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プラットフォーマー Platformer
@Stage\n\nwhen flag clicked\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nset [ステージ v] to [1]\nforever\n play sound [Nebula v] until done\nend\n\n@空白\n\n@プレイヤー\n\nwhen I receive [スタート v]\ngo to x: (-200) y: (-50)\nswitch costume to (上前向き v)\nset drag mode [not draggable v]\ngo to [front v] layer\ngo [forward v] (1) layers\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\npoint in direction (90)\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<[50] < (mouse x)> and <mouse down?>>>> then\n set [左右 v] to [右]\n change [x v] by (1)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [-50]> and <mouse down?>>>> then\n set [左右 v] to [左]\n change [x v] by (-1)\n else\n set [左右 v] to [前]\n end\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\n if <touching (地面 v)?> then\n x座標補正\n end\n change y by (y)\n if <touching (地面 v)?> then\n y座標補正\n end\n if <touching (バネ v)?> then\n set [y v] to [22]\n end\n if <<touching (障害物 v)?> or <<<(costume [number v]) < [4]> and <(y position) < [-180]>> or <<[3] < (costume [number v])> and <(y position) < [-165]>>>> then\n set [x v] to [0]\n set [y v] to [0]\n start sound [Crunch v]\n go to x: (-200) y: (-50)\n set [判定 v] to [1]\n wait until <(判定) = [0]>\n end\n if <[240] < (x position)> then\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n start sound [High Whoosh v]\n go to x: (-200) y: (-50)\n if <(ステージ) < [9]> then\n set [判定 v] to [1]\n wait until <(判定) = [0]>\n end\n end\nend\n\ndefine y座標補正\nif <[0] < (y)> then\n repeat until <not <touching (地面 v)?>>\n change y by (-1)\n end\nelse\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\nend\nset [y v] to [0]\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n set [y v] to [15]\nend\n\ndefine x座標補正\nif <[0] < (x)> then\n repeat until <not <touching (地面 v)?>>\n change x by (-1)\n end\nelse\n repeat until <not <touching (地面 v)?>>\n change x by (1)\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n set [y v] to [14]\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\nelse\n set [x v] to [0]\nend\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nset [固有ステージ v] to (ステージ)\nwait until <not <(固有ステージ) = (ステージ)>>\nrepeat (2)\n change size by (-10)\n change [ghost v] effect by (30)\nend\ndelete this clone\n\nwhen I receive [スタート v]\nforever\n switch costume to (join (join (上下) (左右)) [向き])\nend\n\nwhen I receive [スタート v]\nforever\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < [-120]> and <mouse down?>>> then\n set [上下 v] to [下]\n else\n set [上下 v] to [上]\n end\nend\n\n@地面\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset size to (100) %\npoint in direction (90)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@障害物\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset size to (100) %\npoint in direction (90)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@バネ\n\nwhen I receive [スタート v]\ngo to x: (0) y: (5)\nswitch costume to (1 v)\nset size to (100) %\npoint in direction (90)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@背景\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (100) %\npoint in direction (90)\nshow\n言語は?\nforever\n switch costume to ((ステージ) + (<(言語) = [English]> * (10)))\nend\n\ndefine 言語は?\nif <(language::translate) = [日本語]> then\n set [言語 v] to [日本語]\nelse\n set [言語 v] to [English]\nend\n\n@太陽\n\nwhen I receive [スタート v]\ngo to x: (210) y: (140)\nswitch costume to (太陽 v)\nset [cos v] to [0]\ngo to [back v] layer\nset size to (90) %\npoint in direction (90)\nforever\n change [cos v] by (8)\n change size by ([cos v] of (cos) )\nend\n\n@クローン\n\nwhen I receive [スタート v]\nswitch costume to (click to start v)\ngo to x: (0) y: (0)\nset drag mode [not draggable v]\nset size to (100) %\npoint in direction (90)\nhide\nset [id v] to [1]\n\nwhen I start as a clone\nif <(ID) = [1]> then\n set [雑用 v] to [0]\n go to [front v] layer\n show\n forever\n change [雑用 v] by (8)\n turn right ([cos v] of (雑用) ) degrees\n change size by ([sin v] of (雑用) )\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n set [ghost v] effect to (100)\n repeat (2)\n change [ghost v] effect by (-50)\n end\n wait until <<mouse down?> or <key (any v) pressed?>>\n stop [other scripts in sprite v]\n set [判定 v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nelse\n show\nend\n\nwhen I receive [スタート v]\nset [判定 v] to [1]\nforever\n wait until <(判定) = [1]>\n create clone of (_myself_ v)\n wait until <(判定) = [0]>\nend\n\nwhen I receive [スタート v]\nset [time v] to [0]\nforever\n if <(判定) = [0]> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [スタート v]\nwait (0) seconds\nwait until <(ステージ) = [10]>\nstop [other scripts in sprite v]\nif <(Time) < (☁ Best Time)> then\n set [☁ best time v] to (Time)\nend\nset [id v] to [2]\nクローン (Time) [-154] [160]\nクローン (☁ Best Time) [-154] [138]\ngo to x: (-200) y: (160)\nswitch costume to ((11) + <(言語) = [English]>)\nset size to (60) %\nshow\n\ndefine クローン (何?) (x) (y)\ngo to x: (x) y: (y)\nset [雑用 v] to [0]\nset size to (50) %\nrepeat (length of (何?))\n change [雑用 v] by (1)\n switch costume to (letter (雑用) of (何?))\n create clone of (_myself_ v)\n change x by (13)\nend\n\n@雲\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\n wait (pick random (1.5) to (2)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [必需品 v] to (pick random (50) to (120))\ngo to x: (280) y: ((170) - (必需品))\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (pick random (0) to (50))\ngo to [back v] layer\ngo [forward v] (5) layers\nset rotation style [left-right v]\npoint in direction (pick random (-90) to (90))\nset size to ((85) + ((必需品) / (2))) %\nshow\nrepeat until <(x position) < [-260]>\n change x by ((0) - (round ((必需品) / (15))))\nend\nrepeat (5)\n change [ghost v] effect by (20)\n change x by ((0) - (round ((必需品) / (15))))\nend\ndelete this clone\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (サムネ v)\nset size to (100) %\nshow\nforever\n go to [front v] layer\nend\n\n
English is below!\n一応タイムあるから速くゴールしてね!\nステージ少なくてごめん。\n続編作りました↓\nhttps://scratch.mit.edu/projects/629028409/\nI have time, so please finish immediately!\nI'm sorry I didn't have enough stages.\nI made a sequel↓\nhttps://scratch.mit.edu/projects/629028409/
【#3】*ʙʀɪᴄᴋ* Minecraft Platformer @popopo19 #Games
@Stage\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nforever\n play sound [よちよち歩き v] until done\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [10]> then\n wait (0.5) seconds\n broadcast (ゲームクリアー v)\n end\nend\n\nrepeat until <(ステージ) = [10]>\n\nwhen I receive [ゲームクリアー v]\nshow variable [☁ 世界記録 v]\nhide variable [タイム v]\nshow variable [自分のタイム v]\ngo to [front v] layer\nif <(☁ 世界記録) > (自分のタイム)> then\n set [☁ 世界記録 v] to (自分のタイム)\nend\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide variable [自分のタイム v]\nforever\n set [自分のタイム v] to (timer)\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nswitch backdrop to (背景1 v)\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide variable [見ましたか? v]\n\n@キューブ\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <<<(y position) < [-175]> or <touching (棘 v)?>> or <<<touching (スプライト20 v)?> or <touching (罠 v)?>> or <touching (マグマ v)?>>>> then\n 例のあれ\n end\nend\n\ndefine 例のあれ\nstart sound [Pew v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nshow\nbroadcast (ゲージ減少 v)\nchange [タヒんだ数 v] by (1)\n\nwhen flag clicked\nforever\n if <[239] < (x position)> then\n if <not <(ステージ) = [10]>> then\n broadcast (NEXT v)\n go to x: (-200) y: (46)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n set [シーン v] to [1]\n end\n end\nend\n\ndefine 次のステージ\ngo to x: (-200) y: (-103)\nset [x v] to [0]\nset [y v] to [0]\nchange [ステージ v] by (1)\n\ndefine 壁ジャンプ\nchange [y v] by (-1)\nchange y by (y)\nif <touching (スプライト1 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nif <<<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (スプライト1 v)?>> then\n start sound [cursor7 v]\n set [y v] to [13]\nend\nchange y by (1)\n\nhide\n\nwhen I receive [kakusu v]\n\nwhen I receive [解除 v]\nshow\ngo to x: (-200) y: (46)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [解除 v]\n\nchange [ステージ v] by (1)\n\nwhen I receive [next v]\nset [シーン v] to [0]\n\nwhen I receive [解除 v]\nshow\nset [シーン v] to [1]\n\nwhen I receive [今だよー v]\n\nwhen I receive [戻す v]\ngo to x: (-194) y: (46)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen I receive [start v]\n\nwhen flag clicked\nset [シーン v] to [1]\ngo to x: (-194) y: (46)\ngo to [front v] layer\nshow\nclear graphic effects\nswitch costume to (コスチューム3 v)\nset size to (75) %\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-194) y: (-10)\nset rotation style [left-right v]\npoint in direction (90)\nshow\nforever\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n change x by (x)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n start sound [ジャンプの着地 v]\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [13]\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 set [x v] to ((x) * (0.88))\n 壁ジャンプ\n if <touching (ジャンプ台 v)?