ground v]) = [7]> or <([costume name v] of [ground v]) = [8]>>> then\n show\n else\n hide\n end\n set y to (((-5) * ([sin v] of ((timer) * (200)) )) + (-50))\nend\n\nwhen flag clicked\nhide\n\n@Lava3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\nset [ghost v] effect to (50)\ngo to [back v] layer\nforever\n if <<<([costume name v] of [ground v]) = [4]> or <([costume name v] of [ground v]) = [5]>> or <<([costume name v] of [ground v]) = [7]> or <([costume name v] of [ground v]) = [8]>>> then\n show\n else\n hide\n end\n set y to (((-5) * ([sin v] of ((timer) * (150)) )) + (0))\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nswitch costume to (7 v)\ngo to [front v] layer\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nhide\nswitch costume to (7 v)\ngo to [front v] layer\nset [brightness v] effect to (-100)\nshow\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\n@Intro (New)\n\nwhen I receive [green flag v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nif <(#) = [1]> then\n go to x: (0) y: (0)\n set size to (0) %\n switch costume to (logo v)\n show\n repeat (7)\n change size by (10)\n end\n repeat (4)\n change size by (-5)\n end\n set [saturn-rings v] to [true]\n repeat (5)\n change y by (10)\n end\nend\nif <(#) = [2]> then\n hide\n switch costume to (s v)\n set rotation style [don't rotate v]\n wait (0.00000011) seconds\n repeat (120)\n set [# v] to [5]\n go to x: (pick random (-230) to (-200)) y: (pick random (-120) to (120))\n create clone of (_myself_ v)\n go to x: (pick random (230) to (200)) y: (pick random (-120) to (120))\n create clone of (_myself_ v)\n end\n stop all sounds\n broadcast (green flag v)\n broadcast (Music v)\n hide\nend\nif <(#) = [3]> then\n hide\n set [ghost v] effect to (100)\n switch costume to (words v)\n wait until <(Saturn-Rings) = [true]>\n go to x: (0) y: (-100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nif <(#) = [4]> then\n go to x: (0) y: (0)\n set size to (100) %\n go to [back v] layer\n show\n switch costume to (backdrop v)\nend\nif <(#) = [5]> then\n go to [back v] layer\n go [forward v] (1) layers\n set size to (pick random (10) to (30)) %\n if <not <touching color (#000000)?>> then\n show\n end\n if <(x position) > [0]> then\n repeat until <(x position) < [0]>\n point in direction (-90)\n move (10) steps\n end\n else\n repeat until <(x position) > [0]>\n point in direction (90)\n move (10) steps\n end\n end\n delete this clone\nend\n\ndefine Clone (#)\nrepeat (#)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nstart sound [Triumph v]\n\nwhen flag clicked\nset [saturn-rings v] to [false]\nset [# v] to [0]\nClone [4]\n\n
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✦ Controls ✦\n➥ PC, arrow keys.\n➥ Mobile, touch.\n\n✦ Dangers ✦\n➥ Spikes.\n➥ Lava.\n\n✦ Tips ✦\n➥ Pay attention to spikes, as they blend in with the surroundings.\n➥ Love, Fav, and Follow.\n➥ Have fun.
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Space- A Platformer
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@Stage\n\nwhen I receive [start 2 v]\nforever\n play sound [Starship v] until done\nend\n\n@phoenix-gif-5\n\nwhen flag clicked\nshow\nrepeat (27)\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [game start!!! v]\nhide\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite1\n\nwhen flag clicked\nstart sound [Guitar Chords2 v]\nshow\n\nwhen I receive [game start!!! v]\nstop all sounds\nhide\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nbroadcast (Game Start!!! v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [game start!!! v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@player\n\nwhen I receive [game start!!! v]\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nwait (1) seconds\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (bear-walk-a v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\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 I receive [game start!!! v]\ngo to [front v] layer\nset [level v] to [1]\ngo [backward v] (3) layers\nshow\nset size to (70) %\nswitch costume to (costume1 \(23\) v)\ngo to x: (-210) 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 (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 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 (sprite3 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 (sprite3 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 > 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: (-210) 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: (-210) y: (-50)\n end\n if <touching (sprite4 v)?> then\n start sound [ Whoosh v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-210) y: (-21)\n end\n if <touching (sprite5 v)?> then\n start sound [ Whoosh v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-210) y: (-21)\n end\nend\n\nwhen I receive [game start!!! v]\nsay [Please get me to my spaceship!] for (2) seconds\nspeak [Please get me to my spaceship!]::tts\n\nwhen I receive [start 2 v]\nforever\n if <touching (costume16 v)?> then\n repeat (5)\n change [y v] by (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [game start!!! v]\nforever\n if <<touching (sprite5 v)?> or <touching (sprite6 v)?>> then\n change y by ((Y) * (-0.5))\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <touching (sprite6 v)?> then\n go to (sprite7 v)\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <key (s v) pressed?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (-50)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (costume1 \(23\)4 v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 \(23\)3 v)\n else\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 \(23\)2 v)\n else\n switch costume to (costume1 \(23\) v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite9 v)?> then\n wait (0.2) seconds\n hide\n else\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [game start!!! v]\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nset [ghost v] effect to (20)\n\nwhen I receive [game start!!! v]\ngo to [back v] layer\nforever\n if <<(Level) = [5]> or <<(Level) = [6]> or <<(Level) = [7]> or <<(Level) = [8]> or <<(Level) = [9]> or <<(Level) = [10]> or <<(Level) = [11]> or <(Level) = [12]>>>>>>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite6\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [7]> then\n go to x: (-5) y: (30)\n point in direction (-90)\n show\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [8]> then\n go to x: (-199) y: (-68)\n point in direction (90)\n show\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [9]> then\n go to x: (-104) y: (50)\n point in direction (-90)\n show\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [11]> then\n go to x: (-178) y: (-65)\n point in direction (90)\n show\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [12]> then\n go to x: (-110) y: (-23)\n point in direction (-90)\n show\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [13]> then\n go to x: (32) y: (0)\n point in direction (-45)\n show\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [14]> then\n go to x: (-150) y: (5)\n point in direction (-90)\n show\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [15]> then\n go to x: (-147) y: (107)\n point in direction (-90)\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game start!!! v]\nforever\n if <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [5]> or <<(Level) = [6]> or <<(Level) = [10]> or <(Level) = [16]>>>>>>>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite7\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [7]> then\n go to x: (181) y: (30)\n point in direction (-90)\n show\n else\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [8]> then\n go to x: (117) y: (63)\n point in direction (-90)\n show\n else\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [9]> then\n go to x: (164) y: (73)\n point in direction (-90)\n show\n else\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [11]> then\n go to x: (72) y: (155)\n point in direction (-90)\n show\n else\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [12]> then\n go to x: (136) y: (155)\n point in direction (-90)\n show\n else\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [13]> then\n go to x: (136) y: (155)\n point in direction (-90)\n show\n else\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [14]> then\n go to x: (50) y: (0)\n point in direction (-90)\n show\n else\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <(Level) = [15]> then\n go to x: (171) y: (-2)\n point in direction (-90)\n show\n else\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game start!!! v]\nforever\n if <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [5]> or <<(Level) = [6]> or <<(Level) = [10]> or <(Level) = [16]>>>>>>>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [game start!!! v]\nforever\n if <key (s v) pressed?> then\n wait (0.3) seconds\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [game start!!! v]\nforever\n wait (0.09) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (pick random (-500) to (500)) y: (200)\npoint in direction (-150)\nrepeat (pick random (19) to (60))\n move (5) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen I start as a clone\nforever\n if <touching (sprite3 v)?> then\n delete this clone\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [game start!!! v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (80) y: (-3)\nhide\nswitch costume to (blue v)\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [16]> then\n show\nelse\n hide\nend\n\nwhen I receive [game start!!! v]\ngo to [front v] layer\nforever\n if <(Level) = [16]> then\n wait (1) seconds\n if <touching (player v)?> then\n switch costume to (blue v)\n glide (0.1) secs to x: (80) y: (3)\n switch costume to (blue2 v)\n glide (1) secs to x: (80) y: (250)\n hide\n broadcast (end v)\n end\n end\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite11\n\nwhen flag clicked\ngo [forward v] (10000) layers\ngo to [front v] layer\nset [ghost v] effect to (0)\nforever\n go to [front v] layer\n change [ghost v] effect by (1)\nend\n\nwhen I receive [end v]\ngo [forward v] (1000000000) layers\ngo to [front v] layer\nset [ghost v] effect to (0)\nstop [all v]\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n
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4th platformer, guys!!!\nUsual controls- Arrow keys +WASD+ Mobile-friendly\nPlease love, fav and follow\nBeat the levels\nAll levels are possible\n
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3D MMO platformer [Massive Multiplayer Online, infinite players]
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@Stage\n\nwhen flag clicked\nshow list [turbowarp v]\nerase all\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [lag v]\nerase all\nswitch backdrop to (lag v)\nhide list [turbowarp v]\n\nwhen I receive [start v]\nshow list [turbowarp v]\nerase all\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\n@Main\n\nwhen flag clicked\nif <<is compiled?> or <(username) = [GonSanVi]>> then\n broadcast (start v)\nelse\n broadcast (lag v)\nend\n\nwhen I receive [start v]\nset [qr? v] to [false]\nbroadcast (load v) and wait\nforever\n set [/oldtime v] to (join [] (days since 2000))\n broadcast (MMO v)\n broadcast (update v) and wait\n broadcast (render v) and wait\n set [/deltatime v] to (join [] ((86400) * ((days since 2000) - (/oldTime))))\n set [/fps v] to (round ((1) / (/deltaTime)))\n if <(/deltaTime) > [0.075]> then\n set [/deltatime v] to [0.075]\n end\n if <<(QR?) = [true]> and <not <<key (q v) pressed?> and <key (r v) pressed?>>>> then\n broadcast (reset v) and wait\n end\n set [qr? v] to <<key (q v) pressed?> and <key (r v) pressed?>>\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nbroadcast (start v)\n\n@Load\n\nwhen I receive [load v]\ndelete all of [aabbs v]\nadd AABB at [0] [0] [0] size (_pSize) (_pSize) (_pSize) mode [player]\nadd AABB at [0] [-50] [0] size [100] [25] [100] mode [ground]\nadd AABB at [0] [-50] [325] size [100] [25] [100] mode [ground]\nadd AABB at [325] [-50] [325] size [100] [25] [100] mode [ground]\nadd AABB at [525] [-50] [325] size [100] [25] [100] mode [ground]\nadd AABB at [425] [5] [325] size [15] [30] [100] mode [lava]\nadd AABB at [525] [-50] [525] size [25] [25] [100] mode [ground]\nadd AABB at [525] [-50] [725] size [25] [25] [100] mode [ground]\nadd AABB at [525] [0] [725] size [25] [25] [15] mode [lava]\nadd AABB at [525] [-50] [925] size [100] [25] [100] mode [ground]\nadd AABB at [325] [-50] [925] size [100] [25] [100] mode [Bounce]\nadd AABB at [-325] [-50] [325] size [100] [25] [100] mode [ground]\nadd AABB at [-325] [-50] [475] size [100] [25] [100] mode [ground]\nadd AABB at [125] [250] [925] size [100] [25] [100] mode [Ground]\nadd AABB at [125] [250] [1050] size [100] [25] [100] mode [Ground]\nadd AABB at [125] [250] [1400] size [100] [25] [100] mode [Ground]\nadd AABB at [-125] [250] [1400] size [50] [25] [100] mode [Ground]\nadd AABB at [-300] [250] [1400] size [25] [25] [100] mode [Ground]\nadd AABB at [-500] [250] [1400] size [25] [25] [100] mode [Ground]\nadd AABB at [-750] [250] [1400] size [100] [25] [100] mode [Ground]\nadd AABB at [-950] [250] [1400] size [100] [25] [100] mode [Ground]\nadd AABB at [-950] [100] [1200] size [100] [25] [100] mode [Ground]\nadd AABB at [-950] [100] [1000] size [100] [25] [100] mode [Ground]\nadd AABB at [-750] [100] [1000] size [100] [25] [100] mode [Ground]\nadd AABB at [-750] [100] [800] size [100] [25] [100] mode [Ground]\nadd AABB at [-550] [100] [800] size [100] [25] [100] mode [Ground]\nadd AABB at [-550] [100] [600] size [100] [25] [100] mode [Ground]\nadd AABB at [-550] [100] [475] size [100] [25] [100] mode [Ground]\nadd AABB at [-750] [150] [1000] size [20] [25] [100] mode [Lava]\nadd AABB at [-750] [150] [800] size [20] [25] [100] mode [Lava]\nadd AABB at [-550] [130] [475] size [50] [5] [50] mode [Double]\nadd AABB at [725] [50] [325] size [100] [125] [100] mode [Ground]\nadd AABB at [1200] [150] [325] size [100] [25] [100] mode [Ground]\nadd AABB at [1400] [150] [325] size [100] [25] [100] mode [Ground]\nadd AABB at [590] [100] [325] size [35] [25] [100] mode [M1]\nadd AABB at [325] [25] [325] size [50] [50] [100] mode [M2]\nadd AABB at [525] [25] [925] size [100] [50] [100] mode [M4]\nadd AABB at [1400] [300] [325] size [25] [125] [100] mode [Lava]\nadd AABB at [1600] [150] [325] size [100] [25] [100] mode [Ground]\nadd AABB at [1600] [180] [325] size [50] [5] [50] mode [BrownB]\nadd AABB at [-950] [250] [1600] size [90] [25] [90] mode [Brown]\nadd AABB at [-950] [250] [1800] size [90] [25] [90] mode [Brown]\nadd AABB at [-950] [250] [2000] size [90] [25] [90] mode [Brown]\nadd AABB at [-950] [250] [2200] size [100] [25] [100] mode [Ground]\nadd AABB at [-950] [325] [1400] size [100] [50] [100] mode [M6]\nadd AABB at [-950] [250] [2405] size [25] [25] [95] mode [Brown]\nadd AABB at [-850] [250] [2600] size [25] [25] [100] mode [Brown]\nadd AABB at [-750] [250] [2800] size [25] [25] [100] mode [Brown]\nadd AABB at [-850] [250] [3000] size [25] [25] [100] mode [Brown]\nadd AABB at [-950] [250] [3200] size [100] [25] [25] mode [Brown]\nadd AABB at [-1150] [250] [3200] size [100] [25] [100] mode [Ground]\nadd AABB at [-1150] [280] [3200] size [50] [5] [50] mode [End]\nset [time v] to [0]\nset [updatetime? v] to [false]\n\ndefine add AABB at (x) (y) (z) size (sx) (sy) (sz) mode (m)\nadd (x) to [aabbs v]\nadd (y) to [aabbs v]\nadd (z) to [aabbs v]\nadd (sx) to [aabbs v]\nadd (sy) to [aabbs v]\nadd (sz) to [aabbs v]\nadd (m) to [aabbs v]\n\n@Update\n\nwhen I receive [update v]\nUpdate\n\ndefine Update\nplayer Physics\ncamera\nsort\n\ndefine player Physics\nchange [_pyvel v] by ((-Gravity) * (/deltaTime))\nif <(_pYVel) < [-750]> then\n set [_pyvel v] to [-750]\nend\nchange [_py v] by (round ((_pYVel) * (/deltaTime)))\ncheck player collisions\nif <(ground?) > [0]> then\n change [ground? v] by (() - (/deltaTime))\nend\nif <[collisions v] contains [ground]?> then\n repeat until <not <[collisions v] contains [ground]?>>\n if <(_pYVel) > [0]> then\n change [_py v] by (-1)\n else\n change [_py v] by (1)\n end\n check player collisions\n end\n set [_pyvel v] to [0]\nend\nchange [_py v] by (-3)\ncheck player collisions\nif <[collisions v] contains [ground]?> then\n set [ground? v] to [0.15]\n set [*doubled? v] to [false]\nend\nchange [_py v] by (3)\nif <(updateTime?) = [true]> then\n change [time v] by (/deltaTime)\nend\nif <<not <(^LastFrameSpace) = [true]>> and <<key (space v) pressed?> and <<(ground?) > [0]> or <(*doubled?) = [true]>>>> then\n set [_pyvel v] to [500]\n set [ground? v] to [0]\n if <(*double?) = [true]> then\n if <(*doubled?) = [true]> then\n set [*doubled? v] to [false]\n else\n set [*doubled? v] to [true]\n end\n end\nend\nif <(_pY) < [-350]> then\n reset\nend\ncheck player collisions\nif <[collisions v] contains [bounce]?> then\n set [_pyvel v] to [900]\nend\nif <[collisions v] contains [lava]?> then\n reset\nend\nif <[collisions v] contains [double]?> then\n set [*double? v] to [true]\n delete block (item ((item # of [double] in [collisions v]) + (1)) of [collisions v])\n set [text v] to [3]\n set [texttimer v] to [3.5]\nend\nif <[collisions v] contains [BrownB]?> then\n set [*clouds? v] to [true]\n delete block (item ((item # of [BrownB] in [collisions v]) + (1)) of [collisions v])\n set [text v] to [5]\n set [texttimer v] to [3.5]\nend\nif <<[collisions v] contains [M1]?> and <(*double?) = [false]>> then\n set [text v] to [1]\n set [texttimer v] to [4]\nend\nif <[collisions v] contains [M2]?> then\n set [text v] to [2]\n set [texttimer v] to [0.1]\nend\nif <[collisions v] contains [M4]?> then\n set [text v] to [4]\n set [texttimer v] to [0.1]\nend\nif <<[collisions v] contains [M6]?> and <(*clouds?) = [false]>> then\n set [text v] to [6]\n set [texttimer v] to [0.1]\nend\nif <[collisions v] contains [End]?> then\n delete block (item ((item # of [End] in [collisions v]) + (1)) of [collisions v])\n set [text v] to [7]\n set [texttimer v] to [4]\n set [updatetime? v] to [false]\nend\nif <<<key (w v) pressed?> or <key (s v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n change xz (() - ((-Speed) * ((/deltaTime) * (((=YSin) * (<key (w v) pressed?> - <key (s v) pressed?>)) + ((=YCos) * (<key (a v) pressed?> - <key (d v) pressed?>)))))) ((-Speed) * ((/deltaTime) * (((=YCos) * (<key (w v) pressed?> - <key (s v) pressed?>)) - ((=YSin) * (<key (a v) pressed?> - <key (d v) pressed?>)))))\n if <[aabbs v] contains [end]?> then\n set [updatetime? v] to [true]\n end\nend\nreplace item (1) of [aabbs v] with (_pX)\nreplace item (2) of [aabbs v] with (_pY)\nreplace item (3) of [aabbs v] with (_pZ)\nset [^lastframespace v] to <key (space v) pressed?>\n\ndefine check player collisions\ndelete all of [collisions v]\nset [i v] to [0]\nrepeat ((length of [aabbs v]) / (7))\n change [i v] by (7)\n if <not <[collisions v] contains (item (i) of [aabbs v])?>> then\n AABB (item ((i) - (6)) of [aabbs v]) (item ((i) - (5)) of [aabbs v]) (item ((i) - (4)) of [aabbs v]) (_pX) (_pY) (_pZ) size (item ((i) - (3)) of [aabbs v]) (item ((i) - (2)) of [aabbs v]) (item ((i) - (1)) of [aabbs v]) (_pSize) (_pSize) (_pSize)\n if <(out?) = [true]> then\n if <<(item (i) of [aabbs v]) = [brown]> and <(*clouds?) = [true]>> then\n add [ground] to [collisions v]\n else\n add (item (i) of [aabbs v]) to [collisions v]\n add ((i) / (7)) to [collisions v]\n end\n end\n end\nend\n\ndefine AABB (x1) (y1) (z1) (x2) (y2) (z2) size (sx1) (sy1) (sz1) (sx2) (sy2) (sz2)\nset [out? v] to <<([abs v] of ((x1) - (x2)) ) < ((sx1) + (sx2))> and <<([abs v] of ((y1) - (y2)) ) < ((sy1) + (sy2))> and <([abs v] of ((z1) - (z2)) ) < ((sz1) + (sz2))>>>\n\nwhen I receive [load v]\nreset\nset [*double? v] to [false]\nset [*clouds? v] to [false]\n\ndefine change xz (x) (z)\nchange [_px v] by (round (x))\ncheck player collisions\nif <[collisions v] contains [ground]?> then\n repeat until <not <[collisions v] contains [ground]?>>\n if <(x) > [0]> then\n change [_px v] by (-1)\n else\n change [_px v] by (1)\n end\n check player collisions\n end\nend\nchange [_pz v] by (round (z))\ncheck player collisions\nif <[collisions v] contains [ground]?> then\n repeat until <not <[collisions v] contains [ground]?>>\n if <(z) > [0]> then\n change [_pz v] by (-1)\n else\n change [_pz v] by (1)\n end\n check player collisions\n end\nend\n\ndefine camera\nif then\n set [=rotx v] to \n set [=roty v] to [50]\n set [=xcos v] to ([cos v] of (=RotX) )\n set [=xsin v] to ([sin v] of (=RotX) )\n set [=ycos v] to ([cos v] of (=RotY) )\n set [=ysin v] to ([sin v] of (=RotY) )\n set [_scrollx v] to [2100]\n set [_scrolly v] to [1700]\n set [_scrollz v] to [-700]\nelse\n change [=rotx v] by ((/deltaTime) * ((125) * (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>)))\n if <(=RotX) > [0]> then\n set [=rotx v] to [0]\n end\n if <(=RotX) < [-60]> then\n set [=rotx v] to [-60]\n end\n change [=roty v] by ((/deltaTime) * ((125) * (<key (left arrow v) pressed?> - <key (right arrow v) pressed?>)))\n set [=xcos v] to ([cos v] of (=RotX) )\n set [=xsin v] to ([sin v] of (=RotX) )\n set [=ycos v] to ([cos v] of (=RotY) )\n set [=ysin v] to ([sin v] of (=RotY) )\n set [_scrollx v] to ((_pX) + ((400) * ((=XCos) * (=YSin))))\n set [_scrolly v] to ((_pY) + ((-400) * (=XSin)))\n set [_scrollz v] to ((_pZ) + ((-400) * ((=XCos) * (=YCos))))\nend\n\ndefine sort\ndelete all of [renderorder v]\ndelete all of [dists v]\nset [i v] to [0]\nrepeat ((length of [aabbs v]) / (7))\n change [i v] by (7)\n set [$dist v] to (round ((((_scrollX) - (item ((i) - (6)) of [aabbs v])) * ((_scrollX) - (item ((i) - (6)) of [aabbs v]))) + ((((_scrollY) - ((item ((i) - (5)) of [aabbs v]) - (<not <<(item (i) of [aabbs v]) = [cloud]> or <(item (i) of [aabbs v]) = [player]>>> * (playerH)))) * ((_scrollY) - ((item ((i) - (5)) of [aabbs v]) - (<not <<(item (i) of [aabbs v]) = [cloud]> or <(item (i) of [aabbs v]) = [player]>>> * (playerH))))) + (((_scrollZ) - (item ((i) - (4)) of [aabbs v])) * ((_scrollZ) - (item ((i) - (4)) of [aabbs v]))))))\n add dist ($dist)\nend\n\ndefine add dist (d)\nset [i2 v] to [1]\nrepeat until <not <(d) < (item (i2) of [dists v])>>\n if <(d) < (item (i2) of [dists v])> then\n change [i2 v] by (1)\n end\nend\ninsert ($dist) at (i2) of [dists v] \ninsert ((length of [renderorder v]) + (1)) at (i2) of [renderorder v] \n\ndefine reset\nset [=rotx v] to [-40]\nset [=roty v] to [0]\nset [_px v] to [0]\nset [_py v] to [0]\nset [_pz v] to [0]\nset [_pyvel v] to [0]\nset [-gravity v] to [-1000]\nset [-speed v] to [225]\nset [_psize v] to [12]\nset [fov v] to [400]\nset [playerh v] to [65]\nset [texttimer v] to [0]\n\ndefine delete block (i)\nrepeat (7)\n delete (((i) * (7)) - (6)) of [aabbs v]\nend\n\n@Render\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <(lenb) > (lenc)> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to [1]\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\nend\nset pen size to (res)\ngo to x: (ax) y: (ay)\ngo to x: (bx) y: (by)\ngo to x: (cx) y: (cy)\ngo to x: (ax) y: (ay)\npen up\n\nwhen I receive [load v]\nswitch costume to (. v)\nset size to ((1) / ()) %\nswitch costume to (big v)\n\nwhen I receive [render v]\nRender\nbroadcast (text v) and wait\n\ndefine AABB verts (x) (y) (z) (sx) (sy) (sz)\ndelete all of [. v]\nRotationMatrix ((x) + (sx)) ((y) + (sy)) ((z) + (sz))\nRotationMatrix ((x) - (sx)) ((y) + (sy)) ((z) + (sz))\nRotationMatrix ((x) + (sx)) ((y) - (sy)) ((z) + (sz))\nRotationMatrix ((x) - (sx)) ((y) - (sy)) ((z) + (sz))\nRotationMatrix ((x) + (sx)) ((y) + (sy)) ((z) - (sz))\nRotationMatrix ((x) - (sx)) ((y) + (sy)) ((z) - (sz))\nRotationMatrix ((x) + (sx)) ((y) - (sy)) ((z) - (sz))\nRotationMatrix ((x) - (sx)) ((y) - (sy)) ((z) - (sz))\n\ndefine RotationMatrix (x) (y) (z)\nxyz ((x) - (_scrollX)) ((y) - (_scrollY)) ((z) - (_scrollZ))\nxyz (((z) * (=YSin)) + ((x) * (=YCos))) (y) (((z) * (=YCos)) - ((x) * (=YSin)))\nxyz (x) (((y) * (=XCos)) - ((z) * (=XSin))) (((z) * (=XCos)) + ((y) * (=XSin)))\nif <(z) < [0.3]> then\n set [z v] to [0.3]\nelse\n set [render? v] to [true]\nend\nadd (((x) * (FOV)) / (z)) to [. v]\nadd (((y) * (FOV)) / (z)) to [. v]\n\ndefine render AABB (x) (y) (z) (sx) (sy) (sz)\nif <(item (i2) of [aabbs v]) = [Ground]> then\n set pen color to (#0669c9)\nend\nif <(item (i2) of [aabbs v]) = [Lava]> then\n set pen color to (#ff0000)\nend\nif <(item (i2) of [aabbs v]) = [Bounce]> then\n set pen color to (#faff0e)\nend\nif <(item (i2) of [aabbs v]) = [cloud]> then\n set pen color to (#8c8c8c)\nend\nif <(item (i2) of [aabbs v]) = [Player]> then\n set pen color to (#ffffff)\nend\nif <(item (i2) of [aabbs v]) = [Double]> then\n set pen color to (#ff743d)\nend\nif <(item (i2) of [aabbs v]) = [BrownB]> then\n set pen color to (#888888)\nend\nif <(item (i2) of [aabbs v]) = [brown]> then\n set pen color to (#ffffff)\nend\nif <(item (i2) of [aabbs v]) = [end]> then\n set pen color to (#56ff1e)\nend\nif <(letter (1) of (item (i2) of [aabbs v])) = [M]> then\n set pen color to (#808080)\n set pen (transparency v) to (70)\nend\nset [render? v] to [false]\nAABB verts (x) (y) (z) (sx) (sy) (sz)\nif <(render?) = [true]> then\n if <(_scrollX) > ((x) + (sx))> then\n change pen (brightness v) by (-10)\n fill (item (1) of [. v]) (item (2) of [. v]) (item (5) of [. v]) (item (6) of [. v]) (item (9) of [. v]) (item (10) of [. v]) resolution: (1)\n fill (item (13) of [. v]) (item (14) of [. v]) (item (5) of [. v]) (item (6) of [. v]) (item (9) of [. v]) (item (10) of [. v]) resolution: (1)\n change pen (brightness v) by (10)\n else\n if <(_scrollX) < ((x) - (sx))> then\n change pen (brightness v) by (-10)\n fill (item (3) of [. v]) (item (4) of [. v]) (item (7) of [. v]) (item (8) of [. v]) (item (11) of [. v]) (item (12) of [. v]) resolution: (1)\n fill (item (15) of [. v]) (item (16) of [. v]) (item (7) of [. v]) (item (8) of [. v]) (item (11) of [. v]) (item (12) of [. v]) resolution: (1)\n change pen (brightness v) by (10)\n end\n end\n if <(_scrollY) > ((y) + (sy))> then\n fill (item (1) of [. v]) (item (2) of [. v]) (item (11) of [. v]) (item (12) of [. v]) (item (9) of [. v]) (item (10) of [. v]) resolution: (1)\n fill (item (3) of [. v]) (item (4) of [. v]) (item (11) of [. v]) (item (12) of [. v]) (item (1) of [. v]) (item (2) of [. v]) resolution: (1)\n else\n if <(_scrollY) < ((y) - (sy))> then\n change pen (brightness v) by (-20)\n fill (item (5) of [. v]) (item (6) of [. v]) (item (15) of [. v]) (item (16) of [. v]) (item (13) of [. v]) (item (14) of [. v]) resolution: (1)\n fill (item (7) of [. v]) (item (8) of [. v]) (item (15) of [. v]) (item (16) of [. v]) (item (5) of [. v]) (item (6) of [. v]) resolution: (1)\n change pen (brightness v) by (20)\n end\n end\n if <(_scrollZ) > ((z) + (sz))> then\n change pen (brightness v) by (-15)\n fill (item (1) of [. v]) (item (2) of [. v]) (item (5) of [. v]) (item (6) of [. v]) (item (3) of [. v]) (item (4) of [. v]) resolution: (1)\n fill (item (7) of [. v]) (item (8) of [. v]) (item (5) of [. v]) (item (6) of [. v]) (item (3) of [. v]) (item (4) of [. v]) resolution: (1)\n else\n if <(_scrollZ) < ((z) - (sz))> then\n change pen (brightness v) by (-5)\n fill (item (9) of [. v]) (item (10) of [. v]) (item (13) of [. v]) (item (14) of [. v]) (item (11) of [. v]) (item (12) of [. v]) resolution: (1)\n fill (item (15) of [. v]) (item (16) of [. v]) (item (13) of [. v]) (item (14) of [. v]) (item (11) of [. v]) (item (12) of [. v]) resolution: (1)\n end\n end\nend\n\ndefine Render\nerase all\nset [i v] to [0]\nrepeat (length of [renderorder v])\n change [i v] by (1)\n set [i2 v] to ((item (i) of [renderorder v]) * (7))\n if <not <(letter (1) of (item (i2) of [aabbs v])) = [M]>> then\n render AABB (item ((i2) - (6)) of [aabbs v]) (item ((i2) - (5)) of [aabbs v]) (item ((i2) - (4)) of [aabbs v]) (item ((i2) - (3)) of [aabbs v]) (item ((i2) - (2)) of [aabbs v]) (item ((i2) - (1)) of [aabbs v])\n end\nend\n\ndefine xyz (x) (y) (z)\nset [x v] to (x)\nset [y v] to (y)\nset [z v] to (z)\n\n@MMO\n\ndefine encode\nset [i v] to [0]\nset [out v] to []\nrepeat (length of (To Encode))\n change [i v] by (1)\n switch costume to (letter (i) of (To Encode))\n if <(length of (costume [number v])) = [1]> then\n set [out v] to (join (OUT) (join [0] (costume [number v])))\n else\n set [out v] to (join (OUT) (costume [number v]))\n end\nend\n\ndefine add (x) to encode\nset [to encode v] to (join (To Encode) (join (x) [ƒ]))\n\ndefine decode\ndelete all of [decoded v]\nset [i v] to [0]\nset [out v] to []\nrepeat ((length of (To Decode)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((i) - (1)) of (To Decode)) (letter (i) of (To Decode)))\n if <(costume [name v]) = [ƒ]> then\n add (OUT) to [decoded v]\n set [out v] to []\n else\n set [out v] to (join (OUT) (costume [name v]))\n end\nend\n\ndefine tick\nget other players\ncheck duplicated\nget this frame data\nAdd data\nchange [frames v] by (1)\nset [players# v] to ((length of [usernames v]) + (1))\ncalculate threshold & inactivityFrames\nif <(frames) > (threshold)> then\n encode\n set to cloud (OUT)\n set [to encode v] to []\n add (username) to encode\n add (join [»] ((round ((timer) * (10))) mod (100))) to encode\n set [frames v] to [0]\nend\nif <[aabbs v] contains [cloud]?