> then\n set [y v] to [20]\n start sound [Jump v]\n broadcast (バネ v)\n end\nend\n\nif <(シーン) = [1]> then\n\nwhen flag clicked\n\n\n\nwhen I receive [game over v]\nhide\n\n@ジャンプ台\n\nwhen I receive [バネ v]\nswitch costume to (コスチューム2 v)\nwait (0.5) seconds\nswitch costume to (コスチューム1 v)\nwait (1) seconds\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (-115)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nhide\nforever\n if then\n if then\n point in direction (105)\n go to x: (-18) y: (-140)\n show\n end\n else\n if <not > then\n hide\n end\n end\nend\n\nset drag mode [not draggable v]\n\n\n\nif <mouse down?> then\n\n@罠\n\nwhen flag clicked\nhide\ngo [backward v] (3) layers\npoint in direction (90)\ngo to x: (141) y: (-147)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nforever\n if <<(ステージ) = [2]> or <<(ステージ) = [3]> or <<(ステージ) = [5]> or <<(ステージ) = [8]> or <<(ステージ) = [6]> or <(ステージ) = [9]>>>>>> then\n if <(ステージ) = [2]> then\n switch costume to (コスチューム1 v)\n show\n end\n if <(ステージ) = [3]> then\n go to x: (92) y: (-146)\n switch costume to (コスチューム2 v)\n show\n end\n if <(ステージ) = [5]> then\n switch costume to (wtr v)\n show\n end\n if <(ステージ) = [6]> then\n switch costume to (cactus2 v)\n go to x: (65) y: (-157)\n show\n end\n if <(ステージ) = [8]> then\n go to x: (180) y: (-146)\n show\n end\n if <(ステージ) = [9]> then\n show\n go to x: (172) y: (87)\n end\n else\n if <not <<(ステージ) = [2]> or <<(ステージ) = [3]> or <<(ステージ) = [5]> or <<(ステージ) = [6]> or <<(ステージ) = [8]> or <(ステージ) = [9]>>>>>>> then\n hide\n end\n end\nend\n\n@マグマ\n\nwhen flag clicked\nhide\ngo [backward v] (99) layers\npoint in direction (90)\ngo to x: (-22) y: (-12)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nforever\n if then\n if then\n show\n end\n else\n if then\n hide\n end\n end\nend\n\n@棘\n\nif <(ステージ) = [9]> then\n show\n go to x: (-20) y: (-115)\n switch costume to (コスチューム2 v)\nend\n\nwhen flag clicked\nhide\ngo to x: (-25) y: (-100)\nswitch costume to (コスチューム1 v)\nset size to (200) %\nforever\n if then\n if then\n show\n go to x: (46) y: (-165)\n end\n else\n if <not > then\n hide\n end\n end\nend\n\nif then\n go to x: (63) y: (-159)\n switch costume to (コスチューム1 v)\n show\n if then\n go to x: (-106) y: (-159)\n show\n end\nend\n\nswitch costume to (コスチューム2 v)\nhide\n\nwhen flag clicked\nforever\n \nend\n\nif <(ステージ) = [5]> then\n show\n set size to (150) %\n go to x: (5) y: (-87)\nend\n\nwhen flag clicked\nforever\n\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (-11) y: (-100)\n\n@Love fave\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (-289)\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nhide\ngo [forward v] (99) layers\nswitch costume to (コスチューム1 v)\nset size to (100) %\nhide\nforever\n if <(ステージ) = [10]> then\n if <(ステージ) = [10]> then\n show\n go to x: (-2) y: (-289)\n end\n else\n if <not <(ステージ) = [10]>> then\n hide\n end\n end\nend\n\n@cooltext400889489071722\n\nwhen flag clicked\nhide\ngo [forward v] (99) layers\nswitch costume to (コスチューム1 v)\nset size to (100) %\nhide\nforever\n if <(ステージ) = [10]> then\n if <(ステージ) = [10]> then\n show\n go to x: (1) y: (74)\n end\n else\n if <not <(ステージ) = [10]>> then\n hide\n end\n end\nend\n\n@光\n\nwhen flag clicked\ngo to x: (240) y: (183)\ngo to [back v] layer\nshow\nforever\n repeat (50)\n change size by (2)\n end\n repeat (50)\n change size by (-2)\n end\nend\n\n@雲\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nrepeat (10)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\ngo to x: (pick random (330) to (-140)) y: (140)\nglide (pick random (5) to (7)) secs to x: (-330) y: (y position)\ndelete this clone\n\n@地面の影\n\nwhen flag clicked\ngo to [back v] layer\nshow\npoint in direction (90)\n\npoint in direction (82)\n\n@人の影\n\nwhen flag clicked\nshow\nset [ghost v] effect to (55)\nforever\n go to (キューブ v)\nend\n\nwhen I receive [ゲームクリアー v]\nhide\n\nwhen I receive [game over v]\nhide\n\n@time\n\nstop [other scripts in sprite v]\n\ndefine Time (x) (y) (表示する桁)\nshow\nbroadcast (削除 v)\nset [time表示用 v] to [0]\nset size to (大きさ) %\ngo to x: ((x) + ((0.425) * (size))) y: ((y) - ((0.25) * (size)))\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nchange x by ((((42.5) + (10)) * (size)) / (100))\nrepeat (length of ([floor v] of (timer) ))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\nend\nif <not <((表示する桁) * (1)) = [0]>> then\n change x by ((0.065) * (size))\n change [time表示用 v] by (1)\n switch costume to (コスチューム12 v)\n create clone of (_myself_ v)\n change x by ((0.065) * (size))\n repeat ((表示する桁) - (letter (1) of ((表示する桁) - (3))))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\n end\nend\nhide\n\nwhen I receive [削除 v]\ndelete this clone\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\n\nwhen I receive [表示 v]\nforever\n Time [-220] [150] []\nend\n\nwhen flag clicked\nset [大きさ v] to [100]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen flag clicked\nhide variable [タイム v]\nset [タイム v] to [0]\nforever\n change [タイム v] by (1)\n wait (1) seconds\nend\n\n@テキスト\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [ゲームクリアー v]\ngo to x: (-3) y: (32)\nshow\nshow variable [タイム v]\n\n@Atmosphere\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\n wait (pick random (0.75) to (1)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (0) to (50))\nset size to (pick random (50) to (110)) %\npoint in direction (pick random (-90) to (90))\ngo to [back v] layer\ngo to x: (pick random (-200) to (200)) y: (-180)\nrepeat until <(y position) > [150]>\n change y by (pick random (5) to (10))\nend\nhide\ndelete this clone\n\n@サムネ\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\ngo to [front v] layer\n\n@スプライト2\n\nwhen flag clicked\nset [タヒんだ数 v] to [0]\nshow\ngo to [front v] layer\ngo to x: (32) y: (125)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ゲージ減少 v]\nnext costume\n\nwhen flag clicked\nforever\n if <(タヒんだ数) = [3]> then\n broadcast (Game Over v)\n hide\n stop [all v]\n end\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game over v]\nstart sound [Pew v]\nshow\nstop [all v]\n\n@cooltext401754082775058\n\nwhen flag clicked\nhide\n\n
【参考】\nキャラクター 影 @qamina31様\n\n新作です! https://scratch.mit.edu/projects/632488771/ \n\n旗は2回押してください。 \n\n日本語の説明は下です。\n\n The arrow keys are used to control the game. Or you can tap in the direction you want to go to advance. \n\nPCは、十字キーで操作します。 スマホもしくはタブレットは、進みたい方向にタップすると進むことができます。
Winter | Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (empty v)\nforever\n play sound [1033494_Galactic v] until done\nend\n\nwhen flag clicked\nhide\nforever\n if <(level) = [14]> then\n broadcast (THE END :\) v)\n stop [this script v]\n end\nend\n\n@Blank\n\n@player\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [go v]\ngo [forward v] (10) layers\nset size to (70) %\nswitch costume to (nrom v)\nclear graphic effects\npoint in direction (90)\nset [x move v] to [0]\nset [y move v] to [0]\ngo to x: (level start X Player) y: (level start Y Player)\nshow\nforever\n change y by (-3)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [jump v]\n set [y move v] to [8.5]\n end\n end\n change y by (3)\n if <(y move) > [-15]> then\n change [y move v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (platform v)?>> then\n change y by (-1)\n set [in air v] to [1]\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n if <touching (platform v)?> then\n set [in air v] to [0]\n end\n change y by (2)\n change y by (y move)\n if <touching (platform v)?> then\n change y by (-2)\n if <touching (platform v)?> then\n change y by ((-1) * (y move))\n set [y move v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n change [level v] by (1)\n start sound [Collect v]\n hide\n broadcast (next level v)\n broadcast (transition v)\n clear graphic effects\n point in direction (90)\n set [x move v] to [0]\n set [y move v] to [0]\n go to x: (level start X Player) y: (level start Y Player)\n show\n end\nend\n\nwhen I receive [go v]\nforever\n set [x move v] to ((x move) * (0.85))\n change x by (x move)\n if <touching (platform v)?> then\n change y by (-2)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (-5)\n change x by ((-1) * (x move))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(x move) = [0]>>> then\n set [y move v] to [8]\n set [x move v] to (((x move) / ([abs v] of (x move) )) * (-10))\n else\n set [x move v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nforever\n if <<(y position) < [-175]> or <touching (oof v)?>> then\n hide\n start sound [Crunch v]\n clear graphic effects\n point in direction (90)\n set [x move v] to [0]\n set [y move v] to [0]\n go to x: (level start X Player) y: (level start Y Player)\n show\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 move v] by (-1.5)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x move v] by (1.5)\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\n set [playery v] to (y position)\nend\n\ngo to x: (-225) y: (-40)\n\nwhen flag clicked\nwait until <(level) = [3]>\nset [level start x player v] to [-225]\nset [level start y player v] to [130]\nwait (.01) seconds\ngo to x: (level start X Player) y: (level start Y Player)\npoint in direction (90)\nwait until <(level) = [4]>\nset [level start x player v] to [-225]\nset [level start y player v] to [-40]\nwait (.01) seconds\ngo to x: (level start X Player) y: (level start Y Player)\npoint in direction (90)\nwait until <(level) = [5]>\nset [level start x player v] to [-152]\nset [level start y player v] to [30]\nwait (.01) seconds\ngo to x: (level start X Player) y: (level start Y Player)\npoint in direction (90)\nwait until <(level) = [6]>\nset [level start x player v] to [-152]\nset [level start y player v] to [130]\nwait (.01) seconds\ngo to x: (level start X Player) y: (level start Y Player)\npoint in direction (90)\nwait until <(level) = [7]>\nset [level start x player v] to [-195]\nset [level start y player v] to [-20]\nwait (.01) seconds\ngo to x: (level start X Player) y: (level start Y Player)\npoint in direction (90)\n\n\nbroadcast (transition v)\n\nwhen flag clicked\nforever\n if <<(in air) = [0]> and <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n play sound (pick random (3) to (5)) until done\n end\nend\n\n@platform\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch costume to (1 v)\nchange [ghost v] effect by (100)\nset [level v] to [1]\nhide\n\n@deco\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (level)\nend\n\n@oof\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nclear graphic effects\nset [ghost v] effect to (100)\n\n@thumbnail \n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\ngo to [front v] layer\n\nwhen I receive [stop v]\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (0.025) seconds\nend\n\n@bg\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I receive [go v]\nshow\nforever\n go to x: ((playerX) / (-10)) y: ((playerY) / (-10))\n go to [back v] layer\nend\n\n@Par\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\ngo to x: (pick random (-230) to (230)) y: (-180)\nset size to (pick random (30) to (50)) %\npoint in direction (pick random (-90) to (90))\nshow\nrepeat (20)\n move (2) steps\n change y by (1)\n turn right (5) degrees\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@transition\n\nwhen I receive [transition v]\ngo to [front v] layer\nshow\ngo to [front v] layer\nclear graphic effects\nwait (.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (1 v)\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nclear graphic effects\n\n@win screen \n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I receive [the end :\) v]\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nshow\nswitch costume to (text v)\nwait (2) seconds\nrepeat (1027)\n change y by (1)\nend\nwait (.9) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to (me v)\ngo to x: (0) y: (0)\nwait (.9) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1.3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (thumbnail v)\n\nwhen I start as a clone\nswitch costume to (black screen v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nwhen I receive [wr ani v]\nstop [other scripts in sprite v]\nhide\n\n@Intro\n\ndefine [Smooth spin] Speed - (speed) [Ending direction] (direction) [Full turn speed] (full speed)\nset [my variable v] to [0]\nrepeat (15)\n change [my variable v] by (full speed)\n turn right (my variable) degrees\nend\nrepeat until <(round (direction)) = (direction)>\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\nset [full turn speed v] to [1]\nset [ending direction v] to [90]\nset [smooth spin v] to [5]\npoint in direction (90)\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (capture2 v)\n show\n go to x: (-240) y: (0)\n set size to (10) %\n repeat (2)\n change x by (6)\n change size by (5)\n end\n repeat (3)\n change x by (9)\n change size by (6)\n end\n repeat (4)\n change x by (12)\n change size by (8)\n end\n repeat (3)\n change x by (12)\n change size by (8)\n end\n repeat (3)\n change x by (12)\n change size by (6)\n end\n repeat (3)\n change x by (9)\n change size by (6)\n end\n repeat (3)\n change x by (7)\n change size by (6)\n end\n repeat (3)\n change x by (5)\n change size by (4)\n end\n repeat (3)\n change x by (3)\n change size by (3)\n end\n repeat (3)\n change x by (3)\n change size by (3)\n end\n repeat (3)\n change x by (2)\n change size by (2)\n end\n repeat (3)\n change x by (1)\n change size by (1)\n end\n [Smooth spin] Speed - (Smooth spin) [Ending direction] (Ending direction) [Full turn speed] (Full turn speed)\n wait (.5) seconds\n repeat (2)\n change size by (-6)\n end\n repeat (3)\n change size by (-8)\n end\n repeat (4)\n change size by (-10)\n end\n repeat (5)\n change size by (-14)\n end\n hide\n broadcast (transition v)\n broadcast (go v)\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [thumbnail v]\nset volume to (100) %\nstart sound [end v]\ngo to [front v] layer\ngo to x: (0) y: (200)\nset [brightness v] effect to (45)\nshow\nrepeat (45)\n change y by (((0) - (y position)) / (7))\n change [brightness v] effect by (-1)\nend\n\n@WR ANIMATION\n\nwhen flag clicked\nhide\nshow variable [time v]\nswitch costume to (empty v)\nset size to (100) %\nswitch costume to (costume1 v)\nclear graphic effects\n\nwhen I receive [wr ani v]\ngo to [front v] layer\nhide variable [time v]\nhide variable [☁ world record v]\ngo to [front v] layer\nshow\nrepeat (9)\n next costume\n wait (.025) seconds\nend\nwait (1) seconds\nrepeat (9)\n switch costume to ((costume [number v]) - (1))\n wait (.025) seconds\nend\nhide\nbroadcast (transition v)\nwait (.3) seconds\nbroadcast (flash v)\nshow\nswitch costume to (me v)\nwait (2) seconds\nbroadcast (flash v)\nswitch costume to (me2 v)\nwait (.5) seconds\nbroadcast (flash v)\nswitch costume to (me3 v)\nwait (1) seconds\nshow\ngo to [front v] layer\n\n@timer\n\nwhen I receive [go v]\nshow variable [time v]\nset [time v] to [0]\nrepeat until <(level) = [14]>\n change [time v] by (1)\n wait (1) seconds\nend\nstop [this script v]\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen I receive [the end :\) v]\nforever\n if <(time) < (☁ WORLD RECORD)> then\n if <(time) < (☁ WORLD RECORD)> then\n set [☁ world record v] to (time)\n broadcast (WR ANI v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [the end :\) v]\nshow variable [☁ world record v]\n\n@skin gain ani\n\nwhen flag clicked\nhide\ngo to [front v] layer\npoint in direction (90)\nset size to (30) %\ngo to x: (0) y: (0)\nswitch costume to (with out text v)\n\nwhen I receive [give skin v]\ngo to [front v] layer\npoint in direction (90)\nset size to (30) %\ngo to x: (0) y: (0)\nset rotation style [all around v]\nswitch costume to (with out text v)\nwait (1) seconds\nbroadcast (transition v)\nshow\nrepeat (56)\n turn left (25) degrees\n change size by (10)\nend\nturn left (25) degrees\npoint in direction (90)\nswitch costume to (with text v)\nrepeat until <<key (any v) pressed?> or <mouse down?>>\n repeat (10)\n change y by (1.5)\n end\n repeat (10)\n change y by (-1.5)\n end\nend\nswitch costume to (with out text v)\nrepeat (58)\n change size by (-8.4)\nend\nset rotation style [left-right v]\nrepeat until <touching (player v)?>\n move (10) steps\n point towards (player v)\nend\nhide\nbroadcast (flash v)\nbroadcast (change skin v)\n\n@flash\n\nwhen flag clicked\nshow\nset size to (300) %\nset [ghost v] effect to (100)\n\nwhen I receive [flash v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [flash v]\nswitch costume to (white v)\ngo to [front v] layer\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\n@snow\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to [front v] layer\nswitch costume to (1 v)\nset size to (120) %\ngo to [front v] layer\nset [ghost v] effect to (50)\nforever\n next costume\nend\n\nwhen I receive [thumbnail v]\nforever\n go to [front v] layer\nend\n\n
<------------- Winter ------------>\nHow to play: \n• use WASD or arrow keys to move. \n• Don't touch the red spikes or you die. \n• You must collect all of the coins to proceed to the \n next level (mobile is compatible)\n\nCredits:\nMe - all code and sprites\n\nmusic: \nSecretMusician - Galatic\n\nRandom fun facts about winter :)\n\n1.) The Earth is actually closest to the sun in December!\n2.) The average snowflake falls at a little over 3 miles per hour!\n3.) A single snowstorm can drop 39 million tons of snow!\n\nnow storytime :D\n\nI first saw snow when I was visiting my cousin in Montana.\n\nstorytime over. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n---------------------------------------\n#Game #Fun #winter #project #Thepugmen #cold #platformer #Mobile #LOVE #Favorite #Scratch #blue #Orange #Playing #Dodging #Play #Square #Cube #Thumbnail #Colors #Cool #Awesome #Good #Great #Comment #easy #snow #Hard #Animations #All #Art #Music #Stories #Tutorials #explore
Lost Platformer-1#All