> then\n delete other players\nend\nadd players\n\ndefine calculate threshold & inactivityFrames\nif <(Players#) > [15]> then\n set [threshold v] to ((Players#) / (3))\n set [inactivityframes v] to ((Players#) / (3))\nelse\n set [threshold v] to [5]\n set [inactivityframes v] to [5]\nend\n\ndefine get other players\nset [i2 v] to [0]\nset [to decode v] to (☁ 1)\ndecode\nadd to player list?\nset [to decode v] to (☁ 2)\ndecode\nadd to player list?\nset [to decode v] to (☁ 3)\ndecode\nadd to player list?\nset [to decode v] to (☁ 4)\ndecode\nadd to player list?\nset [to decode v] to (☁ 5)\ndecode\nadd to player list?\nset [to decode v] to (☁ 6)\ndecode\nadd to player list?\nset [to decode v] to (☁ 7)\ndecode\nadd to player list?\nset [to decode v] to (☁ 8)\ndecode\nadd to player list?\nset [to decode v] to (☁ 9)\ndecode\nadd to player list?\nset [to decode v] to (☁ 10)\ndecode\nadd to player list?\n\ndefine add to player list?\nchange [i2 v] by (1)\nif <(item (i2) of [last update v]) = [0]> then\n replace item (i2) of [last update v] with (join (item (1) of [decoded v]) (item (2) of [decoded v]))\nend\nif <not <(join (item (1) of [decoded v]) (item (2) of [decoded v])) = (item (i2) of [last update v])>> then\n replace item (i2) of [last update v] with (join (item (1) of [decoded v]) (item (2) of [decoded v]))\n if <not <(username) = (item (1) of [decoded v])>> then\n if <[all players v] contains (item (1) of [decoded v])?> then\n delete\n end\n set [i v] to [0]\n repeat (length of [decoded v])\n change [i v] by (1)\n add (item (i) of [decoded v]) to [all players v]\n end\n repeat (inactivityFrames)\n set [i v] to ((length of [decoded v]) - (dataFrameEncoded))\n repeat (dataFrameEncoded)\n change [i v] by (1)\n add (item (i) of [decoded v]) to [all players v]\n end\n end\n end\nend\n\ndefine set to cloud (x)\nif <(pick random (1) to (10)) = [1]> then\n set [☁ 1 v] to (x)\nelse\n if <(pick random (1) to (9)) = [1]> then\n set [☁ 2 v] to (x)\n else\n if <(pick random (1) to (8)) = [1]> then\n set [☁ 3 v] to (x)\n else\n if <(pick random (1) to (7)) = [1]> then\n set [☁ 4 v] to (x)\n else\n if <(pick random (1) to (6)) = [1]> then\n set [☁ 5 v] to (x)\n else\n if <(pick random (1) to (5)) = [1]> then\n set [☁ 6 v] to (x)\n else\n if <(pick random (1) to (4)) = [1]> then\n set [☁ 7 v] to (x)\n else\n if <(pick random (1) to (3)) = [1]> then\n set [☁ 8 v] to (x)\n else\n if <(pick random (1) to (2)) = [1]> then\n set [☁ 9 v] to (x)\n else\n set [☁ 10 v] to (x)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine delete\nset [i v] to ((item # of (item (1) of [decoded v]) in [all players v]) - (1))\nif <not <(item (2) of [decoded v]) = (item ((i) + (2)) of [all players v])>> then\n repeat until <<(letter (1) of (item ((i) + (2)) of [all players v])) = [»]> or <(i) > (length of [all players v])>>\n if <not <(letter (1) of (item ((i) + (2)) of [all players v])) = [»]>> then\n delete (i) of [all players v]\n end\n change [i v] by (1)\n end\nend\n\ndefine reset last update\ndelete all of [last update v]\nrepeat (10)\n add [0] to [last update v]\nend\n\ndefine check duplicated\ndelete all of [usernames v]\nset [i v] to (length of [all players v])\nrepeat (length of [all players v])\n change [i v] by (-1)\n if <(letter (1) of (item ((i) + (1)) of [all players v])) = [»]> then\n if <[usernames v] contains (item (i) of [all players v])?> then\n repeat until <(letter (1) of (item ((i) + (2)) of [all players v])) = [»]>\n delete (i) of [all players v]\n end\n else\n add (item (i) of [all players v]) to [usernames v]\n end\n end\nend\nset [i v] to [0]\nforever\n change [i v] by (1)\n if <<(item (i) of [all players v]) > [9999999999999999]> or <(i) > (length of [all players v])>> then\n stop [this script v]\n end\n if <(item (i) of [all players v]) < [99999]> then\n delete (i) of [all players v]\n end\nend\n\ndefine get this frame data\ndelete all of [this frame v]\nset [i v] to [0]\nrepeat (length of [usernames v])\n change [i v] by (1)\n set [i2 v] to (item # of (item (i) of [usernames v]) in [all players v])\n add (item (i) of [usernames v]) to [this frame v]\n change [i2 v] by (2)\n repeat (dataFrameEncoded)\n add (item (i2) of [all players v]) to [this frame v]\n delete (i2) of [all players v]\n end\n if <<(letter (1) of (item ((i2) + (1)) of [all players v])) = [»]> or <((item # of (item (i) of [usernames v]) in [all players v]) + (1)) = (length of [all players v])>> then\n delete ((i2) - (1)) of [all players v]\n delete ((i2) - (2)) of [all players v]\n end\nend\n\ndefine Add data\nadd (_pX) to encode\nadd (_pY) to encode\nadd (_pZ) to encode\nset [dataframeencoded v] to [3]\n\nwhen I receive [load v]\nreset last update\ndelete all of [all players v]\nset [to encode v] to []\nadd (username) to encode\n\nwhen I receive [mmo v]\ntick\n\ndefine delete other players\nset [i v] to ((item # of [cloud] in [aabbs v]) - (6))\nrepeat (7)\n delete (i) of [aabbs v]\nend\nif <[aabbs v] contains [cloud]?> then\n delete other players\nend\n\ndefine add players\nset [i v] to [0]\nrepeat ((length of [this frame v]) / (4))\n change [i v] by (4)\n add player at (item ((i) - (2)) of [this frame v]) (item ((i) - (1)) of [this frame v]) (item (i) of [this frame v])\nend\n\ndefine add player at (x) (y) (z)\nadd (x) to [aabbs v]\nadd (y) to [aabbs v]\nadd (z) to [aabbs v]\nadd (_pSize) to [aabbs v]\nadd (_pSize) to [aabbs v]\nadd (_pSize) to [aabbs v]\nadd [cloud] to [aabbs v]\n\n@TextEngine\n\ndefine _calcWW (text) (width) (firstwidth) (cspace) (spacewidth)\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\nset [_i3 v] to [1]\nset [_i4 v] to [0]\nset [_i5 v] to [0]\nset [_i6 v] to [0]\nset [_i7 v] to (firstwidth)\nrepeat (length of (text))\n if <(letter (_i3) of (text)) = [ ]> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to [0]\n else\n switch costume to (blank v)\n switch costume to (join (letter (_i3) of (text)) [_])\n set [_i9 v] to ((costume [number v]) - (1))\n if <(_i9) > [0]> then\n set [_i8 v] to (item (_i9) of [_chwidth v])\n if <((_i5) + (_i8)) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n add ((_i5) - (cspace)) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i4)) to [_ww2 v]\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to ((_i8) + (cspace))\n set [_i6 v] to (_i4)\n set [_i7 v] to ((-1) * ((cspace) + (spacewidth)))\n else\n change [_i5 v] by ((_i8) + (cspace))\n end\n add (_i9) to [_ww0 v]\n end\n end\n change [_i3 v] by (1)\nend\nif <(length of [_ww0 v]) > (_i6)> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add (_i7) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i6)) to [_ww2 v]\nend\n\nwhen flag clicked\npen up\nLoad | Font [Parabolic]\nhide\nswitch costume to (blank v)\nset size to (100000) %\nswitch costume to ( _ v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [don't rotate v]\n\ndefine Clear | Character Data\nswitch costume to (blank v)\nswitch costume to ((costume [number v]) - (1))\nif <((costume [number v]) - (1)) > (length of [_chindex v])> then\n set [_i0 v] to ((costume [number v]) - (1))\nelse\n set [_i0 v] to (length of [_chindex v])\nend\ndelete all of [_chindex v]\ndelete all of [_chwidth v]\ndelete all of [_chdata0 v]\ndelete all of [_chdata1 v]\ndelete all of [_chdata2 v]\ndelete all of [_chdata3 v]\nrepeat (_i0)\n add [__] to [_chdata0 v]\n add [none] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n add ((length of [_chdata0 v]) + (1)) to [_chindex v]\n add ((1) * (0)) to [_chwidth v]\n repeat (25)\n add [] to [_chdata0 v]\n add [] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n end\nend\nadd [__] to [_chdata0 v]\nadd [none] to [_chdata1 v]\nadd [] to [_chdata2 v]\nadd [] to [_chdata3 v]\n\ndefine Load | Font (fontname)\nset [_i0 v] to (item # of (fontname) in [_fontname v])\nif <(_i0) < [1]> then\n stop [this script v]\nend\nset [_i0 v] to (item (_i0) of [_fontindex v])\nset [_i1 v] to (item (_i0) of [_fontdata v])\nchange [_i0 v] by (2)\nrepeat (item ((_i0) - (1)) of [_fontdata v])\n set [_i2 v] to (item (_i0) of [_fontdata v])\n replace item (_i2) of [_chwidth v] with (item ((_i0) + (1)) of [_fontdata v])\n set [_i3 v] to (item (_i2) of [_chindex v])\n if <not <(item ((_i3) - (1)) of [_chdata1 v]) = (_i1)>> then\n replace item ((_i3) - (1)) of [_chdata1 v] with (_i1)\n replace item ((_i3) - (1)) of [_chdata2 v] with []\n replace item ((_i3) - (1)) of [_chdata3 v] with []\n _unpackDef (_i2) (_i3) (item ((_i0) + (2)) of [_fontdata v])\n end\n change [_i0 v] by (3)\nend\n\ndefine Set Pen Color | RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine _unpackDef (id) (idx) (d)\nset [_i5 v] to (length of (d))\nset [_i6 v] to (idx)\nset [_i7 v] to [1]\nset [_i8 v] to [0]\nrepeat until <(_i7) > (_i5)>\n if <(item (_i6) of [_chdata0 v]) = [__]> then\n insert [] at (_i6) of [_chdata0 v] \n insert [] at (_i6) of [_chdata1 v] \n insert [] at (_i6) of [_chdata2 v] \n insert [] at (_i6) of [_chdata3 v] \n change [_i8 v] by (1)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata0 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata0 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata1 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata1 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata2 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata2 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata3 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata3 v] with (_i9)\n end\n change [_i6 v] by (1)\nend\nif <(_i8) > [0]> then\n set [_i5 v] to (id)\n repeat ((length of [_chindex v]) - (_i5))\n change [_i5 v] by (1)\n replace item (_i5) of [_chindex v] with ((item (_i5) of [_chindex v]) + (_i8))\n end\nend\n\ndefine _getWidth (text) (size) (cspace)\nset [_width v] to [0]\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nrepeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n set [_i2 v] to ((costume [number v]) - (1))\n if <(_i2) > [0]> then\n change [_width v] by (((size) * (item (_i2) of [_chwidth v])) + (cspace))\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\nend\nif <(_i1) > [0]> then\n change [_width v] by ((-1) * (cspace))\nend\n\ndefine New Lines | Number (lines) Size (size) Space (lspace)\nchange [_y v] by (((lines) + <(lines) = []>) * (((size) + ((12) * <(size) = []>)) * ((-1) - ((0.7) * ((lspace) + <(lspace) = []>)))))\n\ndefine Print | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) Space (cspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i8) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i7 v] to (((width) + <(width) = []>) * (_i8))\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\nset [_i2 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i3 v] to ((al.y) + (((0.5) * <(al.y) = [c]>) + <(al.y) = [t]>))\nset [_i4 v] to (((cspace) + <(cspace) = []>) * ((0.27) * (_i8)))\nset pen size to ((0.125) * (((weight) + <(weight) = []>) * (_i8)))\n_printText (text) ((1) * (x)) ((y) - ((_i3) * (_i8))) ((xmin) + (<(xmin) = []> * ((-1) / (0)))) ((xmax) + (<(xmax) = []> * ((1) / (0)))) (_i4) (ul.height) (((weight) + <(weight) = []>) * ((ul.weight) + <(ul.weight) = []>)) ((-1) * (_i2))\n\ndefine Get Width | Size (size) (width) Space (cspace) Text (text)\n_getWidth (text) (((size) + ((12) * <(size) = []>)) * ((width) + <(width) = []>)) (((cspace) + <(cspace) = []>) * ((0.27) * ((size) + ((12) * <(size) = []>))))\n\ndefine Print WW | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) (ymax) (ymin) Space (cspace) (lspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i0) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i0 v] to (((width) + <(width) = []>) * (_i0))\nset [_i1 v] to ((xmin) + ((-230) * <(xmin) = []>))\nset [_i2 v] to ((xmax) + ((230) * <(xmax) = []>))\nset [_i3 v] to (item (1) of [_chwidth v])\nset [_i4 v] to (((0.27) * ((cspace) + <(cspace) = []>)) / ((width) + <(width) = []>))\n_calcWW (text) (((_i2) - (_i1)) / (_i0)) (<not <(x) = []>> * (((x) - (_i1)) / (_i0))) (_i4) ((_i4) + (_i3))\nset [_i7 v] to (_i0)\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nset [_i3 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i0 v] to ((lspace) + <(lspace) = []>)\nif <(al.y) = []> then\n set [_i4 v] to [1]\nelse\n if <(al.y) = ((1) * (al.y))> then\n set [_i4 v] to (al.y)\n else\n if <(al.y) = [b]> then\n set [_i4 v] to ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)\n else\n if <(al.y) = [c]> then\n set [_i4 v] to ((0.5) * ((((0.7) * (_i0)) / (((0.7) * (_i0)) + (1))) + ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)))\n else\n set [_i4 v] to (((0.7) * (_i0)) / (((0.7) * (_i0)) + (1)))\n end\n end\n end\nend\nset [_i5 v] to ((0.1) * ((((ul.weight) + <(ul.weight) = []>) * ((weight) + <(weight) = []>)) * (_i8)))\nif <(ymax) = []> then\n set [_i6 v] to ((1) / (0))\nelse\n set [_i6 v] to ((ymax) - (_i0))\nend\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\n_printWW ((((1) - (_i3)) * (_i1)) + ((_i3) * (_i2))) (x) ((1) - <(x) = []>) ((1) * (y)) (_i6) ((ymin) + (<(ymin) = []> * ((-1) / (0)))) (((cspace) + <(cspace) = []>) * ((0.27) * (_i8))) ((_i8) * ((-1) - ((0.7) * (_i0)))) ((0.125) * (((weight) + <(weight) = []>) * (_i8))) ((ul.height) * (_i8)) (_i5) ((ul.height) * (_i9)) <not <(ul.height) = []>> ((-1) * ((_i3) * (_i7))) (_i4)\n\ndefine _printText (text) (x) (y) (xmin) (xmax) (cspace) (ul.height) (ul.weight) (al.x)\nset [_x v] to (x)\nset [_y v] to (y)\nif <not <(al.x) = [0]>> then\n set [_width v] to [0]\n _getWidth (text) (_i7) (cspace)\n change [_x v] by ((al.x) * (_width))\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nset [_i0 v] to [1]\nif <<(xmin) = ((-1) / (0))> and <(xmax) = ((1) / (0))>> then\n if <(_i9) = [0]> then\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printCh ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n else\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printChSl ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n end\nelse\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n if <not <<(_x) < (xmin)> or <((_x) + ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))) > (xmax)>>> then\n _printChSl ((costume [number v]) - (1))\n else\n change [_x v] by ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))\n end\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\nend\nswitch costume to ( _ v)\nif <not <(ul.height) = []>> then\n set pen size to ((0.1) * (((ul.weight) + <(ul.weight) = []>) * (_i8)))\n set [_i1 v] to ((x) + ((al.x) * (_width)))\n if <(_i1) < (xmin)> then\n set [_i1 v] to (xmin)\n end\n go to x: (((_i1) + ((_i9) * (ul.height))) - ((0.13) * (_i7))) y: ((y) + ((ul.height) * (_i8)))\n pen down\n set [_i2 v] to ((_x) - (cspace))\n if <(_i2) > (xmax)> then\n set [_i2 v] to (xmax)\n end\n set x to (((_i2) + ((_i9) * (ul.height))) + ((0.13) * (_i7)))\n pen up\nend\n\ndefine _printWW (x) (firstx) (firstline) (y) (ymax) (ymin) (cspace) (lspace) (wt) (ul.height) (ul.weight) (ul.offset) <undl> (al.x) (al.y)\nswitch costume to ( _ v)\nset [_x v] to (x)\nset [_y v] to ((y) - (((al.y) - (1)) * (lspace)))\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nif <(item (1) of [_ww2 v]) = [0]> then\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n if <(firstline) = [1]> then\n change [_y v] by (lspace)\n end\nend\nrepeat until <<not <(_y) > (ymax)>> or <(_i0) > (length of [_ww1 v])>>\n change [_i1 v] by ((item (_i0) of [_ww2 v]) + (1))\n change [_i0 v] by (1)\n change [_y v] by (lspace)\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nrepeat until <<(_y) < (ymin)> or <(_i0) > (length of [_ww1 v])>>\n if <(_i0) = (firstline)> then\n set [_x v] to (firstx)\n else\n set [_x v] to ((x) + ((al.x) * (item (_i0) of [_ww1 v])))\n end\n set pen size to (wt)\n if <(_i9) = [0]> then\n repeat (item (_i0) of [_ww2 v])\n _printCh (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n else\n repeat (item (_i0) of [_ww2 v])\n _printChSl (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n end\n if <undl> then\n set pen size to (ul.weight)\n if <(_i0) = (firstline)> then\n go to x: (((firstx) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n else\n go to x: ((((x) + ((al.x) * (item (_i0) of [_ww1 v]))) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n end\n pen down\n set x to ((((_x) - (cspace)) + (ul.offset)) + ((0.13) * (_i7)))\n pen up\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n change [_y v] by (lspace)\nend\nif <((length of [_ww1 v]) - <(item (1) of [_ww2 v]) = [0]>) > [0]> then\n change [_y v] by ((-1) * (lspace))\nend\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\n\ndefine _printCh (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata1 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to (((_i7) * (item (_i2) of [_chdata0 v])) / (_bq2))\n set [_i4 v] to ((((_i7) * (item (_i2) of [_chdata1 v])) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\ndefine _printChSl (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata2 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to ((((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata2 v]))) / (_bq2))\n set [_i4 v] to (((((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata3 v]))) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\nwhen I receive [text v]\ntic\n\ndefine tic\nset pen color to (#1b1b1b)\nset [i v] to [0]\nrepeat ((length of [this frame v]) / (4))\n change [i v] by (4)\n RotationMatrix (item ((i) - (2)) of [this frame v]) ((item ((i) - (1)) of [this frame v]) + (30)) (item (i) of [this frame v])\n if <[0.3] < (z)> then\n Print | Pos (x) (y) Size (((15) * (FOV)) / (z)) [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [0.5] [] Text (item ((i) - (3)) of [this frame v])\n end\nend\nif <(TextTimer) > [0]> then\n Print WW | Pos [] [-100] Size [20] [] Bounds [-220] [220] [] [-170] Space [] [] Style [1.25] [] Underline [] [] Align [0.5] [] Text (item (Text) of [texts v])\n change [texttimer v] by (() - (/deltaTime))\nelse\nend\nif then\n Print | Pos [-140] Size [80] [] Bounds [] [] Space [] Style [1.3] [] Underline [] [] Align [0.5] [0] Text [MMO]\nelse\n if <(Players#) = [1]> then\n Print | Pos [-220] [160] Size [22] [] Bounds [] [] Space [] Style [1.3] [] Underline [] [] Align [0] [1] Text [1 player \(you\)]\n else\n Print | Pos [-220] [160] Size [22] [] Bounds [] [] Space [] Style [1.3] [] Underline [] [] Align [0] [1] Text (join (Players#) [ players])\n end\n Print | Pos [220] [160] Size [22] [] Bounds [] [] Space [] Style [1.3] [] Underline [] [] Align [1] [1] Text ((round ((time) * (10))) / (10))\nend\n\ndefine xyz (x) (y) (z)\nset [x v] to (x)\nset [y v] to (y)\nset [z v] to (z)\n\ndefine RotationMatrix (x) (y) (z)\nxyz ((x) - (_scrollX)) ((y) - (_scrollY)) ((z) - (_scrollZ))\nxyz (((z) * (=YSin)) + ((x) * (=YCos))) (y) (((z) * (=YCos)) - ((x) * (=YSin)))\nxyz (x) (((y) * (=XCos)) - ((z) * (=XSin))) (((z) * (=XCos)) + ((y) * (=XSin)))\nset [x v] to (((x) * (FOV)) / (z))\nset [y v] to (((y) * (FOV)) / (z))\n\n@Play on scratch\n\nwhen flag clicked\nhide\n\nwhen I receive [lag v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (start v)\n\n
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Move with WASD, rotate with arrow keys, and jump with space\nUse in turbowarp (I highly recommend it): \n\nhttps://turbowarp.org/623771575/fullscreen?fps=60&hqpen
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Gun Wars! ll Two Player Platformer
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@Stage\n\n@mini\n\nwhen flag clicked\nbroadcast (green flag v)\n\nwhen I receive [green flag v]\npoint in direction (90)\nforever\n go to (mini hitbox v)\n if <key (a v) pressed?> then\n point in direction (-90)\n end\n if <key (d v) pressed?> then\n point in direction (90)\n end\n if <touching (lava v)?> then\n wait until <not <touching (lava v)?>>\n broadcast (lose health- mini v)\n end\n if <key (1 v) pressed?> then\n change [health - mini v] by (10)\n wait (1) seconds\n end\n if <(health - mini) > [90]> then\n set [health - mini v] to [100]\n end\nend\n\nwhen I receive [lose health- mini v]\nset [brightness v] effect to (0)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@mini hitbox\n\ndefine move in (steps)\nset [in air v] to [0]\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((xvel) / (steps))\n if <<touching (level v)?> or <touching (normal hitbox v)?>> then\n set x to (last value)\n set [xvel v] to [0]\n end\n set [last value v] to (y position)\n change y by ((yvel) / (steps))\n if <<touching (level v)?> or <touching (normal hitbox v)?>> then\n set y to (last value)\n change [in air v] by (1)\n set [yvel v] to [0]\n end\nend\n\nwhen I receive [green flag v]\nset rotation style [left-right v]\nset [gravity v] to [-1]\nset [yvel v] to [0]\ngo to x: (-204) y: (106)\nforever\n set [ghost v] effect to (100)\n if <key (w v) pressed?> then\n if <(in air) = [1]> then\n set [yvel v] to [15]\n end\n end\n if <key (a v) pressed?> then\n point in direction (90)\n change [xvel v] by (-1)\n end\n if <key (d v) pressed?> then\n point in direction (90)\n change [xvel v] by (1)\n end\n change [yvel v] by (GRAVITY)\n set [xvel v] to ((xvel) * (0.9))\n move in (([abs v] of (yvel) ) + ([abs v] of (xvel) ))\nend\n\n@normal\n\nwhen I receive [green flag v]\npoint in direction (90)\nforever\n go to (normal hitbox v)\n if <key (left arrow v) pressed?> then\n point in direction (90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n end\n if <touching (lava v)?> then\n wait until <not <touching (lava v)?>>\n broadcast (lose health -normal v)\n end\n if <key (9 v) pressed?> then\n change [health - normal v] by (10)\n wait (1) seconds\n end\n if <(health - normal) > [90]> then\n set [health - normal v] to [100]\n end\nend\n\nwhen I receive [lose health -normal v]\nset [brightness v] effect to (0)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@normal hitbox\n\ndefine move in (steps)\nset [in air v] to [0]\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((xvel) / (steps))\n if <<touching (level v)?> or <touching (mini hitbox v)?>> then\n set x to (last value)\n set [xvel v] to [0]\n end\n set [last value v] to (y position)\n change y by ((yvel) / (steps))\n if <<touching (level v)?> or <touching (mini hitbox v)?>> then\n set y to (last value)\n change [in air v] by (1)\n set [yvel v] to [0]\n end\nend\n\nwhen I receive [green flag v]\nset [gravity v] to [-1]\nset [yvel v] to [0]\ngo to x: (204) y: (106)\nforever\n set [ghost v] effect to (100)\n if <key (up arrow v) pressed?> then\n if <(in air) = [1]> then\n set [yvel v] to [15]\n end\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1)\n end\n change [yvel v] by (GRAVITY)\n set [xvel v] to ((xvel) * (0.9))\n move in (([abs v] of (yvel) ) + ([abs v] of (xvel) ))\nend\n\n@level\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\n\n@gun normal\n\nwhen I receive [green flag v]\nset [health - normal v] to [100]\npoint in direction (-90)\ngo to x: (204) y: (106)\nforever\n if <(health - normal) = [0]> then\n broadcast (mini wins v)\n stop [all v]\n end\n if <touching (normal v)?> then\n set rotation style [left-right v]\n go to (normal v)\n end\n if <<key (down arrow v) pressed?> and <touching (normal v)?>> then\n wait until <not <key (down arrow v) pressed?>>\n start sound [Pew v]\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <<(costume [number v]) = [2]> and <touching (mini v)?>> then\n broadcast (lose health- mini v)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <not <touching (normal v)?>> then\n change [speed y v] by (-1)\n change y by (speed y)\n end\n if <<touching (level v)?> and <not <touching (normal v)?>>> then\n set rotation style [don't rotate v]\n fix overlap\n end\nend\n\ndefine fix overlap\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\nwhen I receive [lose health -normal v]\nchange [health - normal v] by (-10)\nset [brightness v] effect to (0)\nif <touching (normal v)?> then\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\n@gun mini\n\ndefine fix overlap\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\nwhen I receive [lose health- mini v]\nset [brightness v] effect to (0)\nchange [health - mini v] by (-10)\nif <touching (mini v)?> then\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [green flag v]\nset [health - mini v] to [100]\ngo to x: (-204) y: (106)\npoint in direction (90)\nforever\n if <(health - mini) = [0]> then\n broadcast (normal wins v)\n stop [all v]\n end\n if <touching (mini v)?> then\n set rotation style [left-right v]\n go to (mini v)\n end\n if <key (s v) pressed?> then\n wait until <not <key (s v) pressed?>>\n start sound [Pew v]\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <<(costume [number v]) = [2]> and <touching (normal v)?>> then\n broadcast (lose health -normal v)\n end\n if <key (a v) pressed?> then\n point in direction (-90)\n end\n if <key (d v) pressed?> then\n point in direction (90)\n end\n if <not <touching (mini v)?>> then\n change [speed y v] by (-1)\n change y by (speed y)\n end\n if <<touching (level v)?> and <not <touching (mini v)?>>> then\n set rotation style [don't rotate v]\n fix overlap\n end\nend\n\n@mini name\n\nwhen I receive [green flag v]\nforever\n go to [back v] layer\n go to x: ([x position v] of [mini v]) y: (([y position v] of [mini v]) + (100))\nend\n\n@normal name\n\nwhen flag clicked\n\nwhen I receive [green flag v]\nforever\n go to [back v] layer\n go to x: ([x position v] of [normal v]) y: (([y position v] of [normal v]) + (105))\nend\n\n@lava\n\nwhen flag clicked\nbroadcast (green flag v)\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nshow\nask [lava or no lava \(Y/N\)] and wait\nset x to (4)\nforever\n if <(answer) = [y]> then\n show\n go to [back v] layer\n set y to ((107) * ([sin v] of ((timer) * (110)) ))\n end\n if <(answer) = [n]> then\n go to x: (0) y: (0)\n hide\n end\nend\n\n@thumb\n\nwhen I receive [mini wins v]\nhide\n\nwhen I receive [normal wins v]\nhide\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow variable [health - normal v]\nshow variable [health - mini v]\nshow\ngo to [front v] layer\nset size to (100) %\n\n@win\n\nwhen I receive [mini wins v]\nswitch costume to (3 v)\nplay sound [Tada v] until done\n\nwhen I receive [normal wins v]\nswitch costume to (2 v)\nplay sound [Tada v] until done\n\nwhen I receive [green flag v]\ngo to x: (0) y: (28)\nswitch costume to (1 v)\n\n
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MUST PLAY IN FULL SCREEN \nlet me introduce you to p̶o̶s̶s̶i̶b̶l̶y̶ ̶m̶y̶ ̶b̶e̶s̶t̶ ̶g̶a̶m̶e̶ ̶y̶e̶t̶!̶\nNOPE! check out the full version!\n(made in two days) GUN WARS! play as mini me \n(WASD to move) or normal me (arrow keys to move) this \nis the upgrade version of my second shared project- toilet \nroll v.s poopie.\nthings i have added:\n1.collision detection (@griffpatch)\n2.better way of attack- instead of touching, i used guns hence the name GUN wars\n3.lava also by @griffpatch\n\n\n HOW TO LET GO OF YOUR GUN\nhold s/down arrow and walk away from your gun. let go of down/s to let the gun fall to the ground.go to the gun to collect it again. click s/down to shoot\n\nthis is only a demo.