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (player v)\ngo to x: (-200) y: (-42)\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 switch costume to (player2 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 change [x velocity v] by (-1)\n switch costume to (player3 v)\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) = [248]> then\n go to x: (-199) y: (-63)\n broadcast (Next Level v)\n end\n if <touching (enemy v)?> then\n go to x: (-199) y: (-63)\n end\n if <touching (spikes v)?> then\n go to x: (-199) y: (-63)\n end\n if <touching (lava v)?> then\n go to x: (-199) y: (-63)\n end\n if <touching (spikes v)?> then\n go to x: (-199) y: (-63)\n end\nend\n\nset [my variable v] to [0]\n\n@Levels\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Enemy\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (-225) y: (16)\nforever\n if <(costume [number v]) = [8]> then\n repeat (10)\n change x by (10)\n end\n wait (1) seconds\n repeat (10)\n change x by (-10)\n end\n end\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set y to ((0) + (([cos v] of (((timer) - (3)) * (200)) ) * (5)))\nend\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\nforever\n play sound [Unlimited by @-Xaf- v] until done\nend\n\n@TN\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Intro\n\nwhen flag clicked\nshow\nrepeat (37)\n next costume\nend\nhide\n\n
If I hit 100 likes I will make part-2\nPls like and fav for part-2\nCheck out this cool studio and also follow it pls!\nhttps://scratch.mit.edu/studios/30897484\nFamous likes and faves-\n@prodannau\nFamous Scratchers Comments-\n@ManGold-0658\n@prodannau\n
[#5] Ice platformer - Qamina31
@Stage\n\nwhen I receive [1 v]\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [intro end{galaxyfx} v]\nforever\n play sound [komorebi no nakade v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nstart sound [壁キック v]\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (17)\nend\ndelete this clone\n\nwhen I receive [intro end{galaxyfx} v]\nhide variable [time v]\nhide variable [☁ time v]\nset [time v] to [0]\nset size to (100) %\nshow\ngo to x: (-181) y: (-80)\nset [y v] to [0]\nswitch costume to (normal v)\npoint in direction (90)\nset [x v] to [0]\nclear graphic effects\nforever\n create clone of (_myself_ v)\n if <<key (left arrow v) pressed?> or <<[-1] > (mouse x)> and <mouse down?>>> then\n change [x v] by (-1)\n switch costume to (right v)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > [-1]> and <mouse down?>>> then\n switch costume to (right v)\n change [x v] by (1)\n end\n change x by (x)\n if <touching (地面1 v)?> then\n change y by (1)\n if <touching (地面1 v)?> then\n change y by (1)\n if <touching (地面1 v)?> then\n change y by (1)\n if <touching (地面1 v)?> then\n change y by (1)\n if <touching (地面1 v)?> then\n change y by (1)\n if then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[-45] < (mouse y)> and <mouse down?>>> then\n start sound [壁キック v]\n if <(x) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n set [x v] to ((x) * (0.9))\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n if <touching (地面1 v)?> then\n set [y v] to [12]\n start sound [ジャンプ v]\n end\n end\n change y by (y)\n change [y v] by (-1)\n if then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <[239] < (x position)> then\n go to x: (-181) y: (-80)\n broadcast (1 v)\n end\n if <<touching (刺々してんなぁw v)?> or <touching (刺々してんなぁw2 v)?>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-181) y: (-80)\n end\n if <(y position) < [-150]> then\n go to x: (-181) y: (3)\n end\n if <touching (バネェェ!!! v)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [intro end{galaxyfx} v]\nrepeat until <([costume # v] of [地面1 v]) = [9]>\n wait (1) seconds\n change [time v] by (1)\nend\nshow variable [☁ time v]\nshow variable [time v]\nset [☁ clearer v] to (time)\nif <(time) < (☁ Time)> then\n set [☁ time v] to (time)\nend\n\nshow variable [time v]\n\n@刺々してんなぁw\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\n\nset [color v] effect to (40)\n\nwhen I receive [intro end{galaxyfx} v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\npoint in direction (90)\nforever\n switch costume to ([costume # v] of [地面1 v])\nend\n\n@地面1\n\nwhen flag clicked\nhide\n\nwhen I receive [1 v]\nnext costume\n\nwhen I receive [intro end{galaxyfx} v]\nswitch costume to (コスチューム2 v)\nshow\n\n@Atmosphere\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (0) to (50))\nset size to (pick random (50) to (110)) %\npoint in direction (pick random (-90) to (90))\ngo to [back v] layer\ngo to x: (pick random (-200) to (200)) y: (-180)\nrepeat until <(y position) > [150]>\n change y by (pick random (5) to (10))\nend\nhide\ndelete this clone\n\nwhen I receive [intro end{galaxyfx} v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0.75) to (1)) seconds\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n@Free Intro Engine{Made by GalaxyFX}\n\nwhen flag clicked\n\nclear sound effects\n\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [pixelate v] effect to (0)\nif <[o] = (ID)> then\n switch costume to (枠● v)\n set [a v] to [55]\n change size by (-50)\n repeat (20)\n next costume\n change size by (a)\n change [a v] by (((0) - (a)) / (5))\n end\n delete this clone\nelse\n if <[--] = (ID)> then\n switch costume to (長い棒10 v)\n set size to (30) %\n set [a v] to [40]\n repeat (20)\n next costume\n move (a) steps\n change [a v] by (((0) - (a)) / (5))\n end\n delete this clone\n else\n if <[~] = (ID)> then\n switch costume to (棒 v)\n go to x: (0) y: (0)\n repeat (40)\n next costume\n end\n delete this clone\n else\n if <[sannkaku] = (ID)> then\n switch costume to (◁ v)\n set [a v] to [40]\n set size to (100) %\n repeat (10)\n next costume\n set [mosaic v] effect to (0)\n move (a) steps\n change [a v] by (((0) - (a)) / (5))\n end\n delete this clone\n else\n if <[snkk] = (ID)> then\n switch costume to (枠△ v)\n change size by (-75)\n set [a v] to [55]\n repeat (20)\n next costume\n change size by (a)\n change [a v] by (((0) - (a)) / (5.5))\n end\n delete this clone\n else\n if <[rkk] = (ID)> then\n set [a v] to [55]\n switch costume to (枠hexagon v)\n change size by (-90)\n repeat (20)\n next costume\n change size by (a)\n change [a v] by (((0) - (a)) / (5))\n end\n delete this clone\n else\n if <[hp] = (ID)> then\n switch costume to (枠8 pointed star v)\n change size by (-100)\n set [a v] to [55]\n repeat (19)\n next costume\n change size by (a)\n change [a v] by (((0) - (a)) / (5))\n end\n delete this clone\n else\n if <[phw] = (ID)> then\n switch costume to (phw v)\n repeat (20)\n next costume\n set [c v] to (costume [number v])\n wait (0.05) seconds\n end\n delete this clone\n else\n if <[====] = (ID)> then\n forever\n set [ghost v] effect to (50)\n go to [front v] layer\n switch costume to (コスチューム1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Clone (id) (s)\nrepeat (s)\n set [id v] to (id)\n create clone of (_myself_ v)\nend\n\ndefine エフェクト(再描画する) (id) (回数)\nrepeat (回数)\n turn right ((360) / (回数)) degrees\n Clone (id) [1]\nend\n\ndefine エフェクト(再描画せず) (id) (回数)\nrepeat (回数)\n turn right ((360) / (回数)) degrees\n Clone (id) [1]\nend\n\nwhen I start as a clone\nif <[text] = (ID)> then\n set [f v] to [100]\n set size to (f) %\n Go to [0] [-500] [100]\n switch costume to (text v)\n set [鮭保存 v] to [0]\n グリッド [0] [0] [5]\nend\n\nShake [650] (鮭保存)\n\ndefine 音ハメ\nstart sound [MyAudio_1 v]\ndelete all of [音ハメ v]\nreset timer\nforever\n if <key (space v) pressed?> then\n add (timer) to [音ハメ v]\n wait until <not <key (space v) pressed?>>\n end\nend\n\ndefine Shake (spd) (size)\ngo to x: (([sin v] of ((timer) * ((spd) * (1.5))) ) * (size)) y: (([cos v] of ((timer) * ((spd) * (1.5))) ) * (size))\n\npoint in direction ((([cos v] of ((timer) * (spd)) ) * (size)) + (90))\n\ndefine 音ハメ (番号) 番号\nwait until <(item (番号) of [音ハメ v]) < (timer)>\n\nwhen I start as a clone\nif <[text] = (ID)> then\n go to [front v] layer\n point in direction (90)\n delete all of [text cam {galaxyfx} v]\n add [] to [text cam {galaxyfx} v]\n add [] to [text cam {galaxyfx} v]\n add [] to [text cam {galaxyfx} v]\n add [] to [text cam {galaxyfx} v]\n set [a v] to [0]\n repeat (length of [音ハメ v])\n change [a v] by (1)\n 音ハメ (a) 番号\n change [鮭保存 v] by (50)\n change [bg spd {galaxyfx} v] by (50)\n repeat (3)\n change size by (50)\n end\n end\n broadcast (Intro End{GalaxyFX} v)\nend\n\nwhen I start as a clone\nif <[bg] = (ID)> then\n switch costume to (オール v)\n forever\n point in direction (90)\n set [brightness v] effect to (-75)\n go to [back v] layer\n end\nelse\n if <[lt] = (ID)> then\n switch costume to (light v)\n forever\n clear graphic effects\n go to x: (0) y: (180)\n go to [front v] layer\n end\n end\nend\n\nwhen I start as a clone\nif <[bg2] = (ID)> then\n switch costume to (オール v)\n set [brightness v] effect to (0)\n set y to (500)\n グリッド (x position) [0] [90] [100] [2.5]\n 音ハメ [1] 番号\n delete this clone\nend\n\ndefine グリッド (x) (y) (向き) (z) (spd)\nset [glid spd v] to ((spd) * (4))\nset [glid c v] to (costume [number v])\nset [glid z v] to (size)\nrepeat until <<(x) = (round (x position))> and <<(y) = (round (y position))> and <<(向き) = (round (direction))> and <(z) = (round (size))>>>>\n switch costume to (ae\(air\) v)\n set size to ((1) / ()) %\n change [glid spd v] by (((1) - (Glid SPD)) / (spd))\n change x by (((x) - (x position)) / ((spd) * (Glid SPD)))\n change y by (((y) - (y position)) / ((spd) * (Glid SPD)))\n turn right (((向き) - (direction)) / ((spd) * (Glid SPD))) degrees\n change [glid z v] by (((z) - (Glid Z)) / ((spd) * (Glid SPD)))\n if <[100] > (Glid Z)> then\n switch costume to (◇ v)\n end\n set size to (Glid Z) %\n switch costume to (Glid C)\nend\n\nwhen I start as a clone\nif <[bg] = (ID)> then\n switch costume to (オール v)\n set [brightness v] effect to (-100000)\n go to [back v] layer\nend\n\ndefine 360(1) (spd)\nset [360spd v] to ((spd) * (4))\nrepeat ((spd) * (2))\n change [360spd v] by (((spd) - (360SPD)) / (spd))\n turn right ((360) / ((spd) * (360SPD))) degrees\nend\nrepeat until <[90] = (round (direction))>\n turn right (((90) - (direction)) / ((spd) * (1.25))) degrees\nend\npoint in direction (90)\n\nwhen I start as a clone\nif <[/\/\/\] = (ID)> then\n go to [back v] layer\n go [forward v] (3) layers\n set [b v] to [-600]\n point in direction (90)\n if <((item (1) of [音ハメ v]) + (0.1)) > (timer)> then\n set size to (1) %\n switch costume to (>>2 v)\n repeat until <[200] < (b)>\n Go to (item (1) of [text cam {galaxyfx} v]) (b) [100]\n change [b v] by ((BG SPD {GalaxyFX}) + (10))\n end\n Clone [/\/\/\] [1]\n repeat until <[1500] < (b)>\n Go to (item (1) of [text cam {galaxyfx} v]) (b) [100]\n change [b v] by ((BG SPD {GalaxyFX}) + (10))\n end\n delete this clone\nend\n\ndefine Go to (x) (y) (z)\nset [go to c v] to (costume [number v])\nset [go to z v] to (z)\nswitch costume to (ae\(air\) v)\nset size to ((1) / ()) %\ngo to x: (x) y: (y)\nif <[100] > (z)> then\n switch costume to (Go to C)\nelse\n switch costume to (ae\(air\) v)\n set size to ((1) / ()) %\nend\nset size to (Go to Z) %\nswitch costume to (Go to C)\n\nwhen I receive [intro start{galaxyfx} v]\nreset timer\n音ハメ [1] 番号\nClone [◇] [1]\n\nwhen I receive [intro start{galaxyfx} v]\nswitch costume to (ae\(air\) v)\nclear graphic effects\nset size to (100) %\nset [intro color{galaxyfx} v] to [110]\nset [color v] effect to (Intro Color{GalaxyFX})\nstart sound [MyAudio_1 v]\nreset timer\nClone [Neko] [1]\n音ハメ [1] 番号\ngo to x: (0) y: (0)\nClone [bg] [1]\nClone [text] [1]\ngo to x: (0) y: (180)\nClone [ae] [1]\ngo to x: (0) y: (0)\n音ハメ [6] 番号\nClone [oc4] [1]\nClone [oc5] [1]\nClone [oc2] [1]\nClone [oc3] [1]\n\nwhen I start as a clone\nif < (ID) contains [moji]?> then\n switch costume to (ID)\n Go to [0] [-360] [100]\n グリッド [0] [0] [4]\n 音ハメ [1] 番号\n delete this clone\nend\n\nwhen I start as a clone\nif <[sikaku] = (ID)> then\n switch costume to (枠□ v)\n repeat (11)\n next costume\n wait (0.05) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <[sikaku] = (ID)> then\n set [a v] to [15]\n switch costume to (枠□ v)\n repeat (20)\n change [a v] by (-0.2)\n change size by (a)\n end\nend\n\nwhen I start as a clone\nif <[slice] = (ID)> then\n switch costume to (slice v)\n clear graphic effects\n set y to (0)\n set x to (-600)\n グリッド [0] [0] [90] [100] [2.5]\n repeat (20)\n broadcast (Intro End{GalaxyFX} v)\n end\n グリッド [-600] [0] [90] [100] [5]\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [intro end{galaxyfx} v]\nif <<[text] = (ID)> or < (ID) contains [oc]?>> then\n stop [other scripts in sprite v]\n グリッド [0] [-720] [-90] [100] [7.5]\n delete this clone\nelse\n repeat (10)\n change [ghost v] effect by (10)\n stop [other scripts in sprite v]\n end\n clear graphic effects\n delete this clone\nend\n\nwhen I start as a clone\nif <[slice] = (ID)> then\n forever\n go to [front v] layer\n end\nend\n\ndefine グリッド (x) (y) (spd)\nset [glid spd v] to ((spd) * (4))\nset [glid c v] to (costume [number v])\nset [glid z v] to (size)\nrepeat until <<(x) = (round (x position))> and <(y) = (round (y position))>>\n switch costume to (ae\(air\) v)\n set size to ((1) / ()) %\n change [glid spd v] by (((1) - (Glid SPD)) / (spd))\n change x by (((x) - (x position)) / ((spd) * (Glid SPD)))\n change y by (((y) - (y position)) / ((spd) * (Glid SPD)))\n set size to (Glid Z) %\n switch costume to (Glid C)\nend\n\nwhen I start as a clone\nif <[damasied] = (ID)> then\n switch costume to (ae\(air\) v)\n set size to (1500) %\n set [brightness v] effect to (100)\n switch costume to (オール2 v)\n グリッド [0] [0] [90] [750] [2]\n グリッド [0] [0] [90] [1500] [2]\n delete this clone\nend\n\nwhen I start as a clone\nif <[damasied] = (ID)> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <[phw] = (ID)> then\n if <[90] = (direction)> then\n グリッドの向き [-110] [7.5]\n else\n グリッドの向き [110] [2.5]\n end\nend\n\ndefine グリッドの向き (向き) (spd)\nset [glid spd v] to ((spd) * (4))\nrepeat until <(向き) = (round (direction))>\n change [glid spd v] by (((1) - (Glid SPD)) / (spd))\n turn right (((向き) - (direction)) / ((spd) * (Glid SPD))) degrees\nend\npoint in direction (向き)\n\nwhen I start as a clone\nif <[yokobou] = (ID)> then\n switch costume to (よこぼう v)\n repeat (25)\n next costume\n end\n delete this clone\nend\n\nset size to (250) %\nClone [phw] [1]\n\ngo to x: (150) y: (-100)\n\nwhen I start as a clone\nif <[phw2] = (ID)> then\n switch costume to (1 v)\n repeat (11)\n next costume\n end\n 音ハメ [1] 番号\n repeat (11)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nswitch costume to (ae\(air\) v)\nset size to (1500) %\nrepeat (3)\n set [brightness v] effect to (100)\n Clone [phw2] [1]\n wait (.05) seconds\n set [brightness v] effect to (-50)\n Clone [phw2] [1]\n wait (.05) seconds\n set [brightness v] effect to (0)\n Clone [phw2] [1]\n wait (.05) seconds\nend\n\ndefine PHWSPWARN\nswitch costume to (◇ v)\npoint in direction (90)\nset size to (10) %\nset [brightness v] effect to (-50)\nClone [phw] [1]\nset size to (35) %\nset [brightness v] effect to (100)\nClone [phw] [1]\nset size to (25) %\nset [brightness v] effect to (50)\nClone [phw] [1]\nset size to (50) %\nrepeat (2)\n set [brightness v] effect to (0)\n Clone [phw] [1]\n change size by (50)\n set [brightness v] effect to (100)\n Clone [phw] [1]\n change size by (50)\n set [brightness v] effect to (-50)\n Clone [phw] [1]\n change size by (50)\n set [brightness v] effect to (50)\n Clone [phw] [1]\n change size by (50)\n set [brightness v] effect to (0)\nend\n\ndefine cool -- Spwarn\nset [brightness v] effect to (100)\nエフェクト(再描画せず) [--] [30]\nset [brightness v] effect to (0)\nエフェクト(再描画せず) [--] [20]\nchange [color v] effect by (20)\nset [brightness v] effect to (0)\nエフェクト(再描画せず) [--] [10]\nchange [color v] effect by (-20)\n\nwhen I start as a clone\nif <[◇] = (ID)> then\n go to [back v] layer\n go [forward v] (4) layers\n switch costume to (◇\(1\) v)\n point in direction (90)\n set [brightness v] effect to (0)\n set [b v] to [50]\n go to x: (0) y: (0)\n set [a v] to (x position)\n set [c v] to (y position)\n repeat until <[750] < (b)>\n change [b v] by ((BG SPD {GalaxyFX}) + (30))\n Go to ((item (1) of [text cam {galaxyfx} v]) + (a)) ((item (2) of [text cam {galaxyfx} v]) + (c)) (b)\n end\n create clone of (_myself_ v)\n repeat until <[3000] < (b)>\n change [b v] by ((BG SPD {GalaxyFX}) + (50))\n Go to ((item (1) of [text cam {galaxyfx} v]) + (a)) ((item (2) of [text cam {galaxyfx} v]) + (c)) (b)\n end\n delete this clone\nend\n\nset [brightness v] effect to (100)\n◇Spwarn\nset [brightness v] effect to (0)\nwait (0.5) seconds\nset [brightness v] effect to (0)\n◇Spwarn\nwait (0.5) seconds\nchange [color v] effect by (20)\n◇Spwarn\nchange [color v] effect by (-20)\nwait (0.5) seconds\n\ndefine ◇Spwarn\nset [a v] to [1]\nrepeat (3)\n\nwhen I start as a clone\nif <[maru] = (ID)> then\n switch costume to (● v)\n set [a v] to [50]\n repeat (20)\n change [a v] by (100)\n Go to (x position) (y position) (a)\n end\n 音ハメ [1] 番号\n delete this clone\nend\n\nwhen I start as a clone\nif <[end] = (ID)> then\n switch costume to (ae\(air\) v)\n set size to (1500) %\n set [brightness v] effect to (-100)\n switch costume to (オール2 v)\n グリッド [0] [0] [90] [10] [4]\n broadcast (Intro End{GalaxyFX} v)\n wait (1) seconds\n repeat (10)\n broadcast (Intro End{GalaxyFX} v)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nClone [end] [1]\n\nwhen I start as a clone\nif <[fla] = (ID)> then\n switch costume to (オール v)\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n point in direction (90)\n repeat (20)\n change [ghost v] effect by (5)\n go [forward v] (1000) layers\n go to [front v] layer\n set [brightness v] effect to (100)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <[end] = (ID)> then\n forever\n go to [front v] layer\n end\nend\n\ndefine グリッド向き (向き) (spd)\nset [glid spd v] to ((spd) * (4))\nset [glid c v] to (costume [number v])\nset [glid z v] to (size)\nrepeat until <(向き) = (round (direction))>\n switch costume to (ae\(air\) v)\n set size to ((1) / ()) %\n change [glid spd v] by (((1) - (Glid SPD)) / (spd))\n turn right (((向き) - (direction)) / ((spd) * (Glid SPD))) degrees\n if <[100] > (Glid Z)> then\n switch costume to (◇ v)\n end\n switch costume to (Glid C)\nend\n\ndefine 影読み込み\nset [b v] to (a)\nset [a v] to [2.5]\nrepeat (20)\n Clone [text2] [1]\n change [a v] by (0.25)\nend\nset [a v] to (b)\n\nwhen I start as a clone\nif <[nfla] = (ID)> then\n switch costume to (オール v)\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n point in direction (90)\n repeat (1)\n go [forward v] (1000) layers\n go to [front v] layer\n end\n delete this clone\nend\n\nreset timer\n\npoint in direction (90)\n\nClone [phw3] [1]\n\nwhen I start as a clone\nif <[Neko] = (ID)> then\n switch costume to (bt oc is @nekopyon6 v)\n clear graphic effects\n Go to [0] [-360] [1]\n グリッド [0] [240] [75] [200] [6]\n グリッド [0] [-300] [150] [50] [6.5]\n delete this clone\nend\n\nwhen I start as a clone\nif <[oc2] = (ID)> then\n switch costume to (bt oc is @nekopyon2 v)\n forever\n point in direction ((([cos v] of ((timer) * (250)) ) * (5)) + (item (3) of [text cam {galaxyfx} v]))\n end\nelse\n if <[oc3] = (ID)> then\n switch costume to (bt oc is @nekopyon3 v)\n forever\n point in direction ((([cos v] of ((timer) * (250)) ) * (5)) + (item (3) of [text cam {galaxyfx} v]))\n end\n else\n if <[oc4] = (ID)> then\n switch costume to (bt oc is @nekopyon4 v)\n else\n if <[oc5] = (ID)> then\n switch costume to (bt oc is @nekopyon5 v)\n forever\n point in direction ((([cos v] of ((timer) * (250)) ) * (25)) + (item (3) of [text cam {galaxyfx} v]))\n end\n end\n end\n end\nend\n\nwhen I receive [intro start{galaxyfx} v]\nreset timer\n\nwhen I receive [intro start{galaxyfx} v]\nreset timer\nset [a v] to [0]\nrepeat ((length of [音ハメ v]) - (1))\n change [a v] by (1)\n 音ハメ (a) 番号\n go to x: (item (1) of [text cam {galaxyfx} v]) y: (item (2) of [text cam {galaxyfx} v])\n go to x: (0) y: (0)\n Clone [fla] [1]\nend\n\nswitch costume to (>> v)\n\nwait until <[3.76] < (timer)>\nbroadcast (Intro End{GalaxyFX} v)\n\nwhen I start as a clone\nif <[text] = (ID)> then\n switch costume to (text v)\n go to [front v] layer\n forever\n show\n go to [front v] layer\n change [bg spd {galaxyfx} v] by (((0) - (BG SPD {GalaxyFX})) / (5))\n replace item (1) of [text cam {galaxyfx} v] with (x position)\n replace item (2) of [text cam {galaxyfx} v] with (y position)\n replace item (3) of [text cam {galaxyfx} v] with (direction)\n replace item (4) of [text cam {galaxyfx} v] with (size)\n if <not <[0] = (鮭保存)>> then\n set [mosaic v] effect to (0)\n if <<(item (1) of [音ハメ v]) < (timer)> and <(item (length of [音ハメ v]) of [音ハメ v]) > (timer)>> then\n Shake [650] (鮭保存)\n end\n if <[100] < (size)> then\n switch costume to (ae\(air\) v)\n end\n change size by (((f) - (size)) / (4))\n switch costume to (text v)\n change [鮭保存 v] by (((0) - (鮭保存)) / (4))\n end\nend\n\nset [c v] to (item (4) of [text cam {galaxyfx} v])\n\nwhen I start as a clone\nif <[phw3] = (ID)> then\n switch costume to (:o v)\n set size to ((size) / (5)) %\n repeat (14)\n next costume\n end\n wait (0.05) seconds\n repeat (14)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I start as a clone\nif <[phw3] = (ID)> then\n 360(1) [4.35]\n delete this clone\nend\n\nClone [phw3] [1]\n\nchange [f v] by (((100) - (f)) / (5))\n\nwhen I start as a clone\nif <[text] = (ID)> then\n 音ハメ [3] 番号\n turn right (180) degrees\n 音ハメ [4] 番号\n turn right (180) degrees\n 音ハメ [5] 番号\n 360(1) [4]\nend\n\n360(1) [3]\nset size to (100) %\n\nwhen I start as a clone\nif <[oooo] = (ID)> then\n set [a v] to ((size) * (5))\n set size to (10) %\n repeat (25)\n switch costume to (ae\(air\) v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (((size) - (100)) / (((a) / (100)) - (1)))\n change size by (((a) - (size)) / (5))\n switch costume to (● v)\n end\n delete this clone\nend\n\nwhen I receive [intro start{galaxyfx} v]\n実行\n\nstart sound [Tokyo Machine - COOKIES v]\n\n音ハメ [6] 番号\n\nif <[light] = (ID)> then\n forever\n set [ghost v] effect to (50)\n go to [front v] layer\n switch costume to (コスチューム1 v)\n end\nend\n\nset [a v] to [100]\nrepeat (10)\n switch costume to (ae\(air\) v)\n change [a v] by (50)\n change size by (a)\n change [brightness v] effect by (-10)\n set [f v] to (size)\n switch costume to (text v)\nend\n\nClone [sw2] [1]\n\nエフェクト(再描画せず) [--] [20]\n\nwhen I start as a clone\nif <[sw] = (ID)> then\n repeat (10)\n hide\n end\n show\n point in direction (90)\n switch costume to (ae\(air\) v)\n set size to (1500) %\n set [brightness v] effect to (-100)\n repeat (25)\n switch costume to (ae\(air\) v)\n set [color v] effect to (0)\n change size by (((0) - (size)) / (5))\n change [brightness v] effect by (4)\n switch costume to (swith? v)\n end\n repeat (5)\n change size by (((0) - (size)) / (4))\n change [ghost v] effect by (5)\n next costume\n next costume\n end\n delete this clone\nend\n\nforever\n\nwait (4) seconds\n\nwhen I start as a clone\nif <[sw2] = (ID)> then\n repeat (25)\n switch costume to (ae\(air\) v)\n set [color v] effect to (0)\n change size by (100)\n change [brightness v] effect by (-5)\n switch costume to (swith? v)\n end\n 音ハメ [1] 番号\n delete this clone\nend\n\nrepeat (10)\n hide\nend\nshow\npoint in direction (90)\nswitch costume to (ae\(air\) v)\nset size to (1500) %\nset [brightness v] effect to (-100)\n\nreset timer\n\nstart sound [MyAudio_1 v]\n\nClone [oc] [1]\n\nwhen I start as a clone\nif < (ID) contains [oc]?> then\n forever\n clear graphic effects\n change x by ((((item (1) of [text cam {galaxyfx} v]) + (25)) - (x position)) / (5))\n change y by ((((item (2) of [text cam {galaxyfx} v]) + (-5)) - (y position)) / (5))\n turn right (((item (3) of [text cam {galaxyfx} v]) - (direction)) / (5)) degrees\n change size by ((((item (4) of [text cam {galaxyfx} v]) * (1.6)) - (size)) / (5))\n end\nend\n\nClone [sw] [1]\nset [id v] to [s]\nbroadcast (Intro End{GalaxyFX} v)\n\nset [brightness v] effect to (100)\nset size to (100) %\n\nClone [--] [1]\n\nstart sound [MyAudio_1 v]\n\nset [イントロみたかーーーーーーーー v] to [0]\n\nwhen I start as a clone\nif <[ae] = (ID)> then\n 音ハメ [1] 番号\n set [a v] to [240]\n repeat (7)\n point in direction (0)\n go to x: (a) y: (0)\n Clone [yokobou] [1]\n go to x: ((a) * (-1)) y: (0)\n Clone [yokobou] [1]\n change [a v] by (-40)\n end\n 音ハメ [6] 番号\n set [a v] to [0]\n repeat (7)\n point in direction (180)\n go to x: (a) y: (0)\n Clone [yokobou] [1]\n go to x: ((a) * (-1)) y: (0)\n Clone [yokobou] [1]\n change [a v] by (40)\n end\nend\n\n音ハメ [10] 番号\n\nwhen flag clicked\n\nbroadcast (Intro Start{GalaxyFX} v) and wait\n\ndefine 実行\nstart sound [MyAudio_1 v]\ngo to x: (0) y: (0)\nreset timer\n音ハメ [1] 番号\nset [イントロみたかーーーーーーーー v] to [1]\ngo to x: (0) y: (0)\ncool -- Spwarn\ngo to x: (150) y: (0)\nClone [o] [1]\ngo to x: (-150) y: (150)\nrepeat (3)\n Clone [oooo] [1]\n change x by (150)\n wait (0.1) seconds\nend\n音ハメ [2] 番号\ngo to x: (-150) y: (0)\nClone [o] [1]\ngo to x: (150) y: (-150)\nrepeat (3)\n Clone [oooo] [1]\n change x by (-150)\n wait (0.1) seconds\nend\n音ハメ [3] 番号\ngo to x: (0) y: (0)\nエフェクト(再描画せず) [--] [20]\ngo to x: (240) y: (180)\nset size to (100) %\nClone [oooo] [1]\nset size to (200) %\nClone [oooo] [1]\ngo to x: (-240) y: (-180)\nset size to (100) %\nClone [oooo] [1]\nset size to (200) %\nClone [oooo] [1]\n音ハメ [4] 番号\ngo to x: (0) y: (0)\nエフェクト(再描画せず) [--] [20]\ngo to x: (-240) y: (180)\nset size to (100) %\nClone [oooo] [1]\nset size to (200) %\nClone [oooo] [1]\ngo to x: (240) y: (-180)\nset size to (100) %\nClone [oooo] [1]\nset size to (200) %\nClone [oooo] [1]\n音ハメ [5] 番号\ngo to x: (0) y: (0)\nエフェクト(再描画せず) [--] [20]\ngo to x: (0) y: (150)\nrepeat (3)\n Clone [oooo] [1]\n change y by (-150)\n wait (0.1) seconds\nend\n音ハメ [6] 番号\ngo to x: (-240) y: (180)\nset size to (100) %\nClone [oooo] [1]\nset size to (200) %\nClone [oooo] [1]\ngo to x: (240) y: (-180)\nset size to (100) %\nClone [oooo] [1]\nset size to (200) %\nClone [oooo] [1]\n音ハメ [7] 番号\ngo to x: (240) y: (180)\nset size to (100) %\nClone [oooo] [1]\nset size to (200) %\nClone [oooo] [1]\ngo to x: (-240) y: (-180)\nset size to (100) %\nClone [oooo] [1]\nset size to (200) %\nClone [oooo] [1]\n音ハメ [8] 番号\ngo to x: (-240) y: (180)\nset size to (100) %\nClone [oooo] [1]\nset size to (200) %\nClone [oooo] [1]\ngo to x: (240) y: (-180)\nset size to (100) %\nClone [oooo] [1]\nset size to (200) %\nClone [oooo] [1]\n音ハメ [9] 番号\ngo to x: (240) y: (180)\nset size to (100) %\nClone [oooo] [1]\nset size to (200) %\nClone [oooo] [1]\ngo to x: (-240) y: (-180)\nset size to (100) %\nClone [oooo] [1]\nset size to (200) %\nClone [oooo] [1]\n音ハメ [10] 番号\ngo to x: (0) y: (0)\nset size to (300) %\nClone [o] [1]\nset size to (400) %\nClone [o] [1]\n音ハメ [10] 番号\ngo to x: (0) y: (0)\ncool -- Spwarn\ngo to x: (-240) y: (180)\nset size to (100) %\nClone [o] [1]\nset size to (200) %\nClone [o] [1]\n音ハメ [11] 番号\ngo to x: (0) y: (0)\ncool -- Spwarn\ngo to x: (240) y: (-180)\nset size to (100) %\nClone [o] [1]\nset size to (200) %\nClone [o] [1]\n音ハメ [12] 番号\ngo to x: (0) y: (0)\nエフェクト(再描画せず) [--] [10]\nset size to (150) %\nClone [rkk] [1]\nset size to (250) %\nClone [rkk] [1]\n音ハメ [13] 番号\ncool -- Spwarn\n音ハメ [14] 番号\nset size to (200) %\nClone [hp] [1]\nset size to (400) %\nClone [hp] [1]\n音ハメ [15] 番号\nClone [phw3] [1]\n音ハメ [16] 番号\nエフェクト(再描画せず) [sannkaku] [20]\n\nwhen flag clicked\nif <<(イントロみたかーーーーーーーー) = [1]> or > then\n broadcast (Intro End{GalaxyFX} v)\n stop [this script v]\nelse\n broadcast (Intro Start{GalaxyFX} v) and wait\nend\n\n@タボフィー\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n stop [all v]\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\n
Use the arrow keys or tap to control.\n矢印キー、又はタップで操作\ntop3\n@Ramen7777 27\n@I-Neko_tutor 28\n@scratchyser 29\n
Kitchen 3 <a platformer>