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Scratch Cat: A Platformer v2.0
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@Stage\n\nwhen [l v] key pressed\nask [Which level do you want to go to?? \(Integers\)\(Beware of getting stuck\)] and wait\nset [scene # v] to (answer)\nbroadcast (Change scene v)\nreset And begin level\n\ndefine reset And begin level\nset [scene # v] to (answer)\nset [stage: speed y v] to [0]\nset [stage: speed x v] to [0]\nset [stage: falling v] to [99]\ngo to x: (-118) y: (250)\nbroadcast (Change scene v)\nbroadcast (game loop v)\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [13]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nreset and begin level\n\ndefine Move- in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((SPEED X) / (steps))\n check touching solid\n if <(touching) > [0]> then\n set x to (Last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n check touching solid\n if <(touching) > [0]> then\n set y to (Last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\ndefine check touching solid\nif <touching (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 y) ) + ([abs v] of (SPEED X) ))\n\ndefine controls-up and down\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(falling) < [3]> then\n set [speed y v] to [13]\n end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine controls-left and right\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by ((0) - (acceleration))\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (acceleration)\nend\nset [speed x v] to ((SPEED X) * (RESISTANCE))\n\ndefine reset and begin level\nset [scene # v] to [1]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\ngo to x: (-118) y: (60)\nbroadcast (Change scene v)\nbroadcast (game loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (tick-player v)\n broadcast (tick-last v)\nend\n\nwhen I receive [tick-last v]\nif <(x position) > [235]> then\n begin scene # ((SCENE #) + (1)) go to x: [-235]\nend\nif <(x position) < [-235]> then\n begin scene # ((SCENE #) + (-1)) go to x: [235]\nend\n\ndefine begin scene # (scene #) go to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nfix collision in direction [0]\nbroadcast (game loop v)\n\ndefine fix collision in direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (640)\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\n@Poop On Me\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\ndefine stamp outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\n\ndefine stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (85)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nstamp outline\nstamp shadow\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(SCENE #) = [1]> then\n show\n else\n hide\n end\nend\n\n
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Second Version!!!\nNow with 26 levels (including secret levels)\nCan you find them all?!?\nArrow keys or WASD\nAnother version: https://scratch.mit.edu/projects/626425344/
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Grey - Platformer!
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@Stage\n\nwhen flag clicked\nforever\n play sound [kool moosic v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-202) y: (-112)\nshow\nset [my variable v] to [0]\nforever\n change [my variable v] by (-1)\n set [xv v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) + ((xv) * (0.9)))\n change x by (xv)\n if <touching (ground v)?> then\n change x by ((0) - (xv))\n if <key (up arrow v) pressed?> then\n set [my variable v] to [10]\n set [xv v] to ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (5))\n end\n end\n change y by (my variable)\n if <touching (ground v)?> then\n change y by ((-1) - (my variable))\n set [my variable v] to ((12) * <<key (up arrow v) pressed?> and <touching (ground v)?>>)\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [220]> and <not <(level) = [8]>>> then\n change [level v] by (1)\n go to x: (-202) y: (-112)\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching color (#ababab)?> or <touching color (#777777)?>> or <touching color (#ff0000)?>> then\n go to x: (-202) y: (-112)\n end\nend\n\n@Ground\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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Hello everyone!\n\nI hope you all missed me! :P\n\nThis project is an platformer.\n\n\n\n\n\n\n\nNo more...
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Planet II A Platformer
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@Stage\n\n@WD\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(level) = [8]> then\n wait (1) seconds\n switch costume to (button1 v)\n show\n go to x: (170) y: (20)\n point in direction (-90)\n repeat until <<touching (figur12 v)?> or <touching (_edge_ v)?>>\n move (5) steps\n end\n repeat (10)\n next costume\n end\n hide\n end\nend\n\ngo to x: (100) y: (-148)\n\nwhen flag clicked\nforever\n if <not <(level) = [8]>> then\n hide\n end\nend\n\nwhen [c v] key pressed\nchange [color v] effect by (50)\n\nwhen flag clicked\nforever\n play sound [Emotional Piano v] until done\nend\n\nwhen flag clicked\nset [color v] effect to (0)\n\nwhen flag clicked\nforever\n start sound [Space Ambience v]\nend\n\nforever\n\n@die3\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\ngo to x: (66) y: (121)\nset [ghost v] effect to (25)\nforever\n if <(level) = [6]> then\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nchange [ghost v] effect by (25)\n\nforever\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\n\n@die2\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(level) = [4]> then\n go to x: (38) y: (-35)\n turn right (17) degrees\n end\n if <(level) = [11]> then\n go to x: (0) y: (63)\n turn right (17) degrees\n end\n if <<(level) = [5]> or <(level) = [8]>> then\n go to x: (30) y: (-20)\n turn right (5) degrees\n create clone of (_myself_ v)\n end\n if <(level) = [12]> then\n go to x: (30) y: (138)\n turn right (5) degrees\n end\nend\n\nwhen I start as a clone\ngo to x: (30) y: (-20)\nif <<(level) = [5]> or <(level) = [8]>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n delete this clone\nend\n\nwhen flag clicked\nset [color v] effect to (0)\n\n@die\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nchange [color v] effect by (50)\n\nwhen flag clicked\nset [color v] effect to (0)\n\n@Platform\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\n\nchange [color v] effect by (50)\n\nwhen flag clicked\nset [color v] effect to (0)\n\n@Figur12\n\ndefine Trampolin\nif <<touching (tranmpolin v)?> or <touching (tranmpolin e v)?>> then\n set [y v] to [18]\nend\nif <touching (tranmpolin v)?> then\n broadcast (sprung v)\nend\nif <touching (tranmpolin e v)?> then\n broadcast (sprung2 v)\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n repeat until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n switch costume to (player2 v)\n end\n if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (player v)\n end\n end\nend\n\ndefine y\nchange [y v] by (-1)\nrepeat (4)\n if <touching (platform v)?> then\n change y by (1)\n end\nend\nif <touching (platform v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n 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 [12]\n else\n set [x v] to [0]\n end\nend\nchange y by (y)\nif <touching (platform v)?> then\n if <(y) > [0]> then\n repeat until <not <touching (platform v)?>>\n change y by (-1)\n set [y v] to [0]\n end\n else\n repeat until <not <touching (platform v)?>>\n change y by (1)\n set [y v] to [0]\n end\n end\nend\nchange y by (-1)\nif <<touching (platform v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [12]\nend\nchange y by (1)\n\nwhen I receive [1 v]\ny\nright or left\nTrampolin\n\nwhen I receive [play v]\nset [y v] to [0]\nset [x v] to [0]\nset [x begin v] to [-200]\nset [y begin v] to [45]\ngo to x: (x begin) y: (y begin)\ngo to [front v] layer\n\nwhen I receive [works v]\nset [level v] to [1]\nhide\n\nwhen flag clicked\nbroadcast (works v)\nbroadcast (play v)\nnext or die\nset [level v] to [0]\n\nwhen I receive [play v]\nforever\n broadcast (1 v)\n broadcast (2 v)\nend\n\ndefine dead\ngo to x: (x begin) y: (y begin)\nGame - Reset x and y\n\ndefine next\ngo to x: (x begin) y: (y begin)\nchange [level v] by (1)\nGame - Reset x and y\n\ndefine next or die\nforever\n if <<<touching (die3 v)?> or <<touching (die2 v)?> or <touching (die v)?>>> or <touching (wd v)?>> then\n wait (0.00000000000000000000000000000000000000000000000000000000000000001) seconds\n dead\n end\n if <(x position) > [225]> then\n broadcast (next v)\n next\n end\nend\n\ndefine right or left\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.5)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.5)\n point in direction (-90)\nend\nset [x v] to ((x) * (0.85))\nchange x by (x)\nif <([abs v] of (x) ) < [0.1]> then\n set [x v] to [0]\nend\n\nwhen flag clicked\nset [color v] effect to (0)\n\nwhen [space v] key pressed\nchange [color v] effect by (50)\n\nwhen [r v] key pressed\ndead\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\n@Apple\n\nwhen flag clicked\nset [color v] effect to (0)\ngo to [back v] layer\nforever\n go to (figur12 v)\nend\n\nwhen [space v] key pressed\nchange [color v] effect by (50)\n\n@Apple2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n wait (pick random (0.1) to (0.05)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (-230)\nset size to (pick random (20) to (90)) %\nset [color v] effect to (pick random (1) to (15))\nif <(pick random (1) to (3)) = [1]> then\n switch costume to (apple v)\nend\nif <(pick random (1) to (3)) = [2]> then\n switch costume to (apple2 v)\nend\nif <(pick random (1) to (3)) = [3]> then\n switch costume to (apple3 v)\nend\nforever\n change y by (pick random (2) to (7))\n if <(y position) > [170]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\n\n@Figur1\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nforever\n turn right (0.5) degrees\nend\n\nmove (2) steps\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Figur2\n\nmove (2) steps\n\nwhen flag clicked\nhide\nforever\n if <(level) = [14]> then\n show\n end\nend\n\nwhen [space v] key pressed\nchange [color v] effect by (50)\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <not <(level) = [14]>> then\n hide\n end\nend\n\n@Tranmpolin\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (normal v)\nhide\n\nwhen flag clicked\nforever\n if <<not <(level) = [10]>> or <<not <(level) = [11]>> or <not <(level) = []>>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if then\n go to x: (-80) y: (-40)\n show\n end\n if then\n go to x: (-80) y: (-60)\n show\n end\nend\n\nforever\n\nwhen I receive [sprung v]\nswitch costume to (gebeugt v)\nwait (0.2) seconds\nswitch costume to (normal v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nset [color v] effect to (0)\n\nchange [color v] effect by (50)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.01) seconds\ngo to [front v] layer\n\n@Tranmpolin e\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (normal2 v)\nhide\n\nwhen flag clicked\nforever\n if then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [12]> or <(level) = [11]>> then\n go to x: (87) y: (-60)\n show\n end\nend\n\nwhen I receive [sprung2 v]\nswitch costume to (gebeugt2 v)\nwait (0.2) seconds\nswitch costume to (normal2 v)\n\nwhen flag clicked\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.01) seconds\ngo to [front v] layer\n\nchange [color v] effect by (50)\n\nwhen flag clicked\nset [color v] effect to (0)\n\n@vordergrund\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n go to [front v] layer\nend\nhide\nbroadcast (nach vorscpann v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
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Welcome to the platformer: "Planet"\n\n-Arrow keys or W,A,S,D to move \n-↓ or "S" to cower space to change color, r to resporn\nGood luck!\n\n-Have fun! All levels are possible! Write in the comments if you need help.\n
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Potions - Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Dance Slow Mo v] until done\nend\n\n@Player\n\nwhen flag clicked\nPosition\nReset\nforever\n if <key (left arrow v) pressed?> then\n set [x velocity v] to [-8]\n else\n if <key (right arrow v) pressed?> then\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 if <touching (danger v)?> then\n Position\n end\n change x by (x velocity)\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n change [level v] by (1)\n broadcast (message1 v)\n Position\n end\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (20)\n end\n repeat until <touching (ground v)?>\n change y by (-10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n change [velocity v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [velocity v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-185) y: (-129)\n end\n if <touching color (#fbff00)?> then\n go to x: (-185) y: (-129)\n next backdrop\n end\n if <touching color (#fcff50)?> then\n switch backdrop to (finished v)\n end\nend\n\ndefine Position\ngo to x: (-205) y: (-118)\n\ndefine Reset\nset [gravity v] to [-5]\nset [level v] to [1]\n\n@Ground\n\n@Danger\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [message1 v]\nnext costume\n\n@Next Level\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Tumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n
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I made this for the SDS Studio called Magical Mixes!
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Urban platformer
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@Stage\n\nwhen I receive [グレー v]\nswitch costume to (グレー v)\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@背景\n\nwhen flag clicked\nswitch costume to (イントロ v)\ngo to [back v] layer\nwait (10) seconds\nshow\nswitch costume to (tokyo v)\nbroadcast (START v)\nswitch costume to (tokyo v)\n\nwhen I receive [start v]\n\nwhen I receive [5ステージ v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\nwhen I receive [6ステージ v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [7ステージ v]\nswitch costume to (コスチューム3 v)\n\nwhen I receive [8ステージ v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [9ステージ v]\nswitch costume to (tokyo v)\n\nwhen I receive [3ステージ v]\nswitch costume to (コスチューム1 v)\n\nhide\n\nwhen I receive [4ステージ v]\nswitch costume to (tokyo v)\n\nwhen I receive [12ステージ v]\n\nswitch costume to (コスチューム4 v)\n\n@ステージ\n\nwhen flag clicked\nhide variable [タイマー/timer v]\nhide variable [☁ 世界記録/cloud v]\nset [タイマー/timer v] to [0]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [start v]\nwait (3) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [next v]\nwait (2.6) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\n\nset [☁ 世界記録/cloud v] to [0]\n\nwhen I receive [start v]\nrepeat until <(costume [number v]) = [16]>\n wait (1) seconds\n change [タイマー/timer v] by (1)\nend\n\nwhen I receive [元通り v]\nshow variable [☁ 世界記録/cloud v]\nshow variable [タイマー/timer v]\nforever\n if <(☁ 世界記録/cloud) > (タイマー/Timer)> then\n set [☁ 世界記録/cloud v] to ((タイマー/Timer) + (1))\n start sound [テレててってれー v]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\nforever\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (5ステージ v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (6ステージ v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (7ステージ v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (8ステージ v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (9ステージ v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (12ステージ v)\n end\n if <(costume [number v]) = [13]> then\n broadcast (13ステージ v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n broadcast (元通り v)\n end\nend\n\n@目玉\n\nwhen I receive [suta-to v]\n\nset volume to (100) %\n\nwhen flag clicked\nswitch costume to (黒 v)\nhide\nset size to (115) %\ngo to x: (-200) y: (-50)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen flag clicked\n\nset [y v] to [5]\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [☁ 世界記録/cloud v]\nhide variable [タイマー/timer v]\nwait (4.5) seconds\n\nset [タイマー/timer v] to [0]\nshow variable [☁ 世界記録/cloud v]\nshow variable [タイマー/timer v]\n\nwhen flag clicked\nset size to (115) %\nwait (4.5) seconds\nforever\n if <key (k v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-200) y: (50)\n end\nend\n\nwait seconds\n\nchange [タイマー/timer v] by (1)\n\nwhen I receive [エンディング v]\n\nwhen flag clicked\n\nwhen I receive [エンディング v]\n\nstop [all v]\n\nstop [all v]\n\nhide\n\nwhen I receive [ダメ v]\nforever\n hide\nend\n\nwhen I receive [ありがとうございます‼ v]\nsay [ありがとうございます‼Thank you‼] for (0.00001) seconds\n\nsay [ありがとうございます‼]\nsay [こんにちは!]\nwait (1) seconds\nsay []\n\nwhen flag clicked\n\nclear graphic effects\n\nwhen flag clicked\nforever\n if <[] = [50]> then\nend\n\nwait (4.5) seconds\n\nchange [y v] by (1)\n\n\n\nwhen I receive [kill v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ngo to x: (-200) y: (50)\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ngo to x: (210) y: (50)\n\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n switch costume to (赤 v)\nelse\n switch costume to (黒 v)\nend\n\nwhen I receive [黒 v]\nswitch costume to (黒 v)\n\nwhen I receive [黄色 v]\nswitch costume to (黄色 v)\n\nwhen I receive [緑 v]\nswitch costume to (緑 v)\n\nwhen I receive [赤 v]\nswitch costume to (赤 v)\n\nwhen I receive [水色 v]\nswitch costume to (水色 v)\n\nwhen I receive [紫 v]\nswitch costume to (紫 v)\n\nwhen I receive [グレー v]\nswitch costume to (グレー v)\n\nwhen I receive [ピンク v]\nswitch costume to (ピンク v)\n\nwhen I receive [start v]\nwait (1) seconds\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<<touching (スパイ v)?> or <touching (フォロバするぞ v)?>> or <touching (動くトゲ2 v)?>> or <touching (out v)?>> then\n start sound [小パンチ v]\n switch costume to (黒 v)\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-200) y: (50)\n set [xだぞ v] to [0]\n end\n if <<key (a v) pressed?> or <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>>> then\n create clone of (_myself_ v)\n change [xだぞ v] by (-0.8)\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>>> then\n create clone of (_myself_ v)\n change [xだぞ v] by (0.8)\n point in direction (90)\n end\n set [xだぞ v] to ((Xだぞ) * (0.9))\n change x by (Xだぞ)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change x by ((Xだぞ) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n start sound [ジャンプ v]\n if <(Xだぞ) > [0]> then\n set [xだぞ v] to [-7]\n else\n set [xだぞ v] to [7]\n end\n set [yだー v] to [12]\n else\n set [xだぞ 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 (動くステージ v)?> or <touching (ステージ v)?>> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [yだー v] to [16.3]\n start sound [ジャンプ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n start sound [NEXT v]\n go to x: (-200) y: (50)\n wait (2.6) seconds\n set [xだぞ v] to [0]\n end\n if <touching (バネ v)?> then\n set [yだー v] to [20]\n end\n if <<touching (水 v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) < [100]> and <mouse down?>>>>> then\n set [yだー v] to [2]\n broadcast (泥 v)\n end\n if <(y position) < [-170]> then\n start sound [小パンチ v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n go to x: (-200) y: (50)\n end\n if <touching (スピード板 v)?> then\n set [xだぞ v] to [10]\n end\n if <touching (ジャンプ板 v)?> then\n set [yだー v] to [20 ]\n end\n if <touching (エスカレーター v)?> then\n set [yだー v] to [20 ]\n set [xだぞ v] to [10]\n end\n if <touching (超加速 v)?> then\n set [xだぞ v] to [100]\n end\n if <touching (ダウン板 v)?> then\n set [xだぞ v] to [-1]\n end\n if <touching color (#a5feb8)?> then\n go to x: (250) y: (100)\n end\nend\n\nset [xだぞ v] to [-10]\n\nwhen I receive [茶色 v]\nswitch costume to (茶色 v)\n\nswitch costume to (紫 v)\n\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nwait (3) seconds\nforever\n play sound [BGM v] until done\nend\n\nset [yだー v] to [20 ]\n\nwhen I receive [オレンジ v]\nswitch costume to (オレンジ v)\n\nwhen I receive [クリスマスplatformr v]\nswitch costume to (クリスマスplatformr v)\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (80) %\n\nset [ghost v] effect to (0)\n\ngo to [front v] layer\n\n@⚡ターボ対策\n\nwhen flag clicked\nforever\n set [⚡秒数記憶 v] to (days since 2000)\n repeat (2)\n change [color v] effect by (0)\n end\n if <((days since 2000) - (⚡秒数記憶)) < [0.0000001]> then\n set [ターボ判定 v] to [1]\n else\n set [ターボ判定 v] to [0]\n end\nend\n\nwhen flag clicked\nset [ターボ判定 v] to [0]\nshow\nforever\n if <(ターボ判定) = [1]> then\n stop [all v]\n end\nend\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@スピード板\n\nwhen flag clicked\n\nwhen I receive [start v]\n\nshow\n\nwhen I receive [next v]\n\nnext costume\n\nwhen I receive [音量0% v]\nset volume to (0) %\nswitch costume to (コスチューム2 v)\nhide\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@ジャンプ板\n\nwhen flag clicked\nhide\n\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\n\nnext costume\n\nwhen I receive [12ステージ v]\nshow\n\ngo [forward v] (1) layers\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\nwhen I receive [start v]\nhide\n\nwhen I receive [13ステージ v]\nhide\n\n@超加速\n\nwhen flag clicked\n\nswitch costume to (コスチューム2 v)\nhide\n\nwhen I receive [start v]\n\nshow\n\nwhen I receive [next v]\n\nnext costume\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@サムネ (1)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@ダウン板\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nhide\n\nwhen I receive [start v]\n\nshow\n\nwhen I receive [next v]\n\nnext costume\n\nwhen I receive [音量0% v]\nset volume to (0) %\n\nwhen I receive [ 音量100% v]\nset volume to (100) %\n\n@雲\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (200) y: (pick random (100) to (150))\nshow\nrepeat until <(x position) < [-199]>\n change x by (-5)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n wait (pick random (1.2) to (2.4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [6ステージ v]\nhide\ngo to [back v] layer\n\n@Next\n\nwhen I receive [next v]\nset [color v] effect to (pick random (-250) to (250))\ngo to [front v] layer\nhide\ngo to [front v] layer\nstart sound [しゅっ v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\ngo to [front v] layer\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n go [forward v] (1) layers\nend\n\n@フォロバするぞ\n\nwhen flag clicked\ngo to x: (pick random (-100) to (100)) y: (180)\n\nwhen I receive [8ステージ v]\nshow\nforever\n change y by (-3)\n if <touching (ステージ v)?> then\n set size to (pick random (20) to (40)) %\n point in direction (pick random (1) to (360))\n switch costume to (pick random (1) to (2))\n go to x: (pick random (-130) to (200)) y: (180)\n end\nend\n\nwhen flag clicked\nset size to (30) %\ngo to x: (0) y: (150)\nhide\n\nwhen I receive [9ステージ v]\nhide\n\ndelete this clone\n\ngo to (random position v)\n\nhide\nwait (1.5) seconds\nshow\n\n
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▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nThe best masterpiece in my history!\n過去最高傑作!←今考えると失敗作(´;ω;`)\nだが傾向1pに載ったwありがとうございます\nゴンザレスは気にするな‼(誰かに忍ばせてって言われちゃったw)\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n[Japan]\n今回は、都会をモチーフにして作りました。\n難易度は、普通です。\n星とハートよろしく‼\n背景は@hati32 様からお借りしました。\n( https://scratch.mit.edu/projects/478123843/ )\nフリーイントロは @t9decode 様\n音楽は魔王魂\nゴンザ提案@toyatoya-yamanashi 様\n効果音はOtoLogic\n星とハートなどは @kumanomikun622 様\n参考:@maluyuu 様\nNEXTは@harukun19様\nありがとうございます。\nバグがあったらコメントで「◯ステージ目で、ここが出来ません」などで教えて下さい‼\n星とハート押してください。\nリミックスしてね‼\n現状のRemix回数\n https://scratch.mit.edu/projects/624404513/remixtree/\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n[操作方法]\n左右キーor[aキー]&[dキー]で移動。\n上矢印キーor[wキー]でジャンプ\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n[English]\nThis time I created it with an urban motif\nThe difficulty is medium\nThe background is @hati32 \n( https://scratch.mit.edu/projects/478123843/ )\nMusic 魔王魂\nfreeIntro @t9decode\nOthers @kumanomikun622 \nreference @maluyuu\nNEXT @harukun19\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n[Method of operation]\nMove with the left / right key or [a key] & [d key].\nJump with the up arrow key or [w key]\n▬▬▬▬▬▬▬▬▬▬宣伝▬▬▬▬▬▬▬▬▬▬▬▬\n第一章のプラットフォーマー \n https://scratch.mit.edu/projects/595874213/ \n第2章のプラットフォーマー\n https://scratch.mit.edu/projects/602540532/\n猫ブロックの冒険\n https://scratch.mit.edu/projects/616451285/\n目玉のplatformer クリスマスver. Xmas ver. \nhttps://scratch.mit.edu/projects/619280257/\n宣伝スタジオ‼宣伝していってね‼\n https://scratch.mit.edu/studios/30707219/\n▬▬▬▬▬▬▬▬ Promotion ▬▬▬▬▬▬▬▬▬▬▬\nPlatformer of Chapter 1\n https://scratch.mit.edu/projects/595874213/\nChapter 2 Platformer\n https://scratch.mit.edu/projects/602540532/\nCat block adventure\n https://scratch.mit.edu/projects/616451285/\nFeatured platformer Christmas ver. Xmas ver.\nhttps://scratch.mit.edu/projects/619280257/\nPromotion Studio! Please advertise!\n https://scratch.mit.edu/studios/30707219/\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n#platformer #GAME#ns6335 #5\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n 楽しんで‼ have fun!\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
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Spring A Platformer #games #art
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@Stage\n\n@Player\n\nwhen I receive [run platformer v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n Reset - Setup\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [level v]\nhide variable [yv v]\nbroadcast (Run Platformer v)\nhide\n\nwhen I receive [run platformer v]\nset [dead? v] to [0]\nset [level v] to [1]\nset size to (1000) %\nReset - Setup\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n switch costume to (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n end\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n Death\n end\n if <(y position) < [-180]> then\n Death\n end\n if <touching (bouncy v)?> then\n set [yv v] to [15]\n end\nend\n\nwhen I receive [run platformer v]\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine Reset - Setup\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (30)\nclear graphic effects\nswitch costume to (1 v)\nset size to (80) %\nshow\n\ndefine Death\nset [dead? v] to [1]\nrepeat (25)\n turn right (5) degrees\n change [ghost v] effect by (4)\n change size by (-4)\nend\nReset - Setup\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\nhide\n\nhide\n\n@ground\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [run platformer v]\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\n@bouncy\n\nwhen flag clicked\nhide\ngo to x: (-31) y: (-157)\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 go to x: (-158) y: (-70)\n show\n if <touching (player v)?> then\n Bouncy Animation\n end\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n go to x: (-99) y: (-69)\n show\n if <touching (player v)?> then\n Bouncy Animation\n end\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n go to x: (0) y: (-75)\n show\n if <touching (player v)?> then\n Bouncy Animation\n end\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n go to x: (124) y: (-71)\n show\n end\nend\n\ndefine Bouncy Animation\nstart sound [jump v]\ngo to [front v] layer\nrepeat (6)\n wait (.01) seconds\n next costume\nend\n\n@Letter\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n go to [front v] layer\nend\n\ngo to [front v] layer\n\n
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Season Platformer is out!\n======================\n\nhttps://scratch.mit.edu/projects/625323475 ( Summer )\n\nhttps://scratch.mit.edu/projects/627572330 ( Autumn )\n\nKeys\n======\nMobile Friendly/ Arrow Keys / WASD \n\nWelcome to Spring A Platformer!\n\nComplete all the levels!\nMake sure to love and fav!\n\nHot\n====\n- ( Part 1 ) https://scratch.mit.edu/projects/625872432\n\nRules\n======\n~ No advertising ( will be reported )\n~ No F4F ❌\n
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ADVENTURE 2 \Up the Mountain/ <a platformer>
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@Stage\n\nwhen flag clicked\nswitch backdrop to (slopes v)\nforever\n play sound [song v] until done\nend\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n switch backdrop to (cave v)\nend\n\n@Guy\n\nwhen I start as a clone\nswitch costume to (trail1 v)\nclear graphic effects\nrepeat (8)\n change size by (-4)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nSetup\nbroadcast (Game Loop v)\n\ngo to x: (-190) y: (-24)\ngo to x: (-201) y: (14)\n\nwhen flag clicked\n\ndefine Fix Collisions in direction (dir)\nset [temporary dir v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (168)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temporary dir)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\ndefine Check Touching Solid\nif <<touching (ground v)?> or <touching (sprite2 v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nhide variable [speed x v]\n\nwhen flag clicked\nforever\n Check Touching Solid\n if <(touching) > [0]> then\n Fix Collisions in direction [0]\n Fix Collisions in direction [90]\n end\nend\n\ndefine Setup\ngo to x: (-200) y: (50)\npoint in direction (90)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (45) %\nswitch costume to (middle v)\nset drag mode [not draggable v]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [level v] to [1]\n\ndefine Left / Right Movement\nif <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [speed 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 [speed x v] by (1)\nend\nset [speed x v] to ((speed x) * (0.9))\nchange x by (speed x)\n\nwhen I receive [game loop v]\nset [dead? v] to [0]\nforever\n create clone of (_myself_ v)\n Set Costume\n Left / Right Movement\n Horizontal Collision and Wall Jump\n Up / Down Movement\n Check Death / Win\nend\n\ndefine Horizontal Collision and Wall Jump\nCheck Touching Solid\nif <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change x by ((speed 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 <(speed x) > [0]> then\n set [speed x v] to [-7]\n else\n set [speed x v] to [7]\n end\n set [speed y v] to [14]\n else\n set [speed x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-3)\n\ndefine Up / Down Movement\nCheck Touching Solid\nif <(touching) = [1]> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [speed y v] to [14]\n end\nend\nchange y by (3)\nchange [speed y v] by (-1)\nchange y by (speed y)\nCheck Touching Solid\nif <(touching) = [1]> then\n change y by ((speed y) * (-1))\n set [speed 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 broadcast (Death v)\nend\nif <touching (spike v)?> then\n broadcast (Death v)\nend\nif <touching (lava v)?> then\n broadcast (Death v)\nend\nif <touching (saw v)?> then\n broadcast (Death v)\nend\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-245) y: (y position)\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nset [dead? v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\ngo to x: (-235) y: (-50)\nset [speed y v] to [0]\nset [speed x v] to [0]\nshow\nbroadcast (Game Loop v)\ndelete this clone\n\ndefine Set Costume\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right v)\nelse\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\nend\n\nwhen I receive [death v]\n\nwhen I receive [game loop v]\ndelete this clone\n\nwhen I receive [game loop v]\n\nFix Collisions in direction [0]\nFix Collisions in direction [90]\n\nwhen I receive [next level v]\nwait (0.01) seconds\nFix Collisions in direction [0]\n\nwhen I receive [90 v]\nset [speed y v] to [20]\nchange y by (speed y)\n\nwhen I receive [-90 v]\nset [speed y v] to [-20]\nchange y by (speed y)\n\nstop [this script v]\n\nwhen I receive [180 v]\nset [speed x v] to [25]\n\nwhen I receive [next level v]\nFix Collisions in direction [0]\n\nwhen I receive [game loop v]\nFix Collisions in direction [0]\nforever\n Check Touching Solid\n if <(touching) > [0]> then\n Fix Collisions in direction [0]\n Fix Collisions in direction [90]\n end\nend\n\nwhen I receive [bounce v]\nset [speed y v] to [10]\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\nforever\n\nswitch costume to (level1 v)\n\nnext costume\n\n@Lava\n\nwhen I receive [next level v]\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nif <(Level) = [4]> then\n show\n switch costume to (lava0 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava] (([floor v] of (frame) ) mod (4)))\n end\nend\nif <(Level) = [5]> then\n show\n switch costume to (lava2.0 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava2.] (([floor v] of (frame) ) mod (4)))\n end\nend\nif <(Level) = [7]> then\n show\n switch costume to (costume3 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava3.] (([floor v] of (frame) ) mod (4)))\n end\nend\nhide\n\nwhen flag clicked\nhide\n\nnext costume\n\n@Spike\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\ngo to [back v] layer\nif <(Level) = [4]> then\n show\n switch costume to (4 v)\n stop [this script v]\nend\nif <(Level) = [8]> then\n show\n switch costume to (8 v)\n stop [this script v]\nend\nif <(Level) = [9]> then\n show\n switch costume to (9 v)\n stop [this script v]\nend\nif <(Level) = [12]> then\n show\n switch costume to (12 v)\n stop [this script v]\nend\nif <(Level) = [14]> then\n show\n switch costume to (14 v)\n stop [this script v]\nend\nhide\n\nif <(Level) = [3]> then\nif <(Level) = [4]> then\n hide\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0) seconds\ngo to [back v] layer\nClone at [-60] [-60] level [9] dir [90]\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <touching (guy v)?> then\n switch costume to (costume1 v)\n broadcast (direction)\n wait (0.08) seconds\n switch costume to (spring2 v)\n wait (0.05) seconds\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nchange y by (50)\n\ndefine Clone at (x) (y) level (level) dir (dir)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n point in direction (dir)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nwait (0) seconds\n\ngo to x: (-60) y: (-60)\n\n@Saw\n\nwhen I receive [next level v]\ngo to [back v] layer\nwait (0) seconds\nClone at [131] [-57] size [120] level [2]\nClone at [-76] [-118] size [120] level [2]\nClone at [-8] [68] size [120] level [2]\nClone at [-58] [120] size [140] level [9]\n\ngo to x: (30) y: (50)\nset size to (200) %\ncreate clone of (_myself_ v)\ngo to x: (166) y: (-112)\nset size to (100) %\ncreate clone of (_myself_ v)\ngo to x: (-120) y: (-106)\n\nif <(Level) = [10]> then\n go to x: (-120) y: (-106)\n set size to (150) %\n create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n set size to (80) %\n go to x: (-23) y: (123)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n set size to (120) %\n go to x: (-71) y: (-118)\n create clone of (_myself_ v)\n go to x: (131) y: (-57)\n create clone of (_myself_ v)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n turn left (15) degrees\nend\n\nrepeat until <(Level) = [9]>\n\ndelete this clone\n\ngo to x: (26) y: (-33)\n\nwhen I receive [next level v]\ndelete this clone\n\ngo to x: (-23) y: (123)\n\ngo to x: (131) y: (-57)\nset size to (120) %\n\ndefine Clone at (x) (y) size (size) level (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set size to (size) %\n create clone of (_myself_ v)\nend\n\nset size to (140) %\n\nchange x by (-20)\n\nchange y by (-10)\n\n@Cloud\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nswitch costume to (big v)\nset x to (280)\nCreate Cloud\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\nwhen I receive [next level v]\nif <(Level) = [7]> then\n stop [other scripts in sprite v]\n delete this clone\nend\n\n\n\nset [ghost v] effect to (20)\nshow\n\ndefine Create Cloud\nforever\n switch costume to (big v)\n create clone of (_myself_ v)\n wait (pick random (1.) to (2.)) seconds\nend\n\nwhen I receive [next level v]\nif <(Level) > [10]> then\n Create Cloud\nend\n\nforever\nend\n\n@Word\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nshow\n\n@Enemy\n\ndefine Spawn (type) at (x) (y) level (level) dir (dir) size (size)\nif <(type) = []> then\n if <(level) = (Level)> then\n switch costume to (type)\n go to x: (x) y: (y)\n point in direction (dir)\n set size to (size) %\n set [type v] to (type)\n create clone of (_myself_ v)\n set [type v] to []\n end\nend\n\nwhen I start as a clone\nshow\nset [frame v] to [0]\nif <(type) = [Slime]> then\n Spawn Slime\nend\nif <(type) = [Tall]> then\n Spawn Tall\nend\nif <(type) = [Spiky]> then\n Spawn Spiky\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nSpawn All Enemies\n\nwhen flag clicked\nset [frame v] to [0]\nset [type v] to []\nset rotation style [left-right v]\nhide\n\ndefine Move - Down\nchange [sy v] by (-1)\nchange y by (sy)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [sy v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (ground v)?> or <touching (_edge_ v)?>>> then\n stop [this script v]\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player?\nif <touching (guy v)?> then\n if <(speed y) < [-2]> then\n switch costume to (join (costume [name v]) [Squish])\n broadcast (Bounce v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(DEAD?) = [0]> then\n broadcast (Death v)\n end\n end\nend\n\ndelete this clone\n\nwhen I receive [game loop v]\nwait (0) seconds\nSpawn All Enemies\n\nwhen I receive [game loop v]\ndelete this clone\n\ndefine Spawn Slime\nforever\n if <(frame) = [20]> then\n set [sy v] to [8]\n set [frame v] to [0]\n end\n Move - Down\n Move - Left or Right\n Touching Player?\n change [frame v] by (0.5)\nend\n\ndefine Spawn Tall\nforever\n Move - Down\n Move - Left or Right\n Touching Player?\nend\n\nwhen I receive [next level v]\ndelete this clone\n\ndefine Spawn All Enemies\nSpawn [Slime] at [150] [10] level [3] dir [-90] size [60]\nSpawn [Slime] at [30] [-60] level [3] dir [90] size [60]\nSpawn [Slime] at [180] [20] level [4] dir [-90] size [60]\nSpawn [Slime] at [30] [-40] level [4] dir [-90] size [60]\nSpawn [Slime] at [-50] [-60] level [4] dir [-90] size [60]\nSpawn [Tall] at [140] [0] level [5] dir [90] size [60]\nSpawn [Slime] at [70] [-20] level [5] dir [-90] size [60]\nSpawn [Tall] at [0] [-30] level [5] dir [-90] size [60]\nSpawn [Slime] at [-60] [-60] level [5] dir [90] size [60]\nSpawn [Tall] at [-130] [-80] level [5] dir [90] size [60]\nSpawn [Tall] at [20] [-40] level [11] dir [-90] size [60]\nSpawn [Spiky] at [-60] [-70] level [13] dir [-90] size [60]\nSpawn [Spiky] at [80] [-70] level [13] dir [-90] size [60]\nSpawn [Spiky] at [210] [-70] level [13] dir [-90] size [60]\nSpawn [Spiky] at [170] [0] level [14] dir [-90] size [60]\n\ndefine Spawn Spiky\nforever\n if <(frame) = [20]> then\n set [sy v] to [8]\n set [frame v] to [0]\n end\n Move - Down\n Move - Left or Right\n if <<touching (guy v)?> and <(DEAD?) = [0]>> then\n broadcast (Death v)\n end\n change [frame v] by (0.5)\nend\n\nTouching Player?\n\nbroadcast (Death v)\n\n@Nothing\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n show\n forever\n if <touching (guy v)?> then\n change [ghost v] effect by (5)\n else\n set [ghost v] effect to (0)\n end\n end\nend\nhide\n\nset [ghost v] effect to (60)\n\nwhen flag clicked\nhide\n\n@Dark\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n set [ghost v] effect to (15)\n show\nend\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nif <(Level) = [11]> then\n hide\n switch backdrop to (slopes v)\nend\n\n@Portal\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n set [whirl v] effect to (700)\n go to x: (200) y: (-10)\n show\n forever\n if <touching (guy v)?> then\n change [level v] by (1)\n broadcast (next level v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide\n\n
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#2 on all trending!\nPart 1: https://scratch.mit.edu/projects/590261836/\nPart 3:https://scratch.mit.edu/projects/625834167/\nPart 4: https://scratch.mit.edu/projects/627607932/\nPart 5: https://scratch.mit.edu/projects/630352670/\nWASD or arrow keys to move.\nIt is mobile friendly.\nI've added 3 types of enemies\n100 loves for part 3.\nFollow me --@Tao196\n
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NO STOPS - 2 ! A Platformer #All #Games
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@Stage\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 I receive [play v]\nset [time v] to [0]\nhide variable [☁ world record v]\nset [level skipped v] to [0]\nforever\n if <key (s v) pressed?> then\n set [level skipped v] to [1]\n forever\n set [time v] to []\n end\n end\nend\n\nwhen I receive [play v]\nset [time v] to [0]\nforever\n if <<not <(LEVEL) = [15]>> and <(level skipped) = [0]>> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen [l v] key pressed\n\nif <(Lag) = [0]> then\n set [lag v] to [1]\nelse\n set [lag v] to [0]\nend\n\nhide variable [time v]\n\nhide variable [☁ world record v]\n\nwhen [timer v] > (0.000000000001)\nhide variable [☁ world record v]\n\nwhen flag clicked\nswitch backdrop to (correct v)\n\nwhen [z v] key pressed\nshow variable [☁ world record v]\n\nwhen [x v] key pressed\nhide variable [☁ world record v]\n\nwhen flag clicked\nhide variable [☁ world record v]\n\nif <(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\nend\n\n@HELLO\n\n@Clouds\n\nwhen I receive [play v]\nhide\nwait (0.1) seconds\nforever\n set size to (150) %\n wait (pick random (2) to (4)) seconds\n create clone of (_myself_ v)\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\nif <(Lag) = [0]> then\n\nwhen I start as a clone\nforever\n switch costume to (1 v)\n wait (0.07) seconds\n switch costume to (2 v)\n wait (0.07) seconds\n switch costume to (3 v)\n wait (0.07) seconds\n switch costume to (4 v)\n wait (0.07) seconds\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [ghost v] effect to (pick random (3) to (18))\nset [cloud speed v] to [-3]\npoint in direction (90)\ngo to x: (400) y: (pick random (80) to (155))\nrepeat until <<[-270] > (x position)> or <(Lag) = [1]>>\n change x by (cloud speed)\nend\nrepeat (500)\n change [ghost v] effect by (5000)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Player\n\ndefine Set Costume\nif <(left) = [1]> then\n switch costume to (left v)\n if <key (up arrow v) pressed?> then\n switch costume to (left up v)\n end\nelse\n if <(right) = [1]> then\n switch costume to (right v)\n if <key (up arrow v) pressed?> then\n switch costume to (right up v)\n end\n else\n switch costume to (normal v)\n if <key (up arrow v) pressed?> then\n switch costume to (jump v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nbroadcast (Reset v)\nshow\nset [acceleration v] to [1.9]\nset [gravity v] to [-1.7]\nset [friction v] to [0.85]\nset [jump height v] to [15]\nset [clone type v] to [Eye]\nforever\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)?>> then\n if <(Lag) = [0]> then\n start sound [splat v]\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\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)?> then\n collide x\n if <key (up arrow v) pressed?> then\n if <(Speed x) < [0]> then\n if <(left) = [1]> then\n set [speed x v] to [10]\n set [speed y v] to [12]\n end\n else\n if <(right) = [1]> then\n set [speed x v] to [-10]\n set [speed y v] to [12]\n end\n end\n end\n end\n set [last value v] to (y position)\n if <touching (bouncy v)?> then\n set [speed y v] to [27]\n end\n change y by ((Speed y) / (steps))\n if <touching (ground 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?> then\n if <(Falling) < [3]> then\n set [speed y v] to (jump height)\n end\nend\nif <(left) = [1]> then\n change [speed x v] by ((acceleration) * (-1))\n set [x eye v] to [-5]\nend\nif <(right) = [1]> then\n change [speed x v] by (acceleration)\n set [x eye v] to [5]\nend\nif <not <<(right) = [1]> or <<(left) = [1]> or <key (up arrow v) pressed?>>>> 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) ))\ngo to x: (round (x position)) y: (round (y position))\n\nwhen I start as a clone\nif <(Clone type) = [trail]> then\n switch costume to (trail v)\n turn right (pick random (-25) to (25)) degrees\n change y by (pick random (-1) to (0))\n change size by (pick random (-3) to (3))\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 [right v] to [0]\nset [left v] to [0]\n\nwhen I receive [play v]\nwait (0.01) seconds\nforever\n if <(Lag) = [0]> then\n set [clone type v] to [trail]\n wait (0.005) seconds\n create clone of (_myself_ v)\n end\nend\n\ndefine collide x\nchange y by (1)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-2)\n set x to (Last Value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((Speed x) * (0.8))\nend\nset [speed x v] to ((Speed x) * (0.95))\n\ndefine collide y\nset y to (Last Value)\nif <[0] < (Speed y)> 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 [start v]\nset [lag v] to [0]\nbroadcast (Play v)\n\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) / (1))\n change y by ((Speed y) / (1.7))\n end\nend\n\nwhen I receive [play v]\nforever\n Set Costume\nend\n\ncreate clone of (_myself_ v)\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen flag clicked\nset volume to (100) %\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]\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]\nshow\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\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]\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\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]\ngo [backward v] (1) layers\nswitch costume to (LEVEL)\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\n@TIME\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nforever\n cloneCostume costume: (Time) xPos: [-210] yPos: [146] lineSpace: [0.124]\n set [oldscore v] to (Time)\n wait until <not <(oldScore) = (Time)>>\nend\n\nwhen flag clicked\nhide\n\ndefine cloneCostume costume: (costume) xPos: (xpos) yPos: (ypos) lineSpace: (linespace)\nbroadcast (deleteClones v)\ngo to x: (xpos) y: (ypos)\nset [# v] to [1]\nrepeat (length of (costume))\n look color: [-20] brightness: [10] size: [250]\n switch costume to (letter (#) of (costume))\n create clone of (_myself_ v)\n change x by ((linespace) * (size))\n change [# v] by (1)\nend\nhide\n\ndefine look color: (color) brightness: (brightness) size: (size)\nclear graphic effects\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset size to (size) %\n\nwhen I receive [deleteclones v]\ndelete this clone\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nset [time v] to [0]\n\n@Flag\n\nwhen I receive [play v]\nset [level v] to [1]\ngo to x: (190) y: (-100)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n forever\n if <touching (player v)?> then\n change [level v] by (1)\n start sound [ding v]\n broadcast (Reset 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\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 receive [play v]\nforever\n if <(LEVEL) = [15]> then\n set size to (98) %\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (198) y: (67)\n end\nend\n\nwhen I receive [play v]\nset [level v] to [1]\ngo to x: (190) y: (-100)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nforever\n forever\n switch costume to (1 v)\n wait (0.08) seconds\n switch costume to (2 v)\n wait (0.08) seconds\n switch costume to (3 v)\n wait (0.08) seconds\n switch costume to (4 v)\n wait (0.08) seconds\n switch costume to (5 v)\n wait (0.08) seconds\n switch costume to (4 v)\n wait (0.08) seconds\n switch costume to (3 v)\n wait (0.08) seconds\n switch costume to (2 v)\n wait (0.08) seconds\n end\nend\n\nwhen I receive [play v]\nforever\n if <<(LEVEL) = [1]> or <<(LEVEL) = [2]> or <<(LEVEL) = [3]> or <<(LEVEL) = [4]> or <<(LEVEL) = [5]> or <<(LEVEL) = [6]> or <<(LEVEL) = [7]> or <<(LEVEL) = [8]> or <<(LEVEL) = [9]> or <<(LEVEL) = [10]> or <<(LEVEL) = [11]> or <<(LEVEL) = [12]> or <<(LEVEL) = [13]> or <(LEVEL) = [14]>>>>>>>>>>>>>> then\n set size to (98) %\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (190) y: (-100)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (100) %\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\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\ngo [backward v] (1) layers\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\n@Saw\n\nwhen flag clicked\nwait (0.01) seconds\nhide\nforever\n if <not <<(LEVEL) = [13]> or <(LEVEL) = [14]>>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nhide\nforever\n if <(LEVEL) = [13]> then\n go to x: (0) y: (-100)\n show\n set [spin v] to [20]\n forever\n show\n if <(Lag) = [0]> then\n repeat (40)\n if <(Lag) = [0]> then\n turn right (spin) degrees\n change [spin v] by (-1)\n if <not <(LEVEL) = [13]>> then\n wait until <(LEVEL) = [13]>\n go to x: (0) y: (-100)\n end\n end\n end\n repeat (40)\n if <(Lag) = [0]> then\n turn right (spin) degrees\n change [spin v] by (1)\n if <not <(LEVEL) = [13]>> then\n wait until <(LEVEL) = [13]>\n go to x: (0) y: (-100)\n end\n end\n end\n else\n if <not <(LEVEL) = [13]>> then\n wait until <(LEVEL) = [13]>\n go to x: (0) y: (-100)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nhide\nforever\n if <(LEVEL) = [14]> then\n go to x: (-75) y: (-100)\n show\n set [spin v] to [20]\n forever\n show\n if <(Lag) = [0]> then\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) = [14]>> then\n wait until <(LEVEL) = [14]>\n go to x: (-75) y: (-100)\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) = [14]>> then\n wait until <(LEVEL) = [14]>\n go to x: (-75) y: (-100)\n end\n end\n else\n if <not <(LEVEL) = [14]>> then\n wait until <(LEVEL) = [14]>\n go to x: (-75) y: (-100)\n end\n end\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@new move\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n new movve\nend\n\ndefine new movve\nif <key (left arrow v) pressed?> then\n set [left v] to [1]\n set [right v] to [0]\n set [stop v] to [0]\nend\nif <key (right arrow v) pressed?> then\n set [right v] to [1]\n set [left v] to [0]\n set [stop v] to [0]\nend\n\nif <key (down arrow v) pressed?> then\n set [right v] to [0]\n set [left v] to [0]\n set [stop v] to [1]\nend\n\n@TIME2\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nforever\n cloneCostume costume: (LEVEL) xPos: [198] yPos: [146] lineSpace: [0.1]\n set [old score l v] to (LEVEL)\n wait until <not <(old score l) = (LEVEL)>>\nend\n\nwhen flag clicked\nhide\n\ndefine cloneCostume costume: (costume) xPos: (xpos) yPos: (ypos) lineSpace: (linespace)\nbroadcast (del clone l v)\ngo to x: (xpos) y: (ypos)\nset [# l v] to [1]\nrepeat (length of (costume))\n look color: [-20] brightness: [10] size: [250]\n switch costume to (letter (# l) of (costume))\n create clone of (_myself_ v)\n change x by ((linespace) * (size))\n change [# l v] by (1)\nend\nhide\n\ndefine look color: (color) brightness: (brightness) size: (size)\nclear graphic effects\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset size to (size) %\n\nwhen I receive [del clone l v]\ndelete this clone\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nset [level v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n if <<(LEVEL) = [15]> and <<<(☁ World Record) = (Time)> or <(Time) < (☁ World Record)>> and <(level skipped) = [0]>>> then\n change [☁ world record v] by ((Time) - (☁ World Record))\n forever\n show\n go to x: (-47) y: (80)\n go to [front v] layer\n go [backward v] (103) layers\n switch costume to (costume1 v)\n set size to (80) %\n forever\n point in direction ((90) + ((0.5) * ([cos v] of (((timer) - (3)) * (75)) )))\n end\n end\n end\nend\n\n@INTRO\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (150) %\nshow\nswitch costume to (ezgif-frame-001 v)\nrepeat (23)\n wait (0.03) seconds\n next costume\nend\nrepeat (10)\n change [fisheye v] effect by (-10)\nend\nhide\nbroadcast (INTRO OVER v)\n\n@invi\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\n@invi2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [intro over v]\nshow\nforever\n go to (mouse-pointer v)\nend\n\n@bgg2\n\nwhen I receive [intro over v]\ngo to [back v] layer\nshow\nset size to (200) %\nforever\n go to [back v] layer\n go to x: (([x position v] of [invi v]) * (0.1)) y: (([y position v] of [invi v]) * (0.1))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\n@bgg\n\nwhen I receive [intro over v]\nshow\nset size to (200) %\nforever\n go to x: (([x position v] of [invi v]) * (-0.1)) y: (([y position v] of [invi v]) * (-0.1))\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [instructions v]\nhide\n\n@Love fave\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nif <(LEVEL) = [8]> then\n hide\nelse\n forever\n set size to (100) %\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 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\nend\n\nwhen I receive [start v]\nforever\n if <(LEVEL) = [8]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Icons\n\nwhen flag clicked\nhide\n\nwhen I receive [intro over v]\nset [delete v] to [0]\nAssets [2] Number [0]\n\ndefine Assets (assets) Number (number)\nset [clones v] to (number)\nrepeat (assets)\n change [clones v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(Clones) = [1]> then\n go to x: (8) y: (80)\n set size to (125) %\n switch costume to (text v)\n forever\n point in direction ((90) + ((0.5) * ([cos v] of (((timer) - (3)) * (100)) )))\n end\nend\nif <(Clones) = [2]> then\n go to x: (0) y: (-1)\n set size to (75) %\n switch costume to (play button v)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (play button2 v)\n set size to ((size) + (((115) - (size)) / (3))) %\n else\n switch costume to (play button v)\n set size to ((size) + (((110) - (size)) / (3))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (Start v)\n end\n end\nend\n\npoint in direction (90)\n\nwhen I receive [start v]\nhide\nset [delete v] to [0]\nwait (0.1) seconds\nset [delete v] to [1]\n\nwhen I start as a clone\nforever\n if <(Delete) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [instructions v]\nhide\nset [delete v] to [0]\nwait (0.1) seconds\nset [delete v] to [1]\n\nwhen I start as a clone\nif <(Clones) = [2]> then\n forever\n if <touching (mouse-pointer v)?> then\n start sound [Action v]\n wait until <<not <touching (mouse-pointer v)?>> or <mouse down?>>\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Start v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clones) = [3]> then\n forever\n if <touching (mouse-pointer v)?> then\n start sound [Action v]\n wait until <<not <touching (mouse-pointer v)?>> or <mouse down?>>\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Instructions v)\n end\n end\n end\nend\n\nif <(Clones) = [3]> then\n go to x: (0) y: (-95)\n set size to (70) %\n switch costume to (instructions button v)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (instructions button2 v)\n set size to ((size) + (((190) - (size)) / (3))) %\n else\n switch costume to (instructions button v)\n set size to ((size) + (((150) - (size)) / (3))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (Instructions v)\n end\n end\nend\n\n@sound controL\n\nwhen I receive [intro over v]\nbroadcast (start noice v)\n\nwhen I receive [helikopter v]\nset volume to (50) %\nplay sound [Fazlija - Helikopter Mp3 Song Download 320kbps - PagalWorld v] until done\nbroadcast (start 90 v)\n\nwhen I receive [start noice v]\nset volume to (50) %\nplay sound [noice v] until done\nbroadcast (helikopter v)\n\nwhen I receive [intro over v]\nset volume to (50) %\nforever\n if <key (m v) pressed?> then\n wait until <not <key (m v) pressed?>>\n if <(volume) = [50]> then\n set volume to (0) %\n else\n set volume to (50) %\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start noice v]\nforever\n if <key (n v) pressed?> then\n wait until <not <key (n v) pressed?>>\n stop all sounds\n broadcast (helikopter v)\n stop [this script v]\n end\nend\n\nwhen I receive [helikopter v]\nforever\n if <key (n v) pressed?> then\n wait until <not <key (n v) pressed?>>\n stop all sounds\n broadcast (start 90 v)\n stop [this script v]\n end\nend\n\nwhen I receive [hall of flame v]\nset volume to (50) %\nplay sound [Hall Of Fame v] until done\nbroadcast (start inferno v)\n\nwhen I receive [start 90 v]\nset volume to (50) %\nplay sound [90-09--999999999 v] until done\nbroadcast (hall of flame v)\n\nwhen I receive [start inferno v]\nset volume to (50) %\nplay sound [Inferno v] until done\nbroadcast (start noice v)\n\nwhen I receive [start 90 v]\nforever\n if <key (n v) pressed?> then\n wait until <not <key (n v) pressed?>>\n stop all sounds\n broadcast (hall of flame v)\n stop [this script v]\n end\nend\n\nwhen I receive [hall of flame v]\nforever\n if <key (n v) pressed?> then\n wait until <not <key (n v) pressed?>>\n stop all sounds\n broadcast (start inferno v)\n stop [this script v]\n end\nend\n\nwhen I receive [start inferno v]\nforever\n if <key (n v) pressed?> then\n wait until <not <key (n v) pressed?>>\n stop all sounds\n broadcast (start noice v)\n stop [this script v]\n end\nend\n\n@THUMBNAIL\n\nwhen flag clicked\nforever\n switch costume to (costume2 v)\n show\n go to [front v] layer\n set [ghost v] effect to (10000)\n go to x: (0) y: (0)\nend\n\n
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Part 1 - https://scratch.mit.edu/projects/616693130/\n-----------------------------------------\n[NOTE: ALL LEVELS ARE 100% POSSIBLE]\n-----------------------------------------\nJust a normal platformer except once you start moving left or right, you cannot stop moving. Have fun completing the levels :)\n-----------------------------------------\nCONTROLS:\nUse the Arrow Keys to move.\n[ R ] - If you get glitched, press 'R' to reset the level.\n[ M ] - Mute / Unmute the song.\n[ N ] - To go to the next song. \n[ S ] - To skip level. [If you skip time wont be recorded] \n[ B ] - To go to previous level.\n[ Z ] - To show world record.\n[ X ] - To hide world record.\nWall jump\nAvoid spikes\nReach the flags to move on to next level \n-----------------------------------------\nEnjoy!\n❤️ and ★ for part - 3\nA follow would be nice :)\nWill this also go on #trending ?\n-----------------------------------------\nMy other projects:\n\nNo stops - 1! A Platformer:\nhttps://scratch.mit.edu/projects/616693130/\n\n[OPEN] Game Contest - 200 Followers special:\nhttps://scratch.mit.edu/projects/606319958\n\nHELP ! A PLATFORMER - 1 [Get this to 100K views]\nhttps://scratch.mit.edu/projects/582301003\n\nHELP ! A PLATFORMER - 2\nhttps://scratch.mit.edu/projects/592694970\n\nPark the CAR : https://scratch.mit.edu/projects/553952392\n\nPark the CAR v2.0 : \nhttps://scratch.mit.edu/projects/559573866\n\nRECTANGLE - A TILE SCROLLING PLATFORMER \nhttps://scratch.mit.edu/projects/571047084\n-----------------------------------------\nSubscribe my channel: \nhttps://www.youtube.com/channel/UC9w4OAxc1SSo6Rb_BVH4bZA\n-----------------------------------------\n\nCredits:\n@-canCode- for the engine [ Modified by me ]\nYouTube for the songs.\n> Helikopter\n> Hall of fame\n> Inferno\n> Vicetone - United we dance\nKenny for some sprites.\n-----------------------------------------\nCould you get the world record?\nComment your time below... \n-----------------------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBye.
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☀Sunshine / Platformer☀
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@Stage\n\n@player\n\nwhen flag clicked\nset size to (100) %\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\nhide\nwait (12) seconds\nbroadcast (表示してくれー v)\ngo to x: (-186) y: (-69)\nshow\nbroadcast (ゆき降らせるぞ v)\nforever\n start sound [Different Heaven - Nekozilla _NCS Release_ v]\n 操作\nend\n\ndefine 操作\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <<<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] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n 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 (#5bff00)?> then\n change y by (-6)\n change x by ((X) * (-1))\n set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [8]\n else\n set [x v] to [-8]\n end\n end\n else\n set [x v] to [0]\n end\n end\n if <touching color (#3fb300)?> then\n set [y v] to [0]\n change y by (Y)\n change x by ((X) * (-1))\n set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [8]\n else\n set [x v] to [-8]\n end\n end\n else\n set [x v] to [0]\n end\n end\n if <touching color (#001b9a)?> then\n set [y v] to [0]\n change y by (Y)\n change x by ((X) * (-1))\n set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [8]\n else\n set [x v] to [-8]\n end\n end\n else\n set [x v] to [0]\n end\n end\n if <touching color (#ffa000)?> then\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n end\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [8]\n else\n set [x v] to [-8]\n end\n end\n else\n set [x v] to [0]\n end\n end\n if <touching color (#d78800)?> then\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [8]\n else\n set [x v] to [-8]\n end\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching color (#3fb300)?> then\n change y by (() - (Y))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n end\n end\n if <touching color (#001b9a)?> then\n change y by (() - (Y))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n end\n end\n if <touching color (#ffe500)?> then\n change y by (() - (Y))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n end\n end\n if <touching color (#ffa406)?> then\n change y by (() - (Y))\n set [y v] to [0]\n end\n if <<touching color (#7e7e7e)?> or <touching color (#595959)?>> then\n start sound [Rip v]\n 初期化\n end\n if <[240] < (x position)> then\n hide\n broadcast (次! v)\n wait (3.7) seconds\n 初期化\n show\n end\n if <(y position) = [-185]> then\n start sound [Rip v]\n 初期化\n end\n if <touching (バネ v)?> then\n start sound [ボヨン v]\n set [y v] to [25]\n end\n if <touching color (#ffe500)?> then\n set [y v] to [0]\n change y by (Y)\n change x by ((X) * (-1))\n set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [8]\n else\n set [x v] to [-8]\n end\n end\n else\n set [x v] to [0]\n end\n end\nend\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-186) y: (0)\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [次いくでー v]\nnext costume\n\nwhen I receive [変えろ v]\nswitch costume to (コスチューム6 v)\nwait (2.615) seconds\nswitch costume to (コスチューム7 v)\n\ndefine タイマースタート\nset [タイム v] to [0]\nrepeat until <([costume # v] of [地面 v]) = [10]>\n wait (1) seconds\n change [タイム v] by (1)\nend\nif <(☁ 世界記録) > (タイム)> then\n set [☁ 世界記録 v] to (タイム)\nend\n\nwhen I receive [表示してくれー v]\nshow\nswitch costume to (コスチューム1 v)\nタイマースタート\n\nwhen flag clicked\ngo to x: (37) y: (27)\nset size to (100) %\nhide variable [タイム v]\nhide variable [☁ 世界記録 v]\nswitch backdrop to (ゲーム画面 v)\n\nset [☁ 世界記録 v] to [70]\n\nwhen I receive [結果はっぴょーーー v]\n\nwhen I receive [タイトルじゃーー v]\nhide variable [タイム v]\nhide variable [☁ 世界記録 v]\nswitch costume to (コスチューム8 v)\ngo to x: (209) y: (19)\nset size to (117) %\nwait (0.01) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [隠せよ v]\nhide\n\nwhen I receive [結果はっぴょーーー v]\nshow variable [タイム v]\nshow variable [☁ 世界記録 v]\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (rogo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (rogo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (rogo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\npoint in direction (90)\nreset timer\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\nswitch backdrop to (ゲーム画面 v)\nstart sound [DEAF KEV - Invincible _NCS Release_ v]\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\n wait (1) seconds\n broadcast (始まり v)\n broadcast (表示してくれー v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\n@NEXT\n\nshow\ngo to x: (468) y: (0)\nset [x座標変化 v] to [-10]\nstart sound [Slide Whistle v]\nrepeat (100 )\n change x by (X座標変化)\n change [x座標変化 v] by (([sin v] of (X座標変化) ) * (-1))\nend\nset [x座標変化 v] to [16]\nstart sound [Jump v]\nrepeat until <[-38] > (X座標変化)>\n change x by (X座標変化)\n change [x座標変化 v] by (-1)\nend\nhide\n\nwhen I receive [次! v]\nbroadcast (次いくでー v)\ngo to [front v] layer\nshow\ngo to x: (468) y: (0)\nset [x座標変化 v] to [0]\nrepeat until <[0] > (x position)>\n change x by (((() - (X座標変化)) * (X座標変化)) - ((X座標変化) * (0.8)))\n change [x座標変化 v] by (1)\nend\nset [x座標変化 v] to [10]\nrepeat until <(X座標変化) < [0.007556]>\n change x by (X座標変化)\n change [x座標変化 v] by (([sin v] of (X座標変化) ) * (-8))\nend\nset [x座標変化 v] to [16]\nrepeat until <[-37] > (X座標変化)>\n change x by (X座標変化)\n change [x座標変化 v] by (-1)\nend\nhide\nif <([costume # v] of [地面 v]) = [10]> then\n broadcast (結果はっぴょーーー v)\nend\n\nwhen flag clicked\nhide\n\n@バネ\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (-57) y: (-82)\nhide\nforever\n if <touching (player v)?> then\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム1 v)\n wait (0.01) seconds\n end\nend\n\nif <([costume # v] of [地面 v]) = [7]> then\n show\nelse\n hide\nend\n\nwhen I receive [隠せー v]\nhide\n\n@タイトル\n\nwhen flag clicked\nhide\n\n@タイトル2\n\nwhen flag clicked\nhide\n\n@タイトル3\n\nwhen flag clicked\nhide\n\nwhen I receive [タイトルじゃーー v]\nwait (0.05) seconds\nshow\ngo to [front v] layer\n\nwhen I receive [隠せよ v]\nhide\n\n@⚡ターボ対策\n\nwhen flag clicked\nset [ターボ対策 v] to [0]\nforever\n set size to (100) %\n go to [front v] layer\n go to x: (36) y: (28)\n forever\n change [ターボ対策 v] by (1)\n end\nend\n\nwhen flag clicked\nhide\nforever\n set [ターボ対策 v] to [0]\n wait (0.001) seconds\n if <[3] < (ターボ対策)> then\n stop [all v]\n else\n end\nend\n\n@リフト\n\nwhen flag clicked\nhide\ngo to x: (133) y: (-16)\nforever\n if <([costume # v] of [地面 v]) = [6]> then\n show\n repeat until <not <([costume # v] of [地面 v]) = [6]>>\n glide (1) secs to x: (22) y: (-16)\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n glide (1) secs to x: (133) y: (-18)\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n end\n else\n hide\n end\nend\n\n@障害物\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [7]> then\n show\n repeat until <not <([costume # v] of [地面 v]) = [7]>>\n turn right (2) degrees\n end\n else\n hide\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nshow\ngo to [front v] layer\nbroadcast (タイトルじゃーー v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [隠せよ v]\nhide\n\n@スプライト1\n\nwhen I receive [タイトルじゃーー v]\nwait (0.03) seconds\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
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<日本語>\nまぶしい太陽と冒険をしよう!!\nWASDキー、矢印キー、タップで操作。\n針に触れるか、下に落ちるとゲームオーバーです。\n❤と★をよろしく!\n<English>\nLet's have an adventure with the bright sun! !!\nOperate with WASD key, arrow key, tap.\nThe game is over when you touch the needle or fall down.\nBest regards to ❤ and ★!\n
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Planet 2 II A Platformer
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@Stage\n\n@Figur1\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nforever\n turn right (0.5) degrees\nend\n\nmove (2) steps\n\n@Apple2\n\nwhen flag clicked\nforever\n wait (pick random (0.1) to (0.05)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (-230)\nset size to (pick random (20) to (90)) %\nset [color v] effect to (pick random (1) to (15))\nif <(pick random (1) to (3)) = [1]> then\n switch costume to (apple v)\nend\nif <(pick random (1) to (3)) = [2]> then\n switch costume to (apple2 v)\nend\nif <(pick random (1) to (3)) = [3]> then\n switch costume to (apple3 v)\nend\nforever\n change y by (pick random (2) to (7))\n if <(y position) > [170]> then\n delete this clone\n end\nend\n\n@Figur12\n\ndefine Trampolin\nif <<touching (tranmpolin v)?> or <touching (tranmpolin e v)?>> then\n set [y v] to [18]\nend\nif <touching (tranmpolin v)?> then\n broadcast (sprung v)\nend\nif <touching (tranmpolin e v)?> then\n broadcast (sprung2 v)\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n repeat until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n switch costume to (player2 v)\n end\n if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (player v)\n end\n end\nend\n\ndefine y\nchange [y v] by (-1)\nrepeat (4)\n if <touching (platform v)?> then\n change y by (1)\n end\nend\nif <touching (platform v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n 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 [12]\n else\n set [x v] to [0]\n end\nend\nchange y by (y)\nif <touching (platform v)?> then\n if <(y) > [0]> then\n repeat until <not <touching (platform v)?>>\n change y by (-1)\n set [y v] to [0]\n end\n else\n repeat until <not <touching (platform v)?>>\n change y by (1)\n set [y v] to [0]\n end\n end\nend\nchange y by (-1)\nif <<touching (platform v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [12]\nend\nchange y by (1)\n\nwhen I receive [1 v]\ny\nright or left\nTrampolin\n\nwhen I receive [play v]\nset [y v] to [0]\nset [x v] to [0]\nset [x begin v] to [-200]\nset [y begin v] to [45]\ngo to x: (x begin) y: (y begin)\ngo to [front v] layer\nshow\n\nwhen I receive [works v]\nset [level v] to [1]\nhide\n\nwhen flag clicked\nbroadcast (works v)\nbroadcast (play v)\nnext or die\nset [level v] to [0]\n\nwhen I receive [play v]\nforever\n broadcast (1 v)\n broadcast (2 v)\nend\n\ndefine dead\ngo to x: (x begin) y: (y begin)\nGame - Reset x and y\n\ndefine next\ngo to x: (x begin) y: (y begin)\nchange [level v] by (1)\nGame - Reset x and y\n\ndefine next or die\nforever\n if <<<touching (die3 v)?> or <<touching (die2 v)?> or <touching (die v)?>>> or <touching (wd v)?>> then\n wait (0.00000000000000000000000000000000000000000000000000000000000000001) seconds\n dead\n end\n if <(x position) > [225]> then\n broadcast (next v)\n next\n end\nend\n\ndefine right or left\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.5)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.5)\n point in direction (-90)\nend\nset [x v] to ((x) * (0.85))\nchange x by (x)\nif <([abs v] of (x) ) < [0.1]> then\n set [x v] to [0]\nend\n\nwhen flag clicked\nset [color v] effect to (0)\n\nwhen [space v] key pressed\nchange [color v] effect by (50)\n\n\n\n@Apple\n\nwhen flag clicked\nset [color v] effect to (0)\ngo to [back v] layer\nforever\n go to (figur12 v)\nend\n\nwhen [space v] key pressed\nchange [color v] effect by (50)\n\n@Platform\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@die\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\n@die3\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\ngo to x: (66) y: (121)\nset [ghost v] effect to (25)\nforever\n if <<(level) = [2]> or <(level) = [6]>> then\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nchange [ghost v] effect by (25)\n\nforever\n\n@die2\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(level) = [3]> then\n go to x: (49) y: (-3)\n turn right (17) degrees\n end\n if then\n go to x: (-113.75) y: (-175)\n turn right (10) degrees\n end\n if then\n go to x: (0) y: (-83)\n turn right (5) degrees\n end\n if then\n go to x: (230) y: (85)\n turn right (10) degrees\n end\nend\n\nwhen I start as a clone\nif then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n delete this clone\nend\n\ngo to x: (30) y: (-30)\n\nwhen flag clicked\nforever\n if then\n wait (0.2) seconds\n create clone of (_myself_ v)\n end\nend\n\n@stars\n\nwhen flag clicked\ngo to [back v] layer\nforever\n repeat (10)\n change [brightness v] effect by (1)\n end\n repeat (10)\n change [brightness v] effect by (-1)\n end\nend\n\nchange size by (1)\n\n@Tranmpolin\n\nwhen flag clicked\nhide\nset drag mode [not draggable v]\n\nwhen flag clicked\nswitch costume to (normal v)\nhide\n\nwhen flag clicked\nforever\n if <<not <(level) = [8]>> or <<not <(level) = [9]>> or <not <(level) = [5]>>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if then\n go to x: (0) y: (-100)\n show\n end\n if then\n go to x: (-143) y: (-40)\n show\n end\n if then\n go to x: (-50) y: (-40)\n show\n end\n if then\n go to x: (-79) y: (-40)\n show\n end\nend\n\nforever\n\nwhen I receive [sprung v]\nswitch costume to (gebeugt v)\nwait (0.2) seconds\nswitch costume to (normal v)\n\n@Tranmpolin e\n\nwhen flag clicked\nswitch costume to (normal2 v)\nhide\n\nwhen flag clicked\nforever\n if then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if then\n go to x: (-175) y: (20)\n show\n end\nend\n\nwhen I receive [sprung2 v]\nswitch costume to (gebeugt2 v)\nwait (0.2) seconds\nswitch costume to (normal2 v)\n\n@Figur2\n\nmove (2) steps\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(level) = [10]> then\n show\n end\nend\n\nwhen [space v] key pressed\nchange [color v] effect by (50)\n\nwhen flag clicked\nforever\n if <not <(level) = [10]>> then\n hide\n end\nend\n\n@Figur3\n\nmove (2) steps\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [10]>> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n set [uuuuuuunnnnn v] to (((Uuuuuuunnnnn) * (0.8)) + ((((100) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (Uuuuuuunnnnn)\n go to x: (0) y: ((120) + (([sin v] of (Deeeeueuuuuuuux) ) * (10)))\n point in direction ((90) + (([cos v] of (Deeeeueuuuuuuux) ) * (3)))\n change [deeeeueuuuuuuux v] by (5)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [10]>> then\n hide\n end\nend\n\n
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Welcome to the platformer: "Planet 2"!\n\n-Arrow keys or W,A,S,D to move \n-↓ or "S" to cower space to change color\nGood luck!\n\n-Have fun! All levels are possible! Write in the comments if you need help.\n
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scratch Platformer 5
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@Stage\n\n@Player\n\nwhen flag clicked\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]\nReset and Begin level\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - slope or wall\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling Or Floor\n end\nend\n\ndefine Check Touching Solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed y) ) + ([abs v] of (speed x) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin level\nset [scene # v] to [1]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\ngo to x: (-150) y: (55)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x: [-235]\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x: [235]\nend\n\ndefine Begin Scene # (scene #) go to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nFix Collision in Direction [0]\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (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\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 #))\nif <(SCENE #) = [8]> then\n forever\n set y to ((1) * ([sin v] of ((timer) * (100)) ))\n end\nelse\n set y to (0)\nend\n\nset [scene # v] to [7]\n\n
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Cube adventure // a platformer game
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@Stage\n\n@level\n\nwhen flag clicked\nshow\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\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]\nforever\n play sound [Inferno v] until done\nend\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 <touching (danger v)?> then\n broadcast (hurt v)\n broadcast (danger v)\n end\n if <touching (trampoline v)?> then\n start sound [Jump v]\n set [y vel v] to [20]\n end\n if <touching (end v)?> then\n start sound [ding v]\n broadcast (end v)\n end\n if <(y position) < [-200]> then\n broadcast (hurt v)\n end\n if <touching (mosnter v)?> then\n broadcast (hurt v)\n end\nend\n\nwhen I receive [danger v]\nstart sound [Roblox Death Sound - OOF Sound Effect v]\n\n@End\n\n@danger\n\nwhen flag clicked\ngo to x: (5) y: (-132)\nshow\nswitch costume to (level 1 v)\ngo to [back v] layer\nforever\n glide (1) secs to x: (5) y: (-145)\n wait (0.1) seconds\n glide (1) secs to x: (5) y: (-132)\nend\n\nwhen I receive [end v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\nhide\nforever\n if <(level) = [9]> then\n switch costume to (costume2 v)\n show\n end\n if <(level) = [10]> then\n show\n switch costume to (costume3 v)\n end\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@TB\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Text\n\nwhen flag clicked\nshow\nswitch costume to (traje 1 v)\n\nwhen I receive [end v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n wait (pick random (0.1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (25)\ngo to x: (-17999) y: (pick random (75) to (130))\nforever\n change x by (pick random (3) to (6))\n if <touching (end v)?> then\n delete this clone\n end\nend\n\n@Notification\n\nwhen flag clicked\nhide\nwait (pick random (10) to (25)) seconds\nshow\ngo to x: (79) y: (239)\nglide (0.5) secs to x: (79) y: (209)\nwait (2) seconds\nglide (0.5) secs to x: (79) y: (239)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n show\n go to x: (-79) y: (106)\n glide (0.5) secs to x: (-79) y: (75)\n glide (0.5) secs to x: (-79) y: (106)\n end\nend\n\n@mosnter\n\nwhen flag clicked\nhide\nforever\n if <(level) = [11]> then\n switch costume to (traje 1 v)\n show\n go to x: (36) y: (10)\n glide (3) secs to x: (-273) y: (12)\n wait (0.00001) seconds\n switch costume to (traje 2 v)\n glide (3) secs to x: (36) y: (12)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n hide\n end\nend\n\n
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See this: https://scratch.mit.edu/projects/622536691/\nNew game: https://scratch.mit.edu/projects/625034057/\nWelcome to another platforme game, cube adventure!!\nALL LEVELS ARE POSSIBLE\n__Instructions__\n- Use the arrows key or WASD to move the cube!\n- Avoid spikes and lava\n- Use trampoline to bounce\n- Avoid monsters\n- Complete all the 12 levels!!!\nHave fun!!\n__Credits__\n- Thank you @amazingQ by some of the codes\n- Art: me\n-Sounds:@amazingQ\n- Music: AKAV_BROTHERS\n- Notification: @amazingQ\nPLZ give a like, fave and follow!!
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DARK Platformer
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@Stage\n\n@Player\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (-90)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [160]> then\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-91)\n end\nend\n\nwhen flag clicked\nif <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-214) y: (-97)\n else\n go to x: (x position) y: (y position)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n forever\n set [level v] to [10]\n end\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\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Thumbnail\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (100)\n\n@Skip Button\n\nwhen this sprite clicked\nchange [level v] by (1)\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [12]>\n wait (0.03) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n show\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n go to x: (pick random (-1) to (1)) y: (pick random (49) to (51))\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> or <(Level) = [8]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n
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Welcome To Dark Platformer\nMove: Arrow keys/wasd\n-Platformer\n-Obby\nGood luck\nTell me if you can beat boss level
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Platformer Engine
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@Stage\n\nwhen flag clicked\nswitch backdrop to (false v)\n\n@Scizor\n\nwhen flag clicked\ndelete all of [attack list v]\nadd [Slash] to [attack list v]\npoint in direction (90)\nset [gravity v] to [-1.4]\nset [jump force v] to [12]\nset [acceleration v] to [1.4]\nset [resistance v] to [0.85]\nset [jump duration v] to [6]\nset [attack v] to [1]\nReset and Begin Level\n\ndefine Move - In steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor?\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - In steps (([abs v] of (speed y) ) + ([abs v] of (speed x) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\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)\n\ndefine Controls - Left and Right\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(Key X) = [0]> then\n if <(falling) > [2]> then\n set [speed x v] to ((speed x) * (0.95))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((Key X) * (Acceleration))\n point in direction ((Key X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (Resistance))\n\ndefine Reset and Begin Level\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [jumping v] to [0]\npoint in direction (90)\nBegin Scene# [1] go to x, y: [-150] [-82]\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (tick - player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene# ((Scene #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene# ((Scene #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene# ((Scene #) + (100)) go to x, y: [] [-180]\nend\nif <(y position) < [-180]> then\n Begin Scene# ((Scene #) + (-100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene# (scene#) go to x, y: (x) (y)\nset [scene # v] to (scene#)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (game loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (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 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 <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((12) + ([floor v] of ((frame) mod (4)) ))\nelse\n if <key (x v) pressed?> then\n if <(Slash) = [0]> then\n broadcast (Slash v)\n end\n switch costume to (slash 1 v)\n else\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\n end\nend\n\nforever\n change [frame v] by (0.25)\n Set Costume\n wait (0.1) seconds\nend\n\ndefine Collide X - Slope or Wall?\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor?\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nswitch costume to (lose v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nReset and Begin Level\n\ndefine Moved - by Moving Platform\nchange x by (Platform DX)\nchange y by (Platform DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) Max [8]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) Max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\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\nif <(speed x) = [0]> then\n set [frame v] to [0]\n switch costume to (stand v)\nend\n\nset [color v] effect to (40)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nerase all\nStamp Shadow\nStamp Outline\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (85)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-45)\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)\nshow\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [change scene v]\nshow\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nif <(Scene #) = [102]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@Platform\n\nwhen I receive [change scene v]\nhide\nif <(Scene #) = [1]> then\n show\n Animate Platform\nend\n\ndefine Animate Platform\ngo to x: (51) y: (-83)\nforever\n glide (2) secs to x: (51) y: (132)\n wait (1) seconds\n glide (2) secs to x: (51) y: (-83)\n wait (1) seconds\nend\n\ngo to x: (109) y: (-6)\nforever\n glide (2) secs to x: (-59) y: (-6)\n wait (1) seconds\n glide (2) secs to x: (109) y: (-6)\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 (scizor v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nelse\nend\ngo to x: (new x) y: (new y)\n\n
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Here's griffpatch's platformer engine that I use for my Pokemon Metroidvanias! Feel free to use it in your projects!\n\nScizor's here too. Yay :D
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[AMOGUS VERSION] Massive Multiplayer Platformer 1.8
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 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)?> or <touching (danceorange 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\nset [color v] effect to (@Colour)\nif <<key (up arrow v) pressed?> or <<<key (w v) pressed?> or <key (space v) pressed?>> or <<<mouse down?> and <(mouse y) > ((y position) + (35))>> 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?> or <<mouse down?> and <(mouse x) > (x position)>>>> 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?> or <<mouse down?> and <(mouse x) < (x position)>>>> 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?> or <<((y position) - (60)) > (mouse y)> and <mouse down?>>>>>\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)?> or <touching (cloud players 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]\nset [color v] effect to (@Colour)\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 <[] = [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 (0)\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\nwhen flag clicked\nforever\n clear graphic effects\nend\n\n@background\n\nwhen I receive [setup level v]\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]\ngo [backward v] (1000) layers\nshow\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 [0.43]\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 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\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\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]\nforever\n play sound [AMONG US remix! v] until done\n play sound [Among Us Trap Remix \(Among Drip Theme Song Original\) - BlueConvert v] until done\n play sound [AMONG US - Menu Theme v] until done\nend\n\n\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@Sprite2\n\nwhen flag clicked\nset [@aaaaaamore v] to [0]\nhide\n\nwhen I receive [% v]\nshow\nhide\nshow\ngo to [front v] layer\nwait (4.5) seconds\n\nwhen this sprite clicked\nbroadcast (# v)\nset [@aaaaaamore v] to [1]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nshow\nbroadcast (# v)\nhide\nshow\ngo to [front v] layer\nwait (4.5) seconds\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@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 go to [front v] layer\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)\n go to [front v] layer\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 go to [front v] layer\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]\ngo to [front v] layer\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 go to [front v] layer\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 go to [front v] layer\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 receive [# v]\nset [@player emoji v] to [0]\nspawn ui [34] [60]\nhide\nwait (0.4) seconds\nwait until <mouse down?>\nset [@player emoji v] to []\nwait (0.4) seconds\nshow\n\nwhen I receive [% v]\nset [@player emoji v] to [0]\nspawn ui [1] [33]\nhide\nwait (0.4) seconds\nwait until <mouse down?>\nset [@player emoji v] to []\nwait (0.4) seconds\nshow\n\n@Splash\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (-2)\nend\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@Intro:FlyingPlayers\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset size to (pick random (50) to (130)) %\nshow\nswitch costume to (pick random (1) to (7))\nif <(pick random (1) to (3)) = [1]> then\n go to x: (-340) y: (pick random (-250) to (250))\n set [dir_move v] to (pick random (20) to (160))\nelse\n if <(pick random (1) to (2)) = [1]> then\n go to x: (340) y: (pick random (-250) to (250))\n set [dir_move v] to (pick random (-20) to (-160))\n else\n if <(pick random (1) to (1)) = [1]> then\n go to x: (pick random (-340) to (340)) y: (250)\n set [dir_move v] to (pick random (90) to (180))\n end\n end\nend\nset [dir_show_ch v] to (pick random (0.2) to (3.2))\nrepeat (1000)\n show\n change [ghost v] effect by (-10)\n go to [back v] layer\n if <(pick random (1) to (2)) = (pick random (1) to (2))> then\n repeat (pick random (7) to (50))\n change [x v] by (1)\n change [y v] by (1)\n point in direction (dir_move)\n change [dir_show v] by (dir_show_ch)\n point in direction (dir_show)\n end\n else\n repeat (pick random (7) to (50))\n change [x v] by (1)\n change [y v] by (1)\n point in direction (dir_move)\n change [dir_show v] by (dir_show_ch)\n point in direction (dir_show)\n end\n end\nend\ndelete this clone\n\nmove (2) steps\nchange [x v] by (1)\nchange [y v] by (1)\npoint in direction (dir_move)\nchange [dir_show v] by (dir_show_ch)\npoint in direction (dir_show)\n\nif <<([abs v] of (x position) ) > [331]> and <([abs v] of (y position) ) > [251]>> then\nend\n\nwhen flag clicked\nforever\n setup clone at x,y: (pick random (-6000) to (6000)) (pick random (0) to (500))\nend\n\nwait (pick random (0.1) to (1)) seconds\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\nmove (4) steps\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)\ncreate clone of (_myself_ v)\n\ndefine setup\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\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) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\nend\n\nif <<[] > [50]> and <[] < [50]>> then\n\n\n\nwhen I start as a clone\nforever\nend\n\nif <touching (_edge_ v)?> then\n hide\nelse\n show\nend\n\ndefine block name\n\nblock name\n\nblock name\nforever\n setup clone at x,y: (pick random (-6000) to (6000)) (pick random (0) to (500))\nend\n\n@Sprite1\n\n@notif\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\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 [play v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Emoji button\n\nwhen this sprite clicked\nshow\nbroadcast (% v)\nhide\nshow\ngo to [front v] layer\n\nwait (4.5) seconds\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [# v]\nshow\nhide\nshow\ngo to [front v] layer\n\nwait (4.5) seconds\n\n@Stars\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)\ncreate clone of (_myself_ v)\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) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\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 flag clicked\nblock name\nforever\n setup clone at x,y: (pick random (-6000) to (10000)) (pick random (0) to (500))\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset size to (pick random (90) to (250)) %\nwait (pick random (30) to (200)) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\ndefine block name\nrepeat (30000000000)\n setup clone at x,y: (pick random (-6000) to (6000)) (pick random (0) to (500))\nend\n\n@Minicrew\n\nwhen flag clicked\nshow\nswitch costume to (minimate v)\nforever\n if <not <<(@walking) = [-1]> and <<(@crouching) = [0]> or <(@crouching) = [1]>>>> then\n go to x: (([x position v] of [player v]) - (40)) y: (([y position v] of [player v]) + (5))\n set rotation style [left-right v]\n point in direction ([direction v] of [player v])\n switch costume to (minimate1w v)\n repeat (3)\n wait (0.05) seconds\n next costume\n end\n wait (0.05) seconds\n else\n switch costume to (minimate v)\n end\nend\n\nwhen [space v] key pressed\n\nwhen this sprite clicked\n\ngo to x: (-90) y: (-28)\n\ngo to (player v)\n\n@danceorange\n\nwhen I start as a clone\nshow\ngo to x: (-180) y: (-2)\nswitch costume to (danceorange v)\nforever\n go to [front v] layer\n next costume\n wait (0.04) seconds\nend\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)\ncreate clone of (_myself_ v)\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) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I start as a clone\nforever\nend\n\nif <touching (_edge_ v)?> then\n hide\nelse\n show\nend\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 flag clicked\nsetup clone at x,y: (-348.5) (5)\nforever\n hide\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (2.7) seconds\nhide\n\n@Amogus\n\n
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@ANIS_ALGERIE DELETEDTHE SPRITES WHATTTTTTTTTTTT'REPORT HIM_(FIXED)\n\n[Sound recommended]\nAfter hours of work...\n\nAMONG US VERSION ඞඞඞඞඞ\n(Pls read:)\n-added mobile friendly (it was my goal at the beginning)\n-added other player's hitboxes (You can touch other players)\n- added flying amogus (from TimMcCool (I changed loooots of things like scrolling compatible W('O')W ))\n-added amogus music\n-added amogus players\n-added amogus emojis\n-added amogus map\n-added mini glitched crewmate pet (you can't see other's minicrew)\n-added scrolling stars\n-added dancing amogus\n-added amoguses\nTry to beat 1:17:02!\n\nTry this 3D game! :\nhttps://scratch.mit.edu/projects/635468644\n\n=====================================\nORIGINAL NOTES\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\nIf you see a yellow player... It's me guys :D\nThe rainbow player is the fastest player right now who is playing. Their name is shown at the top of the screen.\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:\n9 Dec 2021 - Trying to add current fastest + Fixes for slope sliding\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\n============= \n\nKeep amogusing! ඞඞඞඞඞ\n#amogus #games #amongus #amongsus #all\n\n\n\n\n\n\nsnƃoɯɐ ı̣oq ǝɥǝɥ
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2 Square || A Platformer || #All #Games
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@Stage\n\nwhen flag clicked\nforever\n play sound [Music Sound v] until done\nend\n\n@Thumbnail \n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\n\n@Blue Square\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\ngo to x: (-208) y: (-91)\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (0)\nforever\n if then\n change [x v] by (1)\n end\n if then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<touching color (#000000)?> or <touching color (#ff1b1b)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff1b1b)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff1b1b)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff1b1b)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff1b1b)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff1b1b)?>> then\n change x by ((X) * (-1))\n change y by (-4)\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <<touching color (#000000)?> or <touching color (#ff1b1b)?>> 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)?> or <touching color (#ff1b1b)?>> then\n if then\n set [y v] to [12]\n end\n end\n if <(y position) < [-179]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (-208) y: (-91)\n end\n if <<(x position) > [225]> and <([x position v] of [red square v]) > [225]>> then\n set size to (100) %\n point in direction (90)\n go to x: (-208) y: (-91)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Next v)\n end\n if <<touching (spikes v)?> or <touching (saw v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (-208) y: (-91)\n end\n if <touching color (#ffa100)?> then\n change [x v] by ((X) * (0.1))\n end\n if <touching color (#1dff00)?> then\n set size to (50) %\n end\n if <touching color (#c900ff)?> then\n set size to (100) %\n end\n if <touching color (#ffec24)?> then\n set [y v] to [19]\n end\n if <key (s v) pressed?> then\n set size to (100) %\n point in direction (90)\n go to x: (-208) y: (-91)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Next v)\n wait until <not <key (s v) pressed?>>\n end\n if <key (r v) pressed?> then\n set size to (100) %\n point in direction (90)\n go to x: (-208) y: (-91)\n set [x v] to [0]\n set [y v] to [0]\n wait until <not <key (r v) pressed?>>\n end\nend\n\n@Red Square\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\ngo to x: (-150) y: (-92)\nset [x red v] to [0]\nset [y red v] to [0]\nset [bounce blue v] to [0]\nforever\n if then\n change [x red v] by (1)\n end\n if then\n change [x red v] by (-1)\n end\n set [x red v] to ((X red) * (0.9))\n change x by (X red)\n if <<touching color (#000000)?> or <touching color (#00b5ff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00b5ff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00b5ff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00b5ff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00b5ff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00b5ff)?>> then\n change x by ((X red) * (-1))\n change y by (-4)\n end\n end\n end\n end\n end\n end\n change [y red v] by (-1)\n change y by (Y red)\n if <<touching color (#000000)?> or <touching color (#00b5ff)?>> then\n change y by ((Y red) * (-1))\n set [y red v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#00b5ff)?>> then\n if then\n set [y red v] to [12]\n end\n end\n if <<touching (spikes v)?> or <touching (saw v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (-150) y: (-92)\n end\n if <(y position) < [-179]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (-150) y: (-92)\n end\n if <touching color (#ffa100)?> then\n change [x red v] by ((X red) * (0.1))\n end\n if <touching color (#1dff00)?> then\n set size to (50) %\n end\n if <touching color (#c900ff)?> then\n set size to (100) %\n end\n if <touching color (#ffec24)?> then\n set [y red v] to [19]\n end\n if <key (r v) pressed?> then\n set size to (100) %\n point in direction (90)\n go to x: (-150) y: (-92)\n set [x red v] to [0]\n set [y red v] to [0]\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [next v]\nset size to (100) %\npoint in direction (90)\ngo to x: (-150) y: (-92)\nset [x red v] to [0]\nset [y red v] to [0]\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (Button v)\n else\n broadcast (Hide v)\n end\nend\n\n@button red\n\nwhen flag clicked\nhide\n\nwhen I receive [button v]\ngo to x: (200) y: (-105)\nshow\nforever\n if <touching (red square v)?> then\n broadcast (Magic v)\n end\nend\n\nwhen I receive [hide v]\nhide\n\n@Magic ground\n\nwhen flag clicked\nhide\n\nwhen I receive [magic v]\nshow\nif <([costume # v] of [ground v]) = [3]> then\n show\n switch costume to (1 v)\n repeat (10)\n change y by (-10)\n end\nelse\n repeat (10)\n change y by (20)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [3]> then\n show\n end\nend\n\nwhen flag clicked\ngo to x: (29) y: (28)\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [3]> then\n show\n else\n hide\n end\nend\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Saw\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n point in direction ((90) + (([sin v] of ((turn) * (2)) ) * (300)))\n if <(costume [number v]) = [7]> then\n go to x: (-39) y: (-112)\n end\n if <(costume [number v]) = [10]> then\n go to x: (155) y: (-109)\n end\n if <(costume [number v]) = [13]> then\n go to x: (75) y: (-112)\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n change [turn v] by (0.9)\n go to [back v] layer\nend\n\n@Magic\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Ground move\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [17]> then\n show\n go to x: (176) y: (-88)\n repeat (125)\n change x by (-2)\n end\n go to x: (-74) y: (-88)\n repeat (125)\n change x by (2)\n end\n go to x: (176) y: (-88)\n else\n go to x: (176) y: (-88)\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n
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★★★★★★★★★★ 2 Square ★★★★★★★★★★\n\n ★★★★★How to play★★★★★\n- Red Square : Arrow keys to move\n- Blue Square : W A D to move\n- Don't touch Spikes, Saw and Lava\n- Press S to skip\n- Press R to reset\n\n \n ★★★★★★★★★★Credits★★★★★★★★★★\n- Thanks to @AKAV_BROTHERS for the idea !\n-The other codes by me ! ( 100 % )
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Cube explorer// a platformer game
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (The Level)\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [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 start sound [ding v]\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n start sound [Roblox Death Sound - OOF Sound Effect v]\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n play sound [Roblox Death Sound - OOF Sound Effect v] until done\n end\n end\n if <(y position) = [-179]> then\n broadcast (Reset v)\n end\n if <touching (o actor 1 v)?> then\n set [y velocity v] to [20]\n start sound [Jump v]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (-25)\n\nwhen flag clicked\ngo to [front v] layer\n\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n play sound [Vexento - Across The Ocean.mp3 v] until done\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n glide (0.5) secs to x: (33) y: (2)\n glide (0.5) secs to x: (33) y: (5)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n glide (0.5) secs to x: (33) y: (2)\n glide (0.5) secs to x: (33) y: (5)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Clouds\n\nwhen flag clicked\nswitch costume to (traje 1 v)\nset [ghost v] effect to (100)\nshow\nforever\n wait (pick random (0.1) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (25)\ngo to x: (-17999) y: (pick random (50) to (100))\nforever\n change x by (pick random (3) to (6))\n if <(x position) > [239]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [7]> then\n switch costume to (traje 2 v)\n end\n if <(The Level) = [10]> then\n hide\n end\nend\n\n@Green Flag\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(The Level) = [22]> then\n show\n go to (player v)\n end\nend\n\n@Raining\n\nwhen flag clicked\ngo to x: (1) y: (90)\nhide\nswitch costume to (raining v)\ngo to [front v] layer\nset size to (160) %\nforever\n if <<(The Level) = [8]> or > then\n show\n wait (0.01) seconds\n next costume\n end\n if <(The Level) = [10]> then\n hide\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n if <<(The Level) = [8]> or > then\n start sound [Rain Sound Effect Short \(2 minutes\) ♪ v]\n else\n end\nend\n\n@light\n\nwhen flag clicked\nhide\nforever\n if <(The Level) = [12]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n end\n if <(The Level) = [19]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [12]> then\n forever\n go to (player v)\n end\n end\nend\n\n@o actor 1\n\nwhen flag clicked\nhide\nforever\n if <(The Level) = [21]> then\n show\n end\n if <(The Level) = [22]> then\n hide\n end\nend\n\n
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See this: https://scratch.mit.edu/projects/624620848/\nHi guys!!!!\nWelcome to another platformer game!!!\nCube explorer!\n\n\n\n--Mission--\nYour mission is to put the flag on top of the mountain!!!\n\n\n--Instructions--\n- Use the arrow keys to move your player, you can low with the down key.\n- Avoid spikes and lava\n-Bounce with the trampoline\n-Don´t fall\n-Complete all the 23 levels!!!( all levels are 100% possible)\n\n\n\n--Credits--\n- @--AwesomeCode-- by the player sripts\n- @amazingQ by rain\n- Art: me\nMusic: other projects\nThe rest of the codes: me\nI hope you enjoy it!!!\nGive like, fave and follow for more great games!\n:DDD
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Drawing platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (achtergrond2 v)\n\n@Sprite1\n\nwhen I receive [startgame v]\nwait (0.01) seconds\nshow\nswitch costume to (right v)\nshow variable [level v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-195) y: (-76)\nforever\n if <(x position) > [230]> then\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-195) y: (-76)\n broadcast (NextLVL v)\n erase all\n end\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n switch costume to (left v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <<touching (lijn v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching (lijn v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching (lijn v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching (lijn v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching (lijn v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching (lijn v)?> or <touching color (#000000)?>> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <<touching (lijn v)?> or <touching color (#000000)?>> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (lijn v)?> or <touching color (#000000)?>> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n if <touching (danger2 v)?> then\n go to x: (-214) y: (-90)\n end\n if <touching (spring plank v)?> then\n set [y velocity v] to [20]\n end\n if <(level) = [8]> then\n hide variable [level v]\n end\n if <touching (bounce pad 2 v)?> then\n set [y velocity v] to [20]\n end\n change y by (1)\nend\n\nwhen flag clicked\nshow variable [level v]\nbroadcast (StartGame v)\n\nwhen flag clicked\nshow\n\nwhen [space v] key pressed\nerase all\n\n@lijn\n\nwhen flag clicked\nswitch costume to (uiterlijk1 v)\nshow\nforever\n if <(level) = [2]> then\n switch costume to (uiterlijk2 v)\n end\n if <(level) = [3]> then\n switch costume to (uiterlijk3 v)\n end\n if <(level) = [4]> then\n switch costume to (uiterlijk4 v)\n end\n if <(level) = [5]> then\n switch costume to (uiterlijk7 v)\n end\n if <(level) = [6]> then\n switch costume to (uiterlijk5 v)\n end\n if <(level) = [7]> then\n switch costume to (uiterlijk6 v)\n end\n if <(level) = [8]> then\n switch costume to (uiterlijk6 v)\n end\nend\n\n@spring plank\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n show\n else\n hide\n end\nend\n\n@Danger2\n\nwhen flag clicked\nswitch costume to (uiterlijk1 v)\nshow\nforever\n if <(level) = [2]> then\n switch costume to (7 v)\n end\n if <(level) = [1]> then\n switch costume to (uiterlijk1 v)\n end\n if <(level) = [3]> then\n switch costume to (uiterlijk2 v)\n end\n if <(level) = [4]> then\n switch costume to (uiterlijk3 v)\n end\n if <(level) = [5]> then\n switch costume to (uiterlijk5 v)\n end\n if <(level) = [6]> then\n switch costume to (uiterlijk4 v)\n end\n if <(level) = [7]> then\n switch costume to (uiterlijk1 v)\n end\n if <(level) = [8]> then\n switch costume to (uiterlijk1 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nerase all\nset pen size to (5)\nset pen color to (#000000)\nforever\n go to (mouse-pointer v)\n if <mouse down?> then\n pen down\n else\n pen up\n end\nend\n\nwhen flag clicked\nshow variable [level v]\n\n
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Click space to delete what you drew.
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MMO Platformer + Cheats v1.3
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@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 [1]\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)\n broadcast (Spawnpoint set v)\nend\n\nwhen [u v] key pressed\nset [cheats v] to ((1) - (CHEATS))\nset [debug v] to (CHEATS)\nset [already_cheat v] to [1]\nswitch costume to (join [_] (CHEATS))\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (_blank v)\nwait until <not <key (u v) pressed?>>\n\nwhen flag clicked\nset [speed v] to [1]\nset [cheats v] to [0]\nset [time_paused v] to [0]\nset [already_cheat v] to [0]\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <(CHEATS) = [1]> then\n set [@player die v] to [0]\n if <mouse down?> then\n set [@player sx v] to (((mouse x) * (speed)) - ([x position v] of [player v]))\n set [@player sy v] to (((mouse y) * (speed)) - ([y position v] of [player v]))\n end\n end\nend\n\nwhen [i v] key pressed\nask [How many minutes ?] and wait\nset [wanted_minutes v] to (answer)\nask [How many seconds ?] and wait\nset [wanted_seconds v] to (answer)\nask [How many tenth of seconds ?] and wait\nset [wanted_tenth v] to (answer)\nset [clock v] to ((((wanted_tenth) * (3)) + ((wanted_seconds) * (30))) + ((wanted_minutes) * (1800)))\nset [time_paused v] to [1]\nbroadcast (Update clock v)\n\nwhen [t v] key pressed\nset [time_paused v] to ((1) - (time_paused))\nwait until <not <key (u v) pressed?>>\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 [@spawn x v] to [-500]\nset [@spawn y v] to [76]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [lIlI-IlIl-IIII]> 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\nbroadcast (pre game loop v)\nrepeat until <not <(reload) = (☁ ONLINE)>>\n go to [front v] layer\n go [backward v] (3) layers\n set size to (100) %\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 if <(time_paused) = [0]> then\n change [clock v] by (1)\n end\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 if <(already_cheat) = [0]> then\n set [@fastest player v] to (username)\n else\n set [@fastest player v] to (join (username) [ \(maybe with cheats\)])\n end\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 <(CHEATS) > [0]> then\n if <(JUMP KEY) > [0]> 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\nwhen I receive [update clock v]\nset [clock v] to ([clock v] of [blank v])\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)))\ngo to [front v] layer\ngo [backward v] (1) layers\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 I receive [spawnpoint set v]\nrepeat (3)\n change [brightness v] effect by (15)\n change size by (12)\nend\nrepeat (3)\n change [brightness v] effect by (-15)\n change size by (-12)\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) = [lIlI-IlIl-IIII]>> 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 []\nif <(already_cheat) = [1]> then\n Write String (join (username) [ \(maybe with cheats\)])\nelse\n Write String (username)\nend\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n if <(already_cheat) = [1]> then\n add (join (username) [ \(maybe with cheats\)]) to [player names v]\n else\n add (username) to [player names v]\n end\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@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\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n
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Tutorials here => www.youtube.com/griffpatch\n★ SPEED RUN - https://youtu.be/rsnlrp3WGHE ★\n=====================================\nThis version allow you to use the same hacks as the hackers of the original have, but you won't get banned because this is legit on this server.\n\nHOW TO USE :\n-U to enable/disable cheats.\n-T to pause the time.\n-I to choose the time you want.\n-M to set spawn point at your position.\n-P to pause the game\n\nWhen cheats are active, you can click the screen to teleport you where you want (hold), and that let you to pass trough the walls.\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\nIf you see a yellow player... It's me guys :D\nThe rainbow player is the fastest player right now who is playing. Their name is shown at the top of the screen.\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:\n9 Dec 2021 - Trying to add current fastest + Fixes for slope sliding\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
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(MARATHON) a platformer #trending #games
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@Stage\n\nwhen I receive [\[intro\] start v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [\[intro\] over v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch backdrop to (backdrop3 v)\n else\n if <(Level) = [14]> then\n switch backdrop to (backdrop1 v)\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@blank\n\n@Player\n\nif <touching (trampoline v)?> then\n set [y v] to [21]\nend\n\nwhen flag clicked\ngo to x: (-154) y: (0)\nhide\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 [reset v]\nset [music v] to [1]\nforever\n reset\n if <(music) = [2]> then\n stop [this script v]\n end\nend\n\ndefine reset\nif <<<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)\nend\nif <<<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)\nend\nset [x v] to ((x) * (0.8))\nchange x by (round (x))\nif <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\nend\nchange [y v] by (-1)\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 <<touching (level v)?> and <<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>>> then\n set [y v] to [12]\nend\nchange y by (1)\nif <(x position) > [233]> then\n set x to (-240)\n broadcast (next level v)\nend\nif <<<touching (spikes & lava 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)\nend\nif <touching (trampoline v)?> then\n set [y v] to [21]\nend\n\nwhen flag clicked\nforever\n reset\n if <(music) = [2]> then\n stop [this script v]\n end\nend\n\nwhen I receive [\[intro\] over v]\nshow\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)\nend\n\nwhen I receive [\[intro\] start v]\nhide variable [level v]\n\nwhen I receive [\[intro\] over v]\nshow variable [level v]\n\nwhen flag clicked\nforever\n\n@Level\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (10)\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\] over v]\nshow\n\n@Intro\n\ndefine 🎥 Disable from Cam Control? <disable?>\nif <disable?> then\n set [enabled? v] to [0]\nelse\n set [enabled? v] to [1]\nend\n\ndefine Play Intro\nSet size to [100] %\npoint in direction (90)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nhide\ndelete all of [\[intro\] cam x/y/z/r v]\ndelete all of [\[intro\] cam2 x/y/z/r v]\nrepeat (4)\n add [0] to [\[intro\] cam x/y/z/r v]\n add [0] to [\[intro\] cam2 x/y/z/r v]\nend\nset [costume v] to [blank]\nset [\[intro\] color v] to [110]\nset [\[intro\] keyframe v] to [1]\nset [greyscale? v] to [0]\n🎥 Move cam to [0] [0] [0] [0]\n🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n🎥 Disable from Cam Control? \n🖼 Set effects c/b/g [0] [0] [0]\nClone same sprite [controller] spec: [0] [0] [0]\nClone same sprite [controller2] spec: [0] [0] [0]\nClone sprites [10] [1]\nset [x v] to [0]\nrepeat (3)\n Clone same sprite [2] [3]\n change [x v] by (480)\nend\nset [greyscale? v] to [1]\nset [x v] to [0]\nClone same sprite [2] [2]\nset [x v] to [480]\nClone same sprite [2] [2]\nset [greyscale? v] to [0]\nset [fx_frame v] to [1]\nset [_v1 v] to [1]\n🖼 Set effects c/b/g [110] [100] [0]\n💥 Spline explosion [60] [60] [110] [40] [135] [0] [12] [10] [0] [1]\n💥 Spline explosion [50] [50] [110] [40] [135] [0] [12] [10] [0] [1]\n💥 Spline explosion [60] [-60] [110] [40] [225] [0] [12] [10] [0] [1]\n💥 Spline explosion [50] [-50] [110] [40] [225] [0] [12] [10] [0] [1]\n💥 Spline explosion [-60] [-60] [110] [40] [315] [0] [12] [10] [0] [1]\n💥 Spline explosion [-50] [-50] [110] [40] [315] [0] [12] [10] [0] [1]\n💥 Spline explosion [-60] [60] [110] [40] [405] [0] [12] [10] [0] [1]\n💥 Spline explosion [-50] [50] [110] [40] [405] [0] [12] [10] [0] [1]\nset [_v1 v] to [1]\n🖼 Set effects c/b/g [110] [-20] [0]\n💥 Spline explosion [55] [55] [90] [20] [135] [0] [12] [11] [0] [1]\n💥 Spline explosion [55] [-55] [90] [20] [225] [0] [12] [11] [0] [1]\n💥 Spline explosion [-55] [-55] [90] [20] [315] [0] [12] [11] [0] [1]\n💥 Spline explosion [-55] [55] [90] [20] [405] [0] [12] [11] [0] [1]\nset [fx_frame v] to [2]\n🖼 Set effects c/b/g [110] [100] [0]\n💥 Line explosion [0] [0] [50] [70] [0] [360] [6] [11] [0] [8]\nset [fx_frame v] to [3]\nset [_v1 v] to [1]\n💥 Spline explosion ((-50) * ([cos v] of (0) )) ((50) * ([sin v] of (0) )) [110] [80] [45] [0] [12] [10] [0] [1]\n💥 Spline explosion ((-50) * ([cos v] of (45) )) ((50) * ([sin v] of (45) )) [110] [80] [90] [0] [12] [10] [0] [1]\n💥 Spline explosion ((-50) * ([cos v] of (90) )) ((50) * ([sin v] of (90) )) [110] [80] [135] [0] [12] [10] [0] [1]\n💥 Spline explosion ((-50) * ([cos v] of (135) )) ((50) * ([sin v] of (135) )) [110] [80] [180] [0] [12] [10] [0] [1]\n💥 Spline explosion ((-50) * ([cos v] of (180) )) ((50) * ([sin v] of (180) )) [110] [80] [225] [0] [12] [10] [0] [1]\n💥 Spline explosion ((-50) * ([cos v] of (225) )) ((50) * ([sin v] of (225) )) [110] [80] [270] [0] [12] [10] [0] [1]\n💥 Spline explosion ((-50) * ([cos v] of (270) )) ((50) * ([sin v] of (270) )) [110] [80] [315] [0] [12] [10] [0] [1]\n💥 Spline explosion ((-50) * ([cos v] of (315) )) ((50) * ([sin v] of (315) )) [110] [80] [360] [0] [12] [10] [0] [1]\nset [fx_frame v] to [4]\nset [_v1 v] to [20]\n💥 Spline explosion [480] [0] [110] [80] [120] [45] [9] [13] [0] [3]\n💥 Spline explosion [480] [0] [110] [80] [-60] [45] [9] [13] [0] [3]\n💥 Spline explosion [0] [0] [110] [80] [120] [45] [9] [13] [0] [3]\n💥 Spline explosion [0] [0] [110] [80] [-60] [45] [9] [13] [0] [3]\nset [fx_frame v] to [9]\nset [_v1 v] to [1]\n💥 Spline explosion [240] [0] [90] [80] [90] [45] [9] [12] [0] [1]\n💥 Spline explosion [220] [25] [90] [80] [90] [45] [9] [12] [0] [1]\n💥 Spline explosion [220] [-25] [90] [80] [90] [45] [9] [12] [0] [1]\n💥 Spline explosion [200] [50] [90] [80] [90] [45] [9] [12] [0] [1]\n💥 Spline explosion [200] [-50] [90] [80] [90] [45] [9] [12] [0] [1]\nset [fx_frame v] to [10]\nset [_v1 v] to [1]\n💥 Spline explosion [720] [0] [90] [80] [-90] [45] [9] [12] [0] [1]\n💥 Spline explosion [740] [25] [90] [80] [-90] [45] [9] [12] [0] [1]\n💥 Spline explosion [740] [-25] [90] [80] [-90] [45] [9] [12] [0] [1]\n💥 Spline explosion [760] [50] [90] [80] [-90] [45] [9] [12] [0] [1]\n💥 Spline explosion [760] [-50] [90] [80] [-90] [45] [9] [12] [0] [1]\nClone same sprite [5] [108]\nClone same sprite [6] [1]\nset [x v] to [0]\nrepeat (2)\n Clone same sprite [3] [2]\n Clone sprites [100] [1]\n set [greyscale? v] to [1]\n Clone sprites [100] [1]\n set [greyscale? v] to [0]\n change [x v] by (480)\nend\nClone same sprite [4] [108]\nClone same sprite [SF] spec: [0] [0] [100]\nset [fx_frame v] to [1]\n🖼 Set effects c/b/g [0] [-100] [0]\n💥 Gradient shockwave\nClone same sprite [1] [2]\nClone same sprite [9] [2]\nClone sprites [7] [2]\nswitch costume to (text v)\nbroadcast (\[Intro\] listen for keyframes v)\nreset timer\nclear sound effects\nplay sound [Diamond Eyes - Stars \[NCS Release\]2 v] until done\nbroadcast (\[Intro\] delete clones v)\nwait (1) seconds\nbroadcast (\[Intro\] over v)\nstop [other scripts in sprite v]\n\ndefine Set pos zrot: (x) (y) rot: (r) trans: (tx) (ty) scalar: (c)\nset [x v] to ((tx) + ((c) * ((([cos v] of (r) ) * (x)) - (([sin v] of (r) ) * (y)))))\nset [y v] to ((ty) + ((c) * ((([sin v] of (r) ) * (x)) + (([cos v] of (r) ) * (y)))))\n\ndefine 🎥 Cam set x/y/z/r (item) to: (val)\nreplace item (item) of [\[intro\] cam x/y/z/r v] with (val)\n\ndefine ⏱ Keyframe (keyframe)\nif <(\[Intro\] Keyframe) > (keyframe)> then\n\ndefine 🎥 Transition x/y/z/s/r (x) (y) (z) (s) (r) speed: (t)\nchange [x v] by (((round (x)) - (round (x))) / (t))\nchange [y v] by (((round (y)) - (round (y))) / (t))\nchange [z v] by (((round (z)) - (round (z))) / (t))\nchange [size v] by (((round (s)) - (round (size))) / (t))\nTransition direction (r) speed: (t)\n\nwhen I start as a clone\nif <(clone_id) = [controller]> then\n 🖼 Set effects c/b/g [0] [0] [100]\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n set [_v3 v] to [0]\n set [_v4 v] to [0]\n set [_v5 v] to [0]\n \n 🎥 Cam set x/y/z/r [1] to: ((item (1) of [\[intro\] cam x/y/z/r v]) + ((((_v1) * ([sin v] of (_v2) )) - (item (1) of [\[intro\] cam x/y/z/r v])) / (4)))\n 🎥 Cam set x/y/z/r [2] to: ((item (2) of [\[intro\] cam x/y/z/r v]) + ((((_v5) * ([cos v] of (_v3) )) - (item (2) of [\[intro\] cam x/y/z/r v])) / (4)))\n 🎥 Cam set x/y/z/r [3] to: ((1) * ((item (3) of [\[intro\] cam x/y/z/r v]) + (((_v4) - (item (3) of [\[intro\] cam x/y/z/r v])) / (4))))\n set [_v1 v] to ((_v1) * (.93))\n set [_v5 v] to ((_v5) * (.93))\n change [_v2 v] by (40)\n change [_v3 v] by (30)\n set [_v4 v] to ((_v4) * (.85))\n end\nend\n\nwhen I receive [\[intro\] start v]\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\nLoad frames\nPlay Intro\n\ndefine Clone sprites (id) (count)\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_id v] by (1)\nend\nset [clone_id v] to [0]\n\ndefine Clone same sprite (id) (count)\nset [clone_val v] to [1]\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_val v] by (1)\nend\nset [clone_id v] to [0]\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [controller]> then\n set [_v1 v] to [8]\n set [_v5 v] to [14]\n set [_v4 v] to [1]\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n repeat until <(\[Intro\] Keyframe) > (length of [keyframes v])>\n wait until <(timer) > ((-.1) + (item (\[Intro\] Keyframe) of [keyframes v]))>\n broadcast (\[Intro\] keyframe signal v)\n change [\[intro\] keyframe v] by (1)\n end\nend\n\ndefine 💥 Gradient shockwave\nClone same sprite [GS] [1]\n\ndefine 💥 Shockwave (x) (y) (s) (speed)\nset [_v1 v] to (s)\nset [_v3 v] to (speed)\nClone same sprite [S] spec: (x) (y) [0]\n\nwhen I start as a clone\nif <(clone_id) = [SF]> then\n set [_v1 v] to [0]\n \n change [ghost v] by (((round ((100) - (_v1))) - (round (ghost))) / (2))\n 🖼 Set effects c/b/g [0] [100] (ghost)\n set [_v1 v] to ((_v1) * (.85))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [SF]> then\n switch costume to (screen v)\n Transition positions [0] [0] [100] speed: [1]\n Transition direction [90] speed: [1]\n set [_v1 v] to [50]\n show\nend\n\ndefine 🎥 Move cam to (x) (y) (z) (r)\nreplace item (1) of [\[intro\] cam x/y/z/r v] with (x)\nreplace item (2) of [\[intro\] cam x/y/z/r v] with (y)\nreplace item (3) of [\[intro\] cam x/y/z/r v] with (z)\nreplace item (4) of [\[intro\] cam x/y/z/r v] with (r)\n\nwhen I start as a clone\nif <(clone_id) = [SW]> then\n Transition direction (direction) speed: [1]\n Set size to [0] %\n switch costume to (join [shockwave1/] ((360) / (_v2)))\n set [_v1 v] to [0]\n ⏱ Keyframe (FX_frame)\n show\n repeat ((3.6) * (costume))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n set [fisheye v] effect to (([ceiling v] of (([tan v] of (_v1) ) * (68.6)) ) * (_v1))\n change [_v1 v] by ((25) / (costume))\n end\n repeat ((.8) * (costume))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n change [ghost v] effect by ((5) * (costume))\n end\n delete this clone\nend\n\ndefine Change size by: (s) costume ph: (ph)\nSet size to ((size) + (s)) %\nswitch costume to (ph)\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nif <(clone_id) = ((clone_id) * (1))> then\n forever\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n if <(enabled?) = [1]> then\n Set size to [99999999999] %\n set x to (((x) - (item (1) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n set y to (((y) - (item (2) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n Set size to ((size) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1))) %\n switch costume to (costume)\n change [color v] effect by (\[Intro\] Color)\n else\n Set size to [99999999999] %\n set x to (x)\n set y to (y)\n Set size to (size) %\n switch costume to (costume)\n end\n end\nelse\n Transition positions (x) (y) (size) speed: [1]\n Transition direction (direction) speed: [1]\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n 🎥 Disable from Cam Control? \nend\n\ndefine Transition direction (r) speed: (t)\nturn right (((round (r)) - (round (direction))) / (t)) degrees\n\ndefine Set size to (size) %\nif <[100] > (size)> then\n switch costume to (screen v)\nelse\n switch costume to (blank v)\nend\nset size to (size) %\nswitch costume to (screen v)\n\ndefine Clone same sprite (id) spec: (x) (y) (s)\nset [clone_id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (s)\ncreate clone of (_myself_ v)\nset [clone_id v] to [0]\n\ndefine 💥 Line explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [LE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [LE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n ⏱ Keyframe (FX_frame)\n show\n repeat ((3.6) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((((x) - (item (1) of [\[intro\] cam x/y/z/r v])) * (1)) + ((_v2) * ([sin v] of (direction) ))) ((((y) - (item (1) of [\[intro\] cam x/y/z/r v])) * (1)) + ((_v2) * ([cos v] of (direction) ))) ((size) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1))) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by (((round (11)) - (round (_v1))) / (costume))\n end\n repeat ((.8) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((((x) - (item (1) of [\[intro\] cam x/y/z/r v])) * (1)) + ((_v2) * ([sin v] of (direction) ))) ((((y) - (item (1) of [\[intro\] cam x/y/z/r v])) * (1)) + ((_v2) * ([cos v] of (direction) ))) ((size) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1))) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by (((round (11)) - (round (_v1))) / (costume))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [RE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n ⏱ Keyframe (FX_frame)\n show\n repeat until <(round (_v1)) = [20]>\n switch costume to (join [rectexplosion] (round (_v1)))\n Transition direction ((_v4) + (direction)) speed: (_v3)\n Transition positions ((((x) - (item (1) of [\[intro\] cam x/y/z/r v])) * (1)) + ((_v2) * ([sin v] of (direction) ))) ((((y) - (item (2) of [\[intro\] cam x/y/z/r v])) * (1)) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n change [_v1 v] by ((2.5) / (costume))\n change [_v2 v] by ((((_v5) - (_v2)) / (_v3)) + (1))\n end\n delete this clone\nend\n\ndefine 💥 Rect explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [RE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SE]> then\n set [_v2 v] to [0]\n ⏱ Keyframe (FX_frame)\n show\n repeat until <(round (_v1)) = [41]>\n Set size to [999] %\n Transition positions ((item (1) of [\[intro\] cam2 x/y/z/r v]) + (((x) - (item (1) of [\[intro\] cam x/y/z/r v])) + ((_v2) * ([sin v] of (direction) )))) (((y) - (item (2) of [\[intro\] cam x/y/z/r v])) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n switch costume to (join [spline-explosion] (round (_v1)))\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v1 v] by (((41) - (_v1)) / (costume))\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n end\n delete this clone\nend\n\ndefine 💥 Spline explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [SE] spec: (x) (y) ((s) / (5))\n change [direction v] by ((spread) / (count))\nend\n\ndefine 🖼 Set effects c/b/g (c) (b) (g)\nset [color v] to (c)\nset [brightness v] to (b)\nset [ghost v] to (g)\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (ghost)\n\ndefine Transition positions (x) (y) (z) speed: (t)\nchange x by (((round (x)) - (round (x position))) / (t))\nchange y by (((round (y)) - (round (y position))) / (t))\nChange size by: (((round (z)) - (round (size))) / (t)) costume ph: (costume [name v])\n\ndefine 💥 Shockwave (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [_v2 v] to (spread)\nset [costume v] to (framespeed)\nClone same sprite [SW] spec: (x) (y) (s)\n\nwhen I start as a clone\nif <(clone_id) = [GS]> then\n 🖼 Set effects c/b/g (color) (brightness) [0]\n Transition positions [0] [0] [0] speed: [1]\n switch costume to (gradientshock v)\n ⏱ Keyframe (FX_frame)\n wait (0) seconds\n show\n repeat (25)\n change [ghost v] effect by (4)\n Transition positions [0] [0] [575] speed: [7]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [S]> then\n switch costume to (shock v)\n ⏱ Keyframe (FX_frame)\n show\n repeat until <(ghost) > [99]>\n set [ghost v] effect to (ghost)\n change [ghost v] by (((100) - (round (ghost))) / (_v3))\n Transition positions (x) (y) (_v1) speed: (_v3)\n end\n delete this clone\nend\n\ndefine 💥 Sparkle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nrepeat (count)\n set [_v3 v] to (pick random (5) to (speed))\n set [_v4 v] to (pick random (20) to (40))\n set [costume v] to (pick random (10) to (30))\n Clone same sprite [SP] spec: (pick random ((0) - (x)) to (x)) (pick random ((0) - (y)) to (y)) (pick random ((s) / (2.5)) to ((s) * (1.1)))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SP]> then\n Transition positions [0] [0] (size) speed: [1]\n Transition direction [90] speed: [1]\n switch costume to (sparkle v)\n set [_v1 v] to [10]\n set [_v2 v] to [0]\n set [_v5 v] to [0]\n set [z v] to [.9]\n repeat until <[1] > (_v1)>\n set [fisheye v] effect to ((5) * (round (((-45) + ((-45) * ([abs v] of ([sin v] of (_v2) ) ))) / (5))))\n change [_v1 v] by (((0) - (round (_v1))) / (costume))\n change [_v2 v] by (_v4)\n Transition positions (x) (y) (((size) / (100)) * (((50) * ([sin v] of (_v2) )) + ([abs v] of (([sin v] of (_v2) ) * ((_v1) * (costume))) ))) speed: (_v3)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n 🎥 Transition x/y/z/s/r (x) [-5] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n if <(greyscale?) = [1]> then\n 🖼 Set effects c/b/g ((1) / (0)) [25] [100]\n else\n 🖼 Set effects c/b/g [0] [0] [0]\n end\n set [costume v] to [text]\n set [_v3 v] to (x)\n ⏱ Keyframe [1]\n show\n repeat until <(\[Intro\] Keyframe) > [3]>\n 🎥 Transition x/y/z/s/r [0] [0] [1] [80] [90] speed: [5]\n end\n wait (.6) seconds\n repeat until <(\[Intro\] Keyframe) > [4]>\n change [size v] by ((0) - (_v1))\n change [_v1 v] by (2.1)\n end\n wait (0) seconds\n \n change [size v] by (((round (80)) - (round (size))) / (3))\n end\nend\n\nwhen I receive [\[intro\] over v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n\nwhen I start as a clone\nif <(clone_id) = [1]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [500] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] (((clone_val) * (-200)) - (-300)) [0]\n set [costume v] to [shockwave1/1]\n set [fisheye v] effect to (-80)\n wait (1) seconds\n show\n wait ((2.1) + ((.2) * <(clone_val) = [1]>)) seconds\n \n change [fisheye v] effect by (12)\n 🎥 Transition x/y/z/s/r [0] [0] [1] [700] [90] speed: [20]\n end\nend\n\nwhen I receive [\[intro\] delete clones v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone_id) = [3]> then\n 🎥 Transition x/y/z/s/r (x) [0] [1] [101] ((clone_val) * (180)) speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [lightray22]\n set [_v3 v] to (x)\n ⏱ Keyframe [4]\n wait (.3) seconds\n show\n set [_v1 v] to [22]\n set [_v2 v] to [0]\n set [direction v] to ((clone_val) * (180))\n repeat (32)\n if <[1] < (round (_v1))> then\n set [costume v] to (join [lightray] (round (_v1)))\n end\n change [_v1 v] by (-.6)\n change [direction v] by (_v2)\n change [_v2 v] by (.5)\n point in direction ((360) - (direction))\n end\n set [_v1 v] to [1]\n repeat until <(round ((360) + ((clone_val) * (180)))) = (round (direction))>\n if <(round (_v1)) < [22]> then\n set [costume v] to (join [lightray] (round (_v1)))\n end\n change [_v1 v] by (.6)\n change [direction v] by (((round ((360) + ((clone_val) * (180)))) - (round (direction))) / (7))\n point in direction ((360) - (direction))\n end\n repeat (4)\n change [ghost v] by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [2]> then\n 🎥 Transition x/y/z/s/r (x) (((560) - (-616)) * ((1) - (clone_val))) [3] [100] [90] speed: [1]\n 🎥 Disable from Cam Control? \n if <(greyscale?) = [1]> then\n 🖼 Set effects c/b/g ((1) / (0)) [25] [100]\n else\n 🖼 Set effects c/b/g [0] [0] [0]\n end\n set [costume v] to [chevron]\n ⏱ Keyframe [1]\n show\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n set [_v3 v] to (x)\n set [_v4 v] to [0]\n \n change [y v] by (((round ((_v2) + ((_v1) + (((560) - (-616)) * ((1) - (clone_val)))))) - (round (y))) / (5))\n set [x v] to ((item (1) of [\[intro\] cam2 x/y/z/r v]) + ((_v3) + ((0) - (item (1) of [\[intro\] cam x/y/z/r v]))))\n change [_v1 v] by ((.5) + (_v2))\n set [_v2 v] to ((_v2) * (.85))\n set [_v4 v] to ((_v4) * (.85))\n set [brightness v] to ((_v4) + ((greyscale?) * (25)))\n if <(greyscale?) = [0]> then\n set [color v] to (\[Intro\] Color)\n end\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [2]> then\n set [_v2 v] to [40]\n set [_v4 v] to [13]\nend\n\nwhen I start as a clone\nif <(clone_id) = [7]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [150] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [-100] [0]\n set [costume v] to [bars]\n ⏱ Keyframe [1]\n show\n \n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [6]\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [4]> then\n 🎥 Transition x/y/z/s/r (pick random ((-450) - (item (1) of [\[intro\] cam2 x/y/z/r v])) to (750)) (pick random (-200) to (180)) [5] (pick random (20) to (120)) [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [0] [100] ((20) + ((size) * (.66)))\n set [costume v] to [particle]\n set [_v3 v] to (x)\n set [z v] to [5]\n wait (0) seconds\n ⏱ Keyframe [1]\n set [_v1 v] to [40]\n set [_v2 v] to ((5) * ((18) / ((size) + (pick random (-.4999) to (.4999)))))\n show\n \n if <(y) > ((120) + ((size) - (1)))> then\n set [_v3 v] to (pick random ((-450) - (item (1) of [\[intro\] cam2 x/y/z/r v])) to (750))\n set [y v] to (pick random (-200) to (-175))\n end\n change [_v3 v] by ((_v2) + (_v1))\n set [x v] to ((_v3) + (item (1) of [\[intro\] cam2 x/y/z/r v]))\n change [y v] by ((_v2) + (_v1))\n set [_v1 v] to ((_v1) * (.85))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [4]> then\n set [_v1 v] to [10]\nend\n\nwhen I start as a clone\nif <(clone_id) = [5]> then\n 🎥 Transition x/y/z/s/r (pick random ((-220) - (item (1) of [\[intro\] cam2 x/y/z/r v])) to (820)) (pick random (-190) to (180)) [7] (pick random (4) to (18)) [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [0] [100] ((size) * (.98))\n set [costume v] to [particle]\n set [_v3 v] to (x)\n set [z v] to [7]\n wait (0) seconds\n ⏱ Keyframe [1]\n set [_v1 v] to [40]\n set [_v2 v] to ((10) / ((size) + (pick random (-.4999) to (.4999))))\n show\n \n if <(y) > ((170) + ((size) - (1)))> then\n set [_v3 v] to (pick random ((-220) - (item (1) of [\[intro\] cam2 x/y/z/r v])) to (810))\n set [y v] to (pick random (-195) to (-160))\n end\n change [_v3 v] by ((0) - ((_v2) + (_v1)))\n set [x v] to ((_v3) + (item (1) of [\[intro\] cam2 x/y/z/r v]))\n change [y v] by ((_v2) + (_v1))\n set [_v1 v] to ((_v1) * (.85))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [5]> then\n set [_v1 v] to [7]\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [100]> then\n set [brightness v] to [5]\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n ⏱ Keyframe [1]\n \n set [brightness v] to ((brightness) * (.85))\n set [x v] to ((_v3) + (item (1) of [\[intro\] cam2 x/y/z/r v]))\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [3]> then\n ⏱ Keyframe [1]\n \n set [x v] to ((_v3) + (item (1) of [\[intro\] cam2 x/y/z/r v]))\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [8]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [150] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [-100] [20]\n set [costume v] to [screenshade]\n ⏱ Keyframe [1]\n show\n \n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [6]\n end\nend\n\ndefine Load frames\nSet size to ([tan v] of (90) ) %\nTransition positions [9999999] [9999999] [999] speed: [1]\nshow\nswitch costume to (spline-explosion41 v)\nrepeat (25)\n next costume\nend\n\nwhen I start as a clone\nif <(clone_id) = [controller2]> then\n 🖼 Set effects c/b/g [0] [0] [100]\n set [_v3 v] to [0]\n set [_v4 v] to [0]\n set [_v5 v] to [0]\n ⏱ Keyframe [4]\n wait (.4) seconds\n repeat (20)\n replace item (1) of [\[intro\] cam2 x/y/z/r v] with (_v4)\n change [_v4 v] by (_v5)\n change [_v5 v] by (-2)\n end\n repeat until <(timer) > ((item (9) of [keyframes v]) - (0.27))>\n replace item (1) of [\[intro\] cam2 x/y/z/r v] with (_v4)\n change [_v4 v] by (((round (-480)) - (round (_v4))) / (5))\n end\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n set [_v5 v] to [0]\n repeat (6)\n replace item (1) of [\[intro\] cam2 x/y/z/r v] with (_v4)\n change [_v4 v] by (_v5)\n change [_v5 v] by (1.9)\n end\n repeat until <(timer) > ((item (10) of [keyframes v]) - (0.33))>\n replace item (1) of [\[intro\] cam2 x/y/z/r v] with (_v4)\n change [_v4 v] by (((round (-380)) - (round (_v4))) / (5))\n end\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n set [_v5 v] to [0]\n repeat (10)\n replace item (1) of [\[intro\] cam2 x/y/z/r v] with (_v4)\n change [_v4 v] by (_v5)\n change [_v5 v] by (-2.4)\n end\n repeat until <(timer) > ((item (11) of [keyframes v]) - (0.39))>\n replace item (1) of [\[intro\] cam2 x/y/z/r v] with (_v4)\n change [_v4 v] by (((round (-600)) - (round (_v4))) / (5))\n end\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n set [_v5 v] to [0]\n repeat (10)\n replace item (1) of [\[intro\] cam2 x/y/z/r v] with (_v4)\n change [_v4 v] by (_v5)\n change [_v5 v] by (1.6)\n end\n \n replace item (1) of [\[intro\] cam2 x/y/z/r v] with (_v4)\n change [_v4 v] by (((round (-440)) - (round (_v4))) / (10))\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [6]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [hexagon]\n ⏱ Keyframe [7]\n show\n \n 🎥 Transition x/y/z/s/r [0] [0] [1] [420] [90] speed: [10]\n end\n set [_v1 v] to [0]\n repeat (10)\n change [size v] by (_v1)\n change [_v1 v] by (3)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [9]> then\n 🎥 Transition x/y/z/s/r [9999999] [0] [1] ((200) + ((1300) * <(clone_val) = [2]>)) [90] speed: [1]\n 🎥 Disable from Cam Control? \n if <(clone_val) = [1]> then\n set [costume v] to [screen]\n 🖼 Set effects c/b/g [0] [-100] [0]\n else\n set [costume v] to [transout]\n 🖼 Set effects c/b/g [0] [0] [0]\n end\n wait until <(timer) > [11.2]>\n set [_v1 v] to [2]\n set [_v2 v] to ((500) + ((500) * <(clone_val) = [1]>))\n repeat (15)\n change [_v2 v] by ((0) - (_v1))\n change [_v1 v] by (2)\n if <(clone_val) = [2]> then\n change [size v] by (-2)\n end\n Set pos zrot: (_v2) [0] rot: [45] trans: [0] [0] scalar: [1]\n point in direction ((90) - (45))\n show\n end\n repeat (50)\n change [_v2 v] by (((round (-320)) - (round (_v2))) / ((10) + ((15) * <(clone_val) = [1]>)))\n if <(clone_val) = [2]> then\n change [size v] by (((round (100)) - (round (size))) / (10))\n end\n Set pos zrot: (_v2) [0] rot: [45] trans: [0] [0] scalar: [1]\n point in direction ((90) - (45))\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n ⏱ Keyframe [4]\n wait (.3) seconds\n set [_v2 v] to [0]\n repeat (32)\n turn right (_v2) degrees\n change [_v2 v] by (.5)\n end\n \n Transition direction [90] speed: [7]\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [controller2]> then\n set [\[intro\] color v] to [110]\n ⏱ Keyframe [4]\n wait (.4) seconds\n repeat until <(\[Intro\] Keyframe) > [6]>\n change [\[intro\] color v] by (((round (205)) - (round (\[Intro\] Color))) / (5))\n end\n repeat until <(\[Intro\] Keyframe) > [7]>\n change [\[intro\] color v] by (((round (215)) - (round (\[Intro\] Color))) / (5))\n end\n \n change [\[intro\] color v] by (1.3)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [10]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [500] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [0] [-100] [100]\n set [costume v] to [screen]\n wait (.2) seconds\n show\n repeat (20)\n change [ghost v] by (-5)\n end\n ⏱ Keyframe [1]\n 🖼 Set effects c/b/g [0] [0] [0]\nend\n\nwhen I start as a clone\nif <(greyscale?) = [1]> then\n ⏱ Keyframe [4]\n wait (.1) seconds\n repeat (20)\n change [ghost v] by (-5)\n end\n \n change [ghost v] by (((round (100)) - (round (ghost))) / (10))\n end\nend\n\nwhen I start as a clone\n⏱ Keyframe [11]\nif <(clone_id) = [9]> then\n wait (1.5) seconds\n \n change [ghost v] by (3)\n end\nelse\n wait (1.4) seconds\n delete this clone\nend\n\n@Call\n\nwhen flag clicked\nbroadcast (\[Intro\] start v)\n\nwhen I receive [\[intro\] over v]\n\n@Spikes & lava\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (10)\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\] over v]\nshow\n\n@trampoline\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(Level) = [5]> then\n show\n go to x: (-51) y: (-10)\n else\n if <(Level) = [6]> then\n show\n go to x: (-51) y: (-2)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (not touched v)\nforever\n if <touching (player v)?> then\n switch costume to (touched v)\n wait (0.1) seconds\n switch costume to (not touched v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
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*MARATHON*\ni just find out that this project was in trending!!\npress the see inside and u will get a ultimate troll hehe boi\n#69 in games!!!!\n=========================================\nAlerts:\nCLICK TRIPLE TIMES OR YOU WILL GET LAGGED\nBECAUSE OF THE INTRO\n=========================================\nGame type:\nplatformer\n=========================================\nGame name:\nMARATHON\n=========================================\nInstructions:\nuse arrows to move\nyou can use mouse to move but harder\navoid spikes they will harm you\nthe ground is harmless(LOL)\n=========================================\nRules:\nno ads or else you will get reported\nno f4f\nno swear words\n=========================================\nCredits:\nnone\n100% by me\n=========================================\nMy platformer projects:\n\nhttps://scratch.mit.edu/projects/627655382/\n(Nether a platformer!)\n\nhttps://scratch.mit.edu/projects/615799860/\n(The adventure 2)\n\nhttps://scratch.mit.edu/projects/614899009/\n(The adventure 1)\n=========================================\nTags:\n#Jaydenhoo2123 #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon #marathon \n\n\n
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Night | Platformer (Part 2)
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@Stage\n\nwhen I receive [start v]\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\nwhen I receive [reset v]\nshow\ngo [forward v] (1) layers\ngo to x: (-199) y: (0)\n\nwhen I receive [start v]\nforever\n Codes\n if <[] = [2]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (7.3)\n change [color v] effect by (7)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (player v)\nset [level v] to [1]\nbroadcast (Reset v)\nbroadcast (start v)\n\ndefine IDK\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n\nwhen I receive [n v]\ngo to x: (-220) y: (-95)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-1)\n switch costume to (left v)\n else\n IDK\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (1)\n switch costume to (right v)\n else\n IDK\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\n else\n IDK\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left2 v)\n else\n IDK\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right2 v)\n else\n IDK\n end\n set [x speed v] to ((x speed) * (0.85))\n change x by (x speed)\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 speed) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x speed) > [0]> then\n set [x speed v] to [-7]\n else\n set [x speed v] to [7]\n end\n set [y speed v] to [9]\n else\n set [x speed v] to [0]\n end\n end\n change [y speed v] by (-0.5)\n change y by (y speed)\n if <touching (ground v)?> then\n change y by ((y speed) - ((y speed) * (2)))\n set [y speed v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y speed v] to [8]\n end\n change y by (1)\n change y by ((y speed) * (0.1))\n if <<(x position) > [239]> and <<(Level) > [0]> and <(Level) < [14]>>> then\n change [level v] by (1)\n go to x: (-220) y: (-95)\n end\n if <touching (spikes v)?> then\n switch costume to (player2 v)\n play sound [Rip v] until done\n go to x: (-220) y: (-95)\n wait (0.01) seconds\n switch costume to (player v)\n end\n if <touching (spikes2 v)?> then\n switch costume to (player2 v)\n play sound [Rip v] until done\n go to x: (-220) y: (-95)\n wait (0.01) seconds\n switch costume to (player v)\n end\n if <touching (enemy v)?> then\n switch costume to (player2 v)\n play sound [Rip v] until done\n go to x: (-220) y: (-95)\n wait (0.01) seconds\n switch costume to (player v)\n end\n if <touching (enemies v)?> then\n switch costume to (player2 v)\n play sound [Rip v] until done\n go to x: (-220) y: (-95)\n wait (0.01) seconds\n switch costume to (player v)\n end\n if <touching (speed up v)?> then\n change [x speed v] by (6)\n end\n if <touching (trampoline v)?> then\n change [y speed v] by (8)\n end\n if <(y position) < [-180]> then\n switch costume to (player2 v)\n play sound [Rip v] until done\n go to x: (-220) y: (-95)\n wait (0.01) seconds\n switch costume to (player v)\n end\nend\n\nforever\n switch costume to (player v)\nend\n\ndefine Codes\n\n@Ground\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@light\n\nwhen I receive [start v]\nforever\n go to (player v)\nend\n\n@light2\n\nwhen I receive [start v]\nforever\n go to (player v)\nend\n\n@SPikes\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@words\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo [forward v] (3) layers\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nclear graphic effects\nset [ghost v] effect to (100)\n\n@Speed up\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\n go to [front v] layer\nend\n\nset [level v] to [013]\n\n@sword\n\nwhen flag clicked\nset [level v] to [1]\nset [enemy v] to [0]\nset [x speed v] to [0]\nset [y speed v] to [0]\npoint in direction (131)\ngo to (player v)\nswitch costume to (sword3 v)\ngo [forward v] (1) layers\nset [s v] to [1]\n\nwhen flag clicked\nshow\nforever\n if <(S) = [1]> then\n go to (player v)\n if <key (space v) pressed?> then\n if <touching (enemies v)?> then\n broadcast (Kill v)\n set [enemy v] to [1]\n set [enemy v] to [0]\n end\n if <(costume [number v]) = [2]> then\n repeat (6)\n -360\n end\n else\n repeat (6)\n 360\n end\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (sword2 v)\n point in direction (49)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (sword3 v)\n point in direction (131)\n end\n end\n if <(S2) = [1]> then\n hide\n else\n show\n end\nend\n\ndefine 360\nturn right (60) degrees\n\ndefine -360\nturn left (60) degrees\n\n@Fake\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (193) y: (-148)\nforever\n if <(Level) = [14]> then\n hide\n end\nend\n\nwhen this sprite clicked\nif <(Level) = [14]> then\nelse\n go to x: (193) y: (-148)\n change [level v] by (1)\n broadcast (n v)\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: ((mouse x) / (15)) y: ((mouse y) / (15))\nend\n\n@Enemies\n\nwhen I receive [kill v]\nforever\n if <<not <(Level) = [5]>> or <not <(Level) = [7]>>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [start v]\nhide\nforever\n if <(Level) = [5]> then\n show\n switch costume to (costume1 v)\n go [forward v] (1000) layers\n show\n go to x: (0) y: (0)\n glide (1) secs to x: (-160) y: (0)\n glide (1) secs to x: (0) y: (0)\n if <(enemy) = [1]> then\n stop [this script v]\n end\n else\n if <not <(Level) = [7]>> then\n hide\n else\n show\n end\n end\n if <(Level) = [7]> then\n show\n switch costume to (costume1 v)\n go [forward v] (1000) layers\n show\n go to x: (-245) y: (0)\n glide (0.3) secs to x: (-180) y: (0)\n glide (0.3) secs to x: (-245) y: (0)\n if <(enemy) = [1]> then\n stop [this script v]\n end\n else\n if <not <(Level) = [5]>> then\n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\ngo [backward v] (1000) layers\nforever\n if <<(Level) = [6]> or <(Level) = [8]>> then\n hide\n end\nend\n\n@Axe\n\nwhen flag clicked\nhide\nswitch costume to (sword v)\ngo to x: (12) y: (36)\nset [level v] to [1]\nset [enemy v] to [0]\nset [x speed v] to [0]\nset [y speed v] to [0]\nset [c v] to [0]\nset [s2 v] to [0]\npoint in direction (131)\nforever\n if <<touching (player v)?> and <(Level) = [13]>> then\n go to (player v)\n set [c v] to [1]\n switch costume to (sword3 v)\n point in direction (-72)\n go [forward v] (1) layers\n set [s2 v] to [1]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n end\n if <(S2) = [1]> then\n go to (player v)\n if <key (space v) pressed?> then\n if <touching (enemies v)?> then\n broadcast (Kill v)\n set [enemy v] to [1]\n set [enemy v] to [0]\n end\n if <(costume [number v]) = [2]> then\n repeat (6)\n -360\n end\n else\n repeat (6)\n 360\n end\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (sword2 v)\n point in direction (49)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (sword3 v)\n point in direction (-72)\n end\n end\n if <<(Level) = [14]> and <(C) = [0]>> then\n hide\n end\n if <(C) = [0]> then\n else\n if <<(Level) = [13]> or <(Level) = [14]>> then\n show\n end\n end\nend\n\ndefine 360\nturn right (60) degrees\n\ndefine -360\nturn left (60) degrees\n\nif <(costume [number v]) = [3]> then\n think [e3e] for (2) seconds\nelse\n think [Hmm...] for (2) seconds\nend\n\nhide\n\n@Control or others\n\nwhen [c v] key pressed\nif <(C) = [1]> then\n if <(S2) = [2]> then\n set [s2 v] to [1]\n else\n set [s2 v] to [2]\n end\nend\n\nwhen flag clicked\nset [s2 v] to [0]\n\n
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Part 1: https://scratch.mit.edu/projects/621821811/\nPart 3: https://scratch.mit.edu/projects/628351618\n\nHi, welcome to my new platformer, night! \n\nConsider leaving a like and love. Also, please follow me.\n\nIf you propose this to be featured, I will be very appreciated. :)\n\nYou can also put this project to whatever studio you want!\n\n✅How to play?\nWAD or arrows key to move! (No mobile control sorry)\nAvoid spikes!\nIt contains a parallax too!\nPress skip to skip!\nPress space to activate sword and axe\nKey "c" to change weapon \nOthers are in-game!\n
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The Void (mobile friendly) #all #games #platformer
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@Stage\n\n@Lag Reduce\n\n@Player\n\nwhen flag clicked\nswitch costume to (idle v)\nhide\nset [level v] to [0]\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]\nset [dead? v] to [0]\nshow\ngo to x: (-221) y: (0)\n\nwhen [r v] key pressed\nif <<<(dead?) = [0]> and <(MovementALLOWED?) = [1]>> and <(MEET BOSS YET) = [NO]>> then\n broadcast (Restart v)\nend\n\ndefine Spin off screen\nset [dead? v] to [1]\nbroadcast (Restart v)\n\ndefine Physics\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 vel v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x vel v] by (1)\nend\nset [x vel v] to ((x vel) * (.9))\nchange x by (x vel)\nif <<touching (level move 2 v)?> or <touching (level v)?>> then\n change y by (1)\nend\nif <<touching (level move 2 v)?> or <touching (level v)?>> then\n change y by (1)\nend\nif <<touching (level move 2 v)?> or <touching (level v)?>> then\n change y by (1)\nend\nif <<touching (level move 2 v)?> or <touching (level v)?>> then\n change y by (1)\nend\nif <<touching (level move 2 v)?> or <touching (level v)?>> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\nend\nchange [y vel v] by (-1)\nchange y by (y vel)\nif <<touching (level move 2 v)?> or <touching (level v)?>> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<touching (level move 2 v)?> or <touching (level v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y vel v] to [15]\nend\nchange y by (1)\nif <touching (portal v)?> then\n change [level v] by (1)\n broadcast (Next Level v) and wait\nend\nif <touching (spikes v)?> then\n Spin off screen\nend\nif <touching (saws v)?> then\n Spin off screen\nend\nif <touching (ghost enemy v)?> then\n Spin off screen\nend\nif <<(y position) < [-170]> and <touching (_edge_ v)?>> then\n Spin off screen\nend\nif <touching (enemy v)?> then\n set [y vel v] to [15]\nend\nif <touching (bounce v)?> then\n set [y vel v] to [20]\nend\n\nwhen I receive [start v]\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (idle2 v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (left v)\n else\n if <<<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 (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n switch costume to (up v)\n else\n switch costume to (idle v)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nset [movementallowed? v] to [1]\nshow\nbroadcast (Restart v)\nforever\n if <(MovementALLOWED?) = [1]> then\n Physics\n else\n wait until <(MovementALLOWED?) = [1]>\n end\nend\n\nwhen I receive [boss fight v]\nforever\n if <touching (boss v)?> then\n broadcast (Reset Boss v)\n end\nend\n\nwhen I receive [reset boss v]\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [dead? v] to [0]\nshow\ngo to x: (-221) y: (0)\n\nwhen flag clicked\nforever\n repeat until <(Level) = [21]>\n play sound [Palpitations v] until done\n end\nend\n\n@Clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (player v)\ngo to [back v] layer\nif <([costume # v] of [player v]) = [5]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [start v]\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume6 v)\nif <(Level) = [5]> then\n go to x: (-99) y: (-100)\n show\n forever\n glide (3) secs to x: (120) y: (-100)\n glide (3) secs to x: (-99) y: (-100)\n end\nend\nif <(Level) = [8]> then\n go to x: (-99) y: (-130)\n show\n forever\n glide (3) secs to x: (120) y: (-130)\n glide (3) secs to x: (-99) y: (-130)\n end\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [5]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n repeat (2)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\ndefine Clone at x: (x) y: (y)\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nforever\n\n@Level move 2\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nif <(Level) = [8]> then\n go to x: (120) y: (10)\n show\n forever\n glide (3) secs to x: (-99) y: (10)\n glide (3) secs to x: (120) y: (10)\n end\nend\nif <(Level) = [10]> then\n go to x: (125) y: (70)\n show\n forever\n glide (3) secs to x: (125) y: (70)\n glide (3) secs to x: (-105) y: (70)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Saws\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clone at x: [236] y: [-77] size: [100]\n Clone at x: [237] y: [7] size: [100]\n Clone at x: [237] y: [89] size: [100]\nend\nif <(Level) = [10]> then\n Clone at x: [144] y: [-59] size: [100]\nend\nif <(Level) = [11]> then\n Clone at x: [-180] y: [114] size: [50]\n Clone at x: [10] y: [-140] size: [50]\nend\nif <(Level) = [12]> then\n Clone at x: [18] y: [-20] size: [50]\nend\nif <(Level) = [14]> then\n Clone at x: [-107] y: [-107] size: [70]\n Clone at x: [61] y: [68] size: [200]\nend\nif <(Level) = [15]> then\n Clone at x: [145] y: [-110] size: [70]\nend\n\ndefine Clone at x: (x) y: (y) size: (size)\ngo to x: (x) y: (y)\nset size to (size) %\nif <(Level) > [11]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (4) degrees\nend\n\n@Portal\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (x) (y) (costume)\ngo to x: (x) y: (y)\nswitch costume to (costume)\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nforever\n set rotation style [all around v]\n change [ghost v] effect by (-10)\n turn right (5) degrees\nend\n\nwhen I receive [restart v]\nhide\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone [204] [-106] [1]\nend\nif <(Level) = [2]> then\n Clone [204] [-106] [1]\nend\nif <(Level) = [3]> then\n Clone [129] [134] [1]\nend\nif <(Level) = [4]> then\n Clone [-208] [103] [1]\nend\nif <(Level) = [5]> then\n Clone [204] [-106] [1]\nend\nif <(Level) = [6]> then\n Clone [150] [130] [1]\nend\nif <(Level) = [7]> then\n Clone [-207] [62] [1]\nend\nif <(Level) = [8]> then\n Clone [-212] [126] [1]\nend\nif <(Level) = [9]> then\n Clone [-208] [-104] [1]\nend\nif <(Level) = [10]> then\n Clone [199] [148] [1]\nend\nif <(Level) = [11]> then\n Clone [198] [117] [1]\nend\nif <(Level) = [12]> then\n Clone [203] [-49] [1]\nend\nif <(Level) = [13]> then\n Clone [195] [-74] [1]\nend\nif <(Level) = [14]> then\n Clone [204] [-82] [1]\nend\nif <(Level) = [15]> then\n Clone [202] [-7] [1]\nend\nif <(Level) = [16]> then\n Clone [202] [-7] [1]\nend\nif <(Level) = [17]> then\n Clone [185] [-70] [1]\nend\nif <(Level) = [18]> then\n Clone [185] [-70] [1]\nend\nif <(Level) = [20]> then\n Clone [183] [-94] [2]\nend\n\nwhen flag clicked\n\nwait (1) seconds\n\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [player win v]\nif <(Level) = [21]> then\n Clone [183] [-94] [1]\nend\n\n@Enemy\n\nwhen flag clicked\nset [x vel v] to [0]\nset [y vel v] to [0]\nhide\n\ndefine Clone at ( x pos) (y pos)\ngo to x: ( x pos) y: (y pos)\nif <(Level) > [10]> then\n switch costume to (costume1 v)\nelse\n switch costume to (idle v)\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [3]> then\n Clone at [63] [132]\nend\nif <(Level) = [4]> then\n Clone at [-123] [-107]\n Clone at [-161] [91]\nend\nif <(Level) = [7]> then\n Clone at [0] [0]\n Clone at [10] [0]\nend\nif <(Level) = [10]> then\n Clone at [31] [-112]\nend\nif <(Level) = [11]> then\n Clone at [212] [-26]\n Clone at [212] [106]\nend\nif <(Level) = [12]> then\n Clone at [160] [80]\nend\nif <(Level) = [15]> then\n Clone at [138] [20]\n Clone at [-89] [-71]\nend\nif <(Level) = [16]> then\n Clone at [147] [123]\n Clone at [151] [123]\n Clone at [211] [-10]\n Clone at [-28] [-94]\nend\nif <(Level) = [18]> then\n Clone at [218] [111]\n Clone at [139] [102]\n Clone at [55] [44]\n Clone at [87] [44]\nend\n\nwhen I start as a clone\nshow\nforever\n if <([x position v] of [player v]) < (x position)> then\n change [x vel v] by (-0.5)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [x vel v] by (0.5)\n end\n set [x vel v] to ((x vel) * (.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <(([y position v] of [player v]) - (50)) > (y position)> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (player v)?> then\n change y by (-1)\n if <<touching (level v)?> and <(([y position v] of [player v]) - (5)) > (y position)>> then\n repeat (5)\n change [ghost v] effect by (20)\n wait (0.1) seconds\n end\n delete this clone\n else\n broadcast (Restart v)\n set [dead? v] to [1]\n end\n change y by (1)\n end\n if <touching (weapon v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n wait (0.1) seconds\n end\n delete this clone\n end\nend\n\n@Ghost enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <([x position v] of [player v]) < (x position)> then\n switch costume to (right v)\n else\n if <(x position) < ([x position v] of [player v])> then\n switch costume to (right v)\n else\n if <(([y position v] of [player v]) - (50)) > (y position)> then\n switch costume to (up v)\n end\n end\n end\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [9]> then\n Clone at x: [-98] y: [-25]\nend\nif <(Level) = [10]> then\n Clone at x: [51] y: [-30]\nend\nif <(Level) = [12]> then\n Clone at x: [-65] y: [-108]\nend\nif <(Level) = [16]> then\n Clone at x: [5] y: [-86]\nend\nif <(Level) = [18]> then\n Clone at x: [120] y: [-86]\n Clone at x: [199] y: [-77]\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n point towards (player v)\n move (2) steps\n if <touching (spikes v)?> then\n delete this clone\n end\n if <touching (saws v)?> then\n delete this clone\n end\n if <touching (weapon v)?> then\n delete this clone\n end\nend\n\n@Bounce\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (idle v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n show\n if <touching (player v)?> then\n repeat (4)\n next costume\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.2) seconds\n end\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [6]> then\n Clone [-103] [-122]\nend\nif <(Level) = [11]> then\n Clone [20] [28]\nend\nif <(Level) = [12]> then\n Clone [-59] [-123]\nend\nif <(Level) = [13]> then\n Clone [-103] [-97]\n Clone [1] [-100]\n Clone [101] [-102]\nend\n\n@Start scene\n\ndefine say (text) at x: (x) y: (y)\ngo to [front v] layer\ngo to x: (x) y: ((y) - (50))\nset [ghost v] effect to (100)\nshow\nset [# v] to [0]\nbroadcast (Clear v) and wait\nrepeat until <(round (y position)) = (y)>\n change y by (((y) - (y position)) / (5))\n change [ghost v] effect by (-8)\nend\nrepeat (length of (text))\n change [# v] by (1)\n if <(letter (#) of (text)) > []> then\n set [asset v] to (letter (#) of (text))\n else\n set [asset v] to [space]\n end\n create clone of (_myself_ v)\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nhide\nbroadcast (Clear v) and wait\nset [# v] to [0]\n\nwhen I start as a clone\nswitch costume to (asset)\nset size to (100) %\nif <(costume [number v]) = [1]> then\n switch costume to (space v)\nend\nchange x by (-42)\nchange y by (22)\nset [org. x v] to (x position)\nrepeat (#)\n change x by (7)\n if <([abs v] of ((x position) - (org. x)) ) = [100]> then\n set x to ((org. x) + (7))\n change y by (-9)\n end\nend\nstart sound [text blip2 v]\nshow\ngo to [front v] layer\n\nwhen I receive [clear v]\ndelete this clone\n\nwhen flag clicked\nhide\nsay [hello press space] at x: [-25] y: [0]\nsay [you are embarking on an adventure to save the world] at x: [-140] y: [0]\nsay [to the void...] at x: [0] y: [0]\nsay [where the void is planning to pull everyone into him...] at x: [-140] y: [0]\nsay ['why???' you may ask] at x: [-25] y: [0]\nsay [to destroy the world. \(press space to play\)] at x: [-100] y: [0]\nbroadcast (Start v)\n\n@Level text\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Particles\n\nwhen flag clicked\nhide\nforever\n if <<(Level) > [2]> and <(Level) < [17]>> then\n repeat (10)\n repeat (2)\n create clone of (_myself_ v)\n end\n end\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <<(Level) > [2]> and <(Level) < [8]>> then\n switch costume to (costume1 v)\n show\n go to x: (pick random (-240) to (240)) y: (184)\n glide (pick random (0.005) to (2)) secs to x: (x position) y: (-184)\n delete this clone\nelse\n if <<(Level) > [7]> and <(Level) < [12]>> then\n switch costume to (costume2 v)\n show\n go to x: (-240) y: (pick random (-184) to (184))\n glide (pick random (0.005) to (2)) secs to x: (240) y: (y position)\n delete this clone\n else\n if <<(Level) > [11]> and <(Level) < [17]>> then\n switch costume to (costume3 v)\n set size to (pick random (100) to (400)) %\n show\n go to x: (-240) y: (pick random (-184) to (184))\n glide (pick random (0.005) to (2)) secs to x: (240) y: (pick random (-184) to (184))\n delete this clone\n else\n delete this clone\n end\n end\nend\n\n@Weapon\n\nwhen flag clicked\nhide\nhide variable [bullets used v]\nwait until <(Level) = [1]>\nforever\n if <(Level) = [17]> then\n show\n go to x: (64) y: (-60)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n switch costume to (costume1 v)\n set size to (150) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (64) y: (-60)\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nhide\nset [bullets used v] to [0]\nset [weapon use v] to [0]\nwait until <touching (player v)?>\nset [weapon use v] to [1]\nbroadcast (Get ready weapon... v)\nhide\n\nwhen I receive [get ready weapon... v]\nshow variable [bullets used v]\nforever\n if <<<(MovementALLOWED?) = [1]> and <(Bullets Used) < [10]>> and <<(Weapon Use) = [1]> and <key (z v) pressed?>>> then\n create clone of (_myself_ v)\n change [bullets used v] by (1)\n wait until <not <key (z v) pressed?>>\n end\nend\n\nwhen I start as a clone\ngo to (player v)\nshow\nswitch costume to (costume2 v)\nset size to (100) %\nclear graphic effects\nif <([direction v] of [player v]) = [90]> then\n repeat until <<<touching (level v)?> or <touching (_edge_ v)?>> or <touching (boss v)?>>\n change x by (10)\n end\nelse\n repeat until <<<touching (level v)?> or <touching (_edge_ v)?>> or <touching (boss v)?>>\n change x by (-10)\n end\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n change [bullets used v] by (-10)\n delete this clone\n end\nend\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [20]> then\n Clone [-83] [-77]\n Clone [48] [-77]\nend\n\n@Friend\n\nwhen I receive [restart v]\nif <(Level) = [19]> then\n go to x: (44) y: (-98)\n show\n set [movementallowed? v] to [0]\n Say [I am a guardian of the void.] for [-] seconds with an interval of [0.05]\n Say [But he is doing things which are wrong.] for [-] seconds with an interval of [0.05]\n Say [So...] for [-] seconds with an interval of [0.05]\n Say [I will help you.] for [-] seconds with an interval of [0.05]\n Say [The void has 3 keys, and only one key,] for [-] seconds with an interval of [0.05]\n Say [will let you go back home.] for [-] seconds with an interval of [0.05]\n Say [The other two will revive the void, giving the void power to destroy the whole universe.] for [-] seconds with an interval of [0.05]\n Say [Your choice matters. I am the key to your survival.] for [-] seconds with an interval of [0.05]\n Say [The void also gave you resources to meet him, thinking that you are a weakling.] for [-] seconds with an interval of [0.05]\n Say [Beware.] for [-] seconds with an interval of [0.05]\n hide\n change [level v] by (1)\n set [movementallowed? v] to [1]\n broadcast (Next Level v)\nend\n\nwhen flag clicked\nhide\n\ndefine Say (text) for (time) seconds with an interval of (interval)\nset [digit number v] to [0]\nset [past text v] to []\nset [say v] to []\nrepeat until <(past text) = (text)>\n change [digit number v] by (1)\n set [say v] to (join (past text) (letter (digit number) of (text)))\n say (say)\n set [past text v] to (say)\n play note (84) for (interval) beats\nend\nif <not <(time) = [-]>> then\n say (text) for (time) seconds\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\n\n@BOSS\n\nwhen flag clicked\nclear graphic effects\nhide\nhide variable [boss lives v]\nhide variable [player lives v]\nset [meet boss yet v] to [NO]\nset [boss lives v] to [15]\nset [player lives v] to [10]\n\nwhen I receive [restart v]\nif <(Level) = [21]> then\n set [meet boss yet v] to [YES]\n go to x: (195) y: (-97)\n show\n set [movementallowed? v] to [0]\n Say [You are that weakling, right?] for [-] seconds with an interval of [0.05]\n Say [I was waiting for you.] for [-] seconds with an interval of [0.05]\n Say [And yes, I am the void...] for [-] seconds with an interval of [0.05]\n Say [You can only defeat me with your weapon...] for [-] seconds with an interval of [0.05]\n Say [So, shall we start the fight?] for [0.3] seconds with an interval of [0.05]\n Broadcast boss fight\n set [movementallowed? v] to [1]\nend\n\ndefine Say (text) for (time) seconds with an interval of (interval)\nset [digit number v] to [0]\nset [past text v] to []\nset [say v] to []\nrepeat until <(past text) = (text)>\n change [digit number v] by (1)\n set [say v] to (join (past text) (letter (digit number) of (text)))\n say (say)\n set [past text v] to (say)\n play note (84) for (interval) beats\nend\nif <not <(time) = [-]>> then\n say (text) for (time) seconds\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\n\nwhen I receive [boss fight v]\ngo to x: (195) y: (-97)\nshow variable [boss lives v]\nshow variable [player lives v]\nwait (1) seconds\nforever\n glide (0.5) secs to x: (-199) y: (-97)\n wait (0.5) seconds\n glide (0.5) secs to x: (195) y: (-97)\n repeat (3)\n wait (0.5) seconds\n glide (0.5) secs to x: ([x position v] of [player v]) y: (80)\n wait (0.3) seconds\n glide (0.5) secs to x: (x position) y: (-97)\n end\n wait (1.5) seconds\nend\n\nwhen I receive [boss fight v]\nforever\n if <touching (weapon v)?> then\n change [boss lives v] by (-1)\n end\nend\n\nwhen I receive [reset boss v]\nchange [player lives v] by (-1)\nstop [other scripts in sprite v]\nbroadcast (BOSS FIGHT v)\n\nwhen I receive [boss fight v]\nforever\n if <<(Player lives) < [1]> or <(Boss lives) < [1]>> then\n stop [other scripts in sprite v]\n if <(Player lives) = [0]> then\n repeat (25)\n change [ghost v] effect by (5)\n end\n hide\n broadcast (Enemy WIN v)\n end\n if <(Boss lives) = [0]> then\n repeat (25)\n change [ghost v] effect by (5)\n end\n hide\n broadcast (Player win v)\n end\n stop [this script v]\n end\nend\n\ndefine Broadcast boss fight\nbroadcast (BOSS FIGHT v)\n\nwhen I receive [player win v]\nhide variable [boss lives v]\nhide variable [player lives v]\nset [bullets used v] to [10]\nhide variable [bullets used v]\nset [meet boss yet v] to [NO]\n\nwhen I receive [enemy win v]\nbroadcast (Lost v)\n\n@Sprite2\n\nwhen I receive [lost v]\nhide variable [boss lives v]\nhide variable [boss lives v]\nhide variable [bullets used v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen I receive [won v]\nwait (1) seconds\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\nstop [all v]\n\n@Sprite3\n\n@Lock\n\nwhen I receive [restart v]\nif <(Level) = [22]> then\n go to x: (0) y: (0)\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [won v]\nhide\n\n@Fake keys\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [restart v]\nif <(Level) = [22]> then\n show\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Enemy WIN v)\n stop [this script v]\n end\nend\n\n@Key\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [restart v]\nif <(Level) = [22]> then\n show\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Magic Spell v] until done\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Won v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nshow\nchange [ghost v] effect by (100)\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@L/F DETECTOR\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\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
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Welcome to "The Void" made by me @-Games_Central-\n\nWARNING: Mobile people cant use Down arrow and weapon. Sorry :(\n \nHOW TO PLAY: \nWASD, Arrow Keys, or mobile controls to move.\nDown Arrow or S to duck. \nSpace or click to advance text.\nZ to use weapon.\nJump onto the gray enemies to kill them. \nUse the saws to your advantage kill the ghosts.\nUse the correct key to Win!\n\nGood luck... the world is on your hands.
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Covert - 360° Platformer
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@Stage\n\n@Ground\n\ndefine Set size hack to (size hack)\nswitch costume to (size hack v)\nset size to (size hack) %\nswitch costume to (LEVEL)\n\nwhen I receive [respawn v]\nStuff\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Respawn v) and wait\nforever\n switch costume to (LEVEL)\n if <(LEVEL) = [5]> then\n hide\n end\n change [y vel v] by (1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > ([x position v] of [player v])> and <mouse down?>>> then\n change [d vel v] by ((speed) * (-1))\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < ([x position v] of [player v])> and <mouse down?>>> then\n change [d vel v] by (speed)\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 [sky time v] by (1)\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 set [sky time v] to [0]\n if <(sky time) < [2]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (15)) > ([y position v] of [player v])> and <mouse down?>>> then\n set [y vel v] to [-12]\n end\n end\n end\n change y by (-1)\n set [rot y v] to (y position)\nend\n\ngo to [front v] layer\n\nrepeat until <not <touching (player v)?>>\n\nset [level v] to [3]\ngo to x: (-10) y: (-666)\npoint in direction (-164)\n\nset [level v] to [2]\ngo to x: (-10) y: (-491)\npoint in direction (-174)\n\nset [level v] to [1]\ngo to x: (-10) y: (-491)\npoint in direction (55)\n\nset [level v] to [4]\ngo to x: (-10) y: (-494)\npoint in direction (165)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nset [level v] to [4]\n\nset [level v] to [4]\ngo to x: (-10) y: (-494)\npoint in direction (-166)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nchange [level v] by (1)\n\ndefine Stuff\nset [size hack v] to [4]\nset [size hack v] to ((SIZE HACK) * (100))\nset [speed v] to [0.15]\nSet size hack to (SIZE HACK)\npoint in direction (90)\ngo to x: (-10) y: (-520)\nset [d vel v] to [0]\nset [y vel v] to [0]\nset [tw v] to [0]\nshow\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n change y by (-5)\n if <touching color (#ff9e00)?> then\n change [level v] by (1)\n broadcast (Respawn v) and wait\n end\n if <touching (danger v)?> then\n broadcast (Respawn v) and wait\n end\n if <touching (bouncy v)?> then\n set [y vel v] to [0]\n change [y vel v] by (-22)\n end\n change y by (5)\nend\n\nset [level v] to [1]\n\nwhen flag clicked\nset size to (80) %\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (15)) > ([y position v] of [player v])> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > ([x position v] of [player v])> 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) + (15)) > ([y position v] of [player v])> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < ([x position v] of [player v])> 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) + (15)) > ([y position v] of [player v])> 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 v] of [player v])> 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 v] of [player v])> 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\n if <(LEVEL) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n\nchange x by ((((mouse x) / (27)) - (x position)) * (0.1))\nchange y by ((((mouse y) / (27)) - (y position)) * (0.1))\n\nwhen I receive [respawn v]\nshow\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n set [color v] effect to (1)\n end\nend\n\n@Danger\n\ndefine Set size hack to (size hack)\nswitch costume to (size hack v)\nset size to (size hack) %\nswitch costume to (LEVEL)\n\nwhen I receive [respawn v]\nshow\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nSet size hack to (SIZE HACK)\n\nwhen flag clicked\nbroadcast (Respawn v)\nSet size hack to (SIZE HACK)\nforever\n go to [back v] layer\n switch costume to (LEVEL)\n if <(LEVEL) = [5]> then\n hide\n end\n go to (ground v)\n point in direction ([direction v] of [ground v])\nend\n\ndefine Game\n\nset [level v] to [3]\n\nGame\n\n@Bouncy\n\ndefine Set size hack to (size hack)\nswitch costume to (size hack v)\nset size to (size hack) %\nswitch costume to (LEVEL)\n\nwhen I receive [respawn v]\nshow\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen flag clicked\nbroadcast (Respawn v)\nSet size hack to (SIZE HACK)\nforever\n go to [back v] layer\n switch costume to (LEVEL)\n if <(LEVEL) = [5]> then\n hide\n end\n go to (ground v)\n point in direction ([direction v] of [ground v])\nend\n\ndefine Game\n\nGame\n\nwhen flag clicked\nshow\n\n@light\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [startgame v]\nshow\nforever\n go to (player v)\n set [ghost v] effect to (40)\nend\n\nwhen flag clicked\nbroadcast (startgame v)\n\n@thumb\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (9)) y: ((mouse y) / (6))\nend\n\n
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Hi. MUSIC ADDED!!!\nI know! It is really short! If you want Part 2, you gotta do it.\ntrending...Trending...TRending...TREnding...TRENding...TRENDing!!!TRENDIng!!!TRENDINg!!!TRENDING!!!!!!!!!!!\nBackground is a parallax!\n
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☃Cat platformer Part 1❄
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@Stage\n\n@Danger\n\nwhen I receive [change scene v]\ngo to [back v] layer\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\nforever\n show\n set y to ((12.5) * ([sin v] of ((timer) * (360)) ))\nend\n\n@Plaform\n\nwhen I receive [change scene v]\nhide\ngo to [back v] layer\nif <(Scene #) = [1]> then\n Door at: [61] [122] Key [Key 3]\nend\nif <(Scene #) = [3]> then\n Animate Platforms | Start x, y [81] [-38] End x, y [14] [35] Start Glide for secs: [2] End Glide for secs: [2] Wait: [1]\nend\nif <(Scene #) = [101]> then\n Door at: [185] [77] Key [Key 2]\nend\nif <(Scene #) = [103]> then\n Door at: [-165] [39] Key [Key 1]\nend\n\ndefine Animate Platform 1\ngo to x: (81) y: (-38)\nforever\n glide (2) secs to x: (14) y: (35)\n wait (1) seconds\n glide (2) secs to x: (81) y: (-38)\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 \(scratch pack\) 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 \(scratch pack\) 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 \(scratch pack\) v)?>>\nend\n\ndefine Animate Platforms | Start x, y (x) (y) End x, y (x) (y) Start Glide for secs: (secs1) End Glide for secs: (secs2) Wait: (secs3)\nshow\ngo to x: (x) y: (y)\nswitch costume to (platform v)\nforever\n glide (secs1) secs to x: (81) y: (-38)\n wait (secs3) seconds\n glide (secs2) secs to x: (x) y: (y)\n wait (secs3) seconds\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 \(scratch pack\) 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 start sound [Wand 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 [apples v] to [0]\nhide\nPlace [Apple] Scene [1] x, y [120] [-10]\nPlace [Apple] Scene [1] x, y [-27] [43]\nPlace [Apple] Scene [2] x, y [16] [-25]\nPlace [Apple] Scene [103] x, y [-32] [43]\nPlace [big Apple] Scene [101] x, y [85] [71]\nPlace [Key 1] Scene [103] x, y [-124] [-133]\nPlace [Key 2] Scene [102] x, y [85] [71]\nPlace [Key 3] Scene [101] x, y [187] [-112]\n\ndefine Place (costume name) Scene (scene) x, y (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I start as a clone\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Checkpoints\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 \(scratch pack\) v)?>\n next costume\n wait (0.1) seconds\nend\nset [my scene v] to []\nstart sound [Collect v]\nset [spawn scene v] to (Scene #)\nset [spawn x v] to ([x position v] of [player \(scratch pack\) v])\nset [spawn y v] to ([y position v] of [player \(scratch pack\) v])\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]\nhide\nPlace [Green Flag] Scene [2] x, y [128] [-53]\nPlace [Green Flag] Scene [1] x, y [98] [82]\n\ndefine Place (costume name) Scene (scene) x, y (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I start as a clone\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen I receive [start game v]\nforever\n\nwhen I start as a clone\nforever\n if <<touching (player \(scratch pack\) v)?> and <(Scene #) = [1]>> then\n broadcast (XMAS TIME! v)\n end\nend\n\n@Miniature\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 (Menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen I receive [menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-82)\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@Snow\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.000000001) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-400) to (400)) y: (449)\nglide (2) secs to x: (pick random (-236) to (236)) y: (-175)\ndelete this clone\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Jingle Bells Violin \(loop\) - pixabay v] until done\nend\n\n@Apple Counter\n\nwhen I start as a clone\nshow\nforever\n Change Costume to: (join [Glow-] (letter (index) of (Apples)))\n change size by ((0.2) * ((50) - (size)))\nend\n\ndefine Setup\nhide\nset size to (50) %\ngo to [front v] layer\ngo to x: (-143) y: (-89)\nset [index v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine Change Costume to: (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (70) %\nend\n\nwhen I receive [start game v]\nSetup\n\nset x to ((((index) - (0.5)) - ((length of (Apples)) / (2))) * ((size) / (2)))\n\n@Show Screen\n\nwhen I receive [setup v]\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\n\n@LIVES Counter\n\nwhen I start as a clone\nshow\nforever\n Change Costume to: (join [Glow-] (letter (index) of (LIVES)))\n change size by ((0.2) * ((50) - (size)))\nend\n\ndefine Setup\nhide\nset size to (50) %\ngo to [front v] layer\ngo to x: (-143) y: (-147)\nset [index v] to [1]\nrepeat (1)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine Change Costume to: (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (70) %\nend\n\nwhen I receive [start game v]\nSetup\n\nset x to ((((index) - (0.5)) - ((length of (Apples)) / (2))) * ((size) / (2)))\n\n@Player (Scratch Pack)\n\nwhen flag clicked\nbroadcast (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 (level v)?> or <touching (plaform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\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) > (y position)>>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(Falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (Jump Duration)>> then\n change [jumping v] by (1)\n set [speed y v] to (Jump Force)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (Gravity)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> - <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>)\nif <(KEY X) = [0]> then\n if <<(Falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (Acceleration))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (Resistance))\n\ndefine Reset and Begin Level\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((Scene #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((Scene #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((Scene #) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((Scene #) + (-100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Soild\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(Falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Soild\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Soild\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Soild\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine 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 Slide\nif <(Falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Soild\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\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 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\nFix Collision in Direction [0]\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [13]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-141]\nset [spawn y v] to [44]\nReset and Begin Level\n\n@Music2\n\nwhen flag clicked\nforever\n play sound [Jingle Bells Violin \(loop\) - pixabay v] until done\nend\n\n@Xmas\n\nwhen I receive [xmas time! v]\nshow\nforever\n point in direction ((([sin v] of ((Animate) + (-50)) ) * (5)) + (90))\n set size to ((([sin v] of (Animate) ) * (-5)) + (105)) %\n change [animate v] by (8)\nend\n\nwhen flag clicked\nhide\nset [animate v] to [1]\n\n@(Love Fave Follow)\n\nwhen I receive [green flag clicked v]\nbroadcast (love fave follow v)\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\nhide\n\nwhen I receive [love fave follow v]\nwait (1) seconds\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)\nswitch costume to (love fave follow!!!6 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen flag clicked\nforever\n broadcast (green flag clicked v)\n wait (45) seconds\nend\n\n@Level\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [change scene v]\nerase all\nswitch costume to (join [Scene] (Scene #))\nStamp Outline\nStamp Shadow\n\n
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░I░n░s░t░r░u░c░t░i░o░n░s░:░\n░♦░️░ ░⬅░ ░⬆░ ░➡░ mobile░♦░️░\n\n(っ◔◡◔)っ ❄ㅤㅤㅤㅤ♦️ ❄ Sαℓυт admire єт ¢σηтємρℓє נυѕтє мα ¢яéαтιση ☃\n вση נєυ ! ♦️\n\nᴬ ²⁰⁰ ❤ ᵉᵗ ¹⁰⁰ ⭐ ⁼ ᵖᵃʳᵗ ²
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