@Stage\n\n@player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nSetup\n\nwhen I receive [you lose v]\nstop [other scripts in sprite v]\nset [lose? v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [10]> then\n go to x: (-190) y: (140)\nelse\n go to x: (-230) y: (-50)\nend\nshow\nbroadcast (Game Loop v)\nset [lose? v] to [0]\n\ndefine Check touching solid\nif <<<<touching (ground v)?> or <touching (handle v)?>> or <touching (handle2 v)?>> or <<touching (toaster1 v)?> or <<touching (toaster2 v)?> or <<touching (kettle v)?> or <touching (kettle2 v)?>>>>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [next level v]\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [10]> then\n go to x: (-190) y: (140)\nelse\n go to x: (-190) y: (0)\nend\n\ndefine Left Right collision and wall jump\nchange y by (-1)\nCheck touching solid\nif <(touching) > [0]> then\n change y by (1)\n Check touching solid\n if <(touching) > [0]> then\n change y by (1)\n Check touching solid\n if <(touching) > [0]> then\n change y by (1)\n Check touching solid\n if <(touching) > [0]> then\n change y by (1)\n Check touching solid\n if <(touching) > [0]> then\n change y by (1)\n Check touching solid\n if <(touching) > [0]> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Left Right cotrols\nset [key x v] to (<<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> - <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>)\nif <(Key X) < [0]> then\n if <touching (oil v)?> then\n change [x v] by (-2)\n else\n change [x v] by (-1)\n end\nend\nif <(Key X) > [0]> then\n if <touching (oil v)?> then\n change [x v] by (2)\n else\n change [x v] by (1)\n end\nend\nif <touching (oil v)?> then\n set [x v] to ((X) * (0.95))\nelse\n set [x v] to ((X) * (0.9))\nend\nchange x by (X)\n\ndefine Up controls and collisions\nchange y by (-1)\nCheck touching solid\nif <(touching) > [0]> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [Jump v]\n set [y v] to [15]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (Y)\nCheck touching solid\nif <(touching) > [0]> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\n\ndefine Check - Death / Win\nif <(x position) > [230]> then\n change [level v] by (1)\n broadcast (next level v)\nend\nif <(y position) < [-170]> then\n start sound [Oops v]\n broadcast (You Lose v)\nend\n\ndefine Setup\nset [level v] to [1]\nshow\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nswitch costume to (egg-a v)\npoint in direction (90)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\nset [lose? v] to [0]\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nclear graphic effects\nforever\n Left Right cotrols\n Left Right collision and wall jump\n Up controls and collisions\n Check - Death / Win\nend\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (64)\n Check touching solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n change [distance v] by (1)\n turn left (180) degrees\nend\n\nwhen I receive [fix collision v]\nFix Collision in Direction [0]\n\nwhen I receive [you lose v]\nbroadcast (Fix collision v)\n\nwhen I receive [next level v]\nbroadcast (Fix collision v)\n\nwhen I receive [game loop v]\nforever\n Check touching solid\n if <(touching) > [0]> then\n broadcast (Fix collision v)\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\n\n@Dnager\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n show\n switch costume to (costume7 v)\nend\nif <(Level) = [3]> then\n hide\nend\nif <(Level) = [4]> then\n show\n switch costume to (costume4 v)\nend\nif <(Level) = [5]> then\n show\n switch costume to (costume2 v)\nend\nif <(Level) = [6]> then\n hide\nend\nif <(Level) = [7]> then\n show\n switch costume to (costume5 v)\nend\nif <(Level) = [8]> then\n hide\nend\nif <(Level) = [9]> then\n show\n switch costume to (costume6 v)\nend\nif <(Level) = [10]> then\n show\n switch costume to (costume3 v)\nend\nif <(Level) = [11]> then\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(Lose?) = [0]> then\n broadcast (You Lose v)\n end\n end\nend\n\n@Knife1\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nif <(Level) = [2]> then\n switch costume to (costume2 v)\n point in direction (90)\n set size to (100) %\n go to x: (-130) y: (73)\n create clone of (_myself_ v)\n stop [this script v]\nend\n\nwhen I start as a clone\nshow\nset [y v] to (y position)\nset [speed y v] to [-1]\nforever\n Chomp\nend\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\ndefine Fix\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(Lose?) = [0]> then\n broadcast (You Lose v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [3]> then\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nif <(Level) = [7]> then\n switch costume to (costume2 v)\n point in direction (90)\n set size to (100) %\n go to x: (-175) y: (73)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [8]> then\n delete this clone\n end\nend\n\ndefine Chomp\nrepeat until <(Touching) > [0]>\n change [speed y v] by (-3)\n change y by (speed y)\n if <touching (ground v)?> then\n Fix\n set [touching v] to [1]\n end\nend\nset [touching v] to [0]\nstart sound [Crunch v]\nwait (1) seconds\nrepeat until <(y position) > (y)>\n change y by (4)\nend\nwait (2) seconds\nset [speed y v] to [0]\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nif <(Level) = [9]> then\n switch costume to (costume2 v)\n point in direction (90)\n set size to (100) %\n go to x: (-13) y: (23)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [10]> then\n delete this clone\n end\nend\n\n@toaster1\n\nwhen flag clicked\nset [toaster # v] to []\nhide\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n stop [other scripts in sprite v]\n show\n go to x: (70) y: (-70)\n show\n switch costume to (no v)\n repeat until <(Level) = [3]>\n set [toaster # v] to [1]\n create clone of (toast v)\n wait (2.5) seconds\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n stop [other scripts in sprite v]\n go to x: (-99) y: (-68)\n show\n switch costume to (no v)\n repeat until <(Level) = [9]>\n set [toaster # v] to [1]\n create clone of (toast v)\n wait (2) seconds\n end\nend\nhide\n\n@toaster2\n\nwhen flag clicked\nswitch costume to (no v)\nhide\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n stop [other scripts in sprite v]\n hide\n stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n stop [other scripts in sprite v]\n show\n go to x: (180) y: (-67)\n switch costume to (no v)\n wait (2) seconds\n repeat until <(Level) = [9]>\n set [toaster # v] to [2]\n create clone of (toast v)\n wait (2) seconds\n end\n hide\n stop [this script v]\nend\n\n@toast\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nif <(toaster #) = [1]> then\n go to (toaster1 v)\nelse\n go to (toaster2 v)\nend\nset [toaster # v] to []\nchange y by (2)\nset [sy v] to [20]\nforever\n turn right (15) degrees\nend\n\nwhen I start as a clone\nrepeat until <touching (ground v)?>\n change [sy v] by (-1)\n change y by (sy)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(Lose?) = [0]> then\n broadcast (You Lose v)\n end\n end\nend\n\nwhen I receive [next level v]\nhide\ndelete this clone\n\n@Handle\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nif <(Level) = [2]> then\n switch costume to (costume2 v)\n point in direction (90)\n set size to (100) %\n go to x: (-130) y: (73)\n create clone of (_myself_ v)\n stop [this script v]\nend\n\nwhen I start as a clone\nshow\nset [y v] to (y position)\nset [speed y v] to [-1]\nforever\n Chomp\nend\n\nwhen flag clicked\nhide\n\ndefine Fix\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [costume v] to (costume [number v])\n switch costume to (costume2 v)\n if <touching (player v)?> then\n broadcast (Fix collision v)\n end\n switch costume to (costume)\n end\nend\n\ndefine Move Vertical\nchange y by (speed y)\nswitch costume to (costume3 v)\nif <touching (ground v)?> then\n Fix\n set [touching v] to [1]\nend\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nforever\n if <(Level) = [3]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [8]> then\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nif <(Level) = [7]> then\n switch costume to (costume2 v)\n point in direction (90)\n set size to (100) %\n go to x: (-175) y: (73)\n create clone of (_myself_ v)\nend\n\ndefine Chomp\nrepeat until <(Touching) > [0]>\n change [speed y v] by (-3)\n Move Vertical\nend\nset [touching v] to [0]\nFix\nwait (1) seconds\nrepeat until <(y position) > (y)>\n change y by (4)\nend\nwait (2) seconds\nset [speed y v] to [0]\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nif <(Level) = [9]> then\n switch costume to (costume2 v)\n point in direction (90)\n set size to (100) %\n go to x: (-13) y: (23)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [10]> then\n delete this clone\n end\nend\n\n@words\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [next level v]\ndelete this clone\n\n@Pic\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Oil\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n show\n switch costume to (costume1 v)\nend\nif <(Level) = [4]> then\n show\n switch costume to (costume3 v)\nend\nif <(Level) = [5]> then\n show\n switch costume to (costume2 v)\nend\nif <(Level) = [6]> then\n hide\nend\nif <(Level) = [9]> then\n show\n switch costume to (costume3 v)\nend\nif <(Level) = [10]> then\n show\n switch costume to (costume4 v)\nend\nif <(Level) = [11]> then\n show\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nhide\n\n@Kettle\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n set size to (100) %\n show\n go to x: (-101) y: (-43)\n stop [this script v]\nend\nif <(Level) = [8]> then\n set size to (100) %\n show\n go to x: (25) y: (-43)\n stop [this script v]\nend\nif <(Level) = [10]> then\n show\n go to x: (1) y: (30)\n set size to (80) %\n stop [this script v]\nend\nhide\n\nwhen flag clicked\nhide\n\n@smoke\n\nwhen I start as a clone\ngo to [back v] layer\npoint in direction (pick random (-10) to (10))\nswitch costume to (pick random (1) to (3))\nset [brightness v] effect to (pick random (0) to (20))\nshow\nrepeat (40)\n go to x: (my x) y: (my y)\n change [my x v] by ((pick random (-2) to (3)) - (([sin v] of (direction) ) * (7)))\n change [my y v] by (([cos v] of (direction) ) * (5))\n change [ghost v] effect by (pick random (0) to (5))\n change [brightness v] effect by (pick random (1) to (3))\n change size by (pick random (2) to (5))\n if <[85] > (direction)> then\n turn left ((pick random (-2) to (2)) - ((speed) / (7))) degrees\n end\n if <<touching (player v)?> and <(Lose?) = [0]>> then\n broadcast (You Lose v)\n set [lose? v] to [1]\n end\n if <<(y position) > [179]> or <(x position) < [-239]>> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\nset [my x v] to [-320]\n\ndefine Produce steam\ngo to x: (([x position v] of [kettle v]) + (40)) y: (([y position v] of [kettle v]) + (35))\nset [my x v] to (x position)\nset [my y v] to (y position)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif <<(Level) = [6]> or <<(Level) = [8]> or <(Level) = [10]>>> then\n forever\n repeat (100)\n Produce steam\n end\n wait (3) seconds\n end\nend\n\n@Kettle2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n show\n go to x: (120) y: (-48)\n stop [this script v]\nend\nif <(Level) = [7]> then\n show\n go to x: (80) y: (-48)\n stop [this script v]\nend\nif <(Level) = [11]> then\n show\n go to x: (143) y: (-39)\n stop [this script v]\nend\nhide\n\n@smoke2\n\nwhen I start as a clone\ngo to [back v] layer\npoint in direction (pick random (-10) to (10))\nswitch costume to (pick random (1) to (3))\nset [brightness v] effect to (pick random (0) to (20))\nshow\nrepeat (40)\n go to x: (my x) y: (my y)\n change [my x v] by ((pick random (-2) to (3)) - (([sin v] of (direction) ) * (7)))\n change [my y v] by (([cos v] of (direction) ) * (5))\n change [ghost v] effect by (pick random (0) to (5))\n change [brightness v] effect by (pick random (1) to (3))\n change size by (pick random (2) to (5))\n if <[85] > (direction)> then\n turn left ((pick random (-2) to (2)) - ((speed) / (7))) degrees\n end\n if <<touching (player v)?> and <(Lose?) = [0]>> then\n broadcast (You Lose v)\n set [lose? v] to [1]\n end\n if <<(y position) > [179]> or <(x position) < [-239]>> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\nset [my x v] to [-320]\n\ndefine Produce steam\ngo to x: (([x position v] of [kettle2 v]) + (40)) y: (([y position v] of [kettle2 v]) + (35))\nset [my x v] to (x position)\nset [my y v] to (y position)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif <<(Level) = [6]> or <(Level) = [7]>> then\n forever\n repeat (100)\n Produce steam\n end\n wait (3) seconds\n end\nend\nif <(Level) = [11]> then\n forever\n Produce steam\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n
WASD keys or arrow keys to move.\nFloor, kettles, and toaster are solid.\nAvoid forks, knifes, toast, steam and stove.\nOil are slippery.\nYou can stand on the handle of the knife.\nAll levels are possible.\n100 loves for part 4\nPart 1: https://scratch.mit.edu/projects/598686504/\nFollow me at my profile @Tao196\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHI. If you see this, and you think the background is too boring, you can suggest me in the comments!
☁ Multiplayer 3D Platformer | 100% Pen | #games [ENTRY]
@Stage\n\nwhen I receive [dead v]\nplay sound [bleh die3 v] until done\n\nwhen flag clicked\nforever\n play sound [Minecraft - Piano 2 v] until done\nend\n\n@⛈ Game\n\ndefine Mobile\npen up\ngo to x: (180) y: (-125)\nset pen color to (#adadad)\nset pen size to (90)\nset pen (transparency v) to (98)\npen down\npen up\nrepeat (10)\n change pen size by (-1)\n pen down\n pen up\nend\nset pen color to (#adadad)\nset pen size to (80)\nset pen (transparency v) to (0)\npen down\npen up\nif <<mouse down?> and <[40] > (distance to [mouse-pointer v])>> then\n if <<(1) = [0]> and <(3) = [0]>> then\n set [2 v] to [1]\n set [jump v] to [1]\n end\nelse\n set [2 v] to [0]\nend\npoint in direction (90)\nset pen color to (#000000)\nPrint | Pos [145] [-135] Size [20] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [Jump]\ngo to x: (-180) y: (-125)\nset pen color to (#000000)\nset pen size to (90)\nset pen (transparency v) to (98)\npen down\npen up\nrepeat (10)\n change pen size by (-1)\n pen down\n pen up\nend\nset pen color to (#adadad)\nset pen size to (80)\nset pen (transparency v) to (0)\npen down\npen up\nif <<(1) = [1]> or <<<mouse down?> and <[40] > (distance to [mouse-pointer v])>> and <(2) = [0]>>> then\n set [1 v] to [1]\n point towards (mouse-pointer v)\n move ((distance to [mouse-pointer v]) - (((distance to [mouse-pointer v]) - (30)) * <(distance to [mouse-pointer v]) > [30]>)) steps\n if <[-125] > (y position)> then\n set [backward v] to (round (([abs v] of ((y position) + (125)) ) / ((30) / (7))))\n else\n set [forward v] to (round (((y position) + (125)) / ((30) / (7))))\n end\n if <[-180] > (x position)> then\n set [left v] to (round (([abs v] of ((x position) + (180)) ) / ((30) / (7))))\n else\n set [right v] to (round (((x position) + (180)) / ((30) / (7))))\n end\nend\nset pen color to (#000000)\nset pen size to (50)\nset pen (transparency v) to (98)\nrepeat (10)\n change pen size by (-1)\n pen down\n pen up\nend\nset pen color to (#000000)\nset pen size to (40)\nset pen (transparency v) to (0)\npen down\npen up\nif <not <mouse down?>> then\n set [1 v] to [0]\n set [2 v] to [0]\n set [3 v] to [0]\nend\n\ndefine Distance = d (x1) (y1) (z1) to (x2) (y2) (z2)\nset [distance v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + ((((y1) - (y2)) * ((y1) - (y2))) + (((z1) - (z2)) * ((z1) - (z2))))) )\n\ndefine Game\nset [mx/my v] to (join (mouse x) (join [/] (mouse y)))\nif <(_activity#) = [2]> then\n === Calculate Trig Values\n Render\n Controls\n Physics\n updatepos\n Set Camera Pos to ((payerX) + ((cosX) * ((sinY) * (_zoom)))) ((camY) + ((((playerY) + ((_zoom) * (() - (sinX)))) - (camY)) / (5))) ((playerZ) + ((cosX) * ((cosY) * (() - (_zoom)))))\n homebutton2\n pen up\nend\nif <(_activity#) = [1]> then\n loadingscreen\nend\nif <(_activity#) = [0]> then\n set [playerz v] to [0]\n set [payerx v] to [0]\n menüplayer\n menübuttons\n set [level# v] to [0]\n like+fave pls :3\nend\nif <(_activity#) = [3]> then\n game full\nend\nif <(_activity#) = [5]> then\n instructions\n homebutton2\nend\nif <(_activity#) = [4]> then\n level\n homebutton2\n broadcast (highscores v)\nend\nif <(_activity#) = [6]> then\n done\nend\n\ndefine setup\ndelete all of [towerx v]\ndelete all of [towerxlenght v]\ndelete all of [towery v]\ndelete all of [towerylength v]\ndelete all of [towerz v]\ndelete all of [towerzlength v]\ndelete all of [towerid v]\n\ndefine updatepos\nreplace item (1) of [towerx v] with (payerX)\nreplace item (1) of [towery v] with (playerY)\nreplace item (1) of [towerz v] with (playerZ)\nif <(_activity#) = [2]> then\n if <(moved?) = [1]> then\n set [_timer v] to (timer)\n else\n set [_timer v] to [0]\n end\n Print | Pos [150] [150] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text (_timer)\nend\n\ndefine Tower to (x) (y) (z) xl (xl) yl (yl) zl (zl) | (id) |\nadd (x) to [towerx v]\nadd (y) to [towery v]\nadd (z) to [towerz v]\nadd (xl) to [towerxlenght v]\nadd (yl) to [towerylength v]\nadd (zl) to [towerzlength v]\nadd (id) to [towerid v]\n\ndefine Physics\nif <not <<(Backward) = [0]> and <<(Forward) = [0]> and <<(Jump) = [0]> and <<(Left) = [0]> and <(Right) = [0]>>>>>> then\n if <(moved?) = [0]> then\n set [moved? v] to [1]\n reset timer\n end\nend\nMove Player by (0) (-1) (0)\nif <(Jump) = [1]> then\n Checkcollision [20]\n if <(touchingplatform) = [1]> then\n set [speedy v] to [8]\n end\nend\nMove Player by (0) (1) (0)\nchange [speedy v] by (-0.5)\nrepeat ((2) * ([abs v] of (speedy) ))\n if <not <(speedy) = [0]>> then\n Move Player by (0) ((0.5) - ((1) * <[0] > (speedy)>)) (0)\n end\n Checkcollision [20]\n if <(touchingplatform) = [1]> then\n Move Player by [] (() - ((0.5) - ((1) * <[0] > (speedy)>))) []\n set [speedy v] to [0]\n end\nend\nif <not <(Left) = [0]>> then\n Move Player by (() - (((Left) / (2)) * (cosY))) (0) (0)\n Checkcollision [20]\n if <(touchingplatform) = [1]> then\n Move Player by (((Left) / (2)) * (cosY)) (0) (0)\n end\n Move Player by (0) (0) (() - (((Left) / (2)) * (sinY)))\n Checkcollision [20]\n if <(touchingplatform) = [1]> then\n Move Player by (0) (0) (((Left) / (2)) * (sinY))\n end\nend\nif <not <(Right) = [0]>> then\n Move Player by (((Right) / (2)) * (cosY)) (0) (0)\n Checkcollision [20]\n if <(touchingplatform) = [1]> then\n Move Player by (() - (((Right) / (2)) * (cosY))) (0) (0)\n end\n Move Player by (0) (0) (((Right) / (2)) * (sinY))\n Checkcollision [20]\n if <(touchingplatform) = [1]> then\n Move Player by (0) (0) (() - (((Right) / (2)) * (sinY)))\n end\nend\nif <not <(Forward) = [0]>> then\n Move Player by (() - (((Forward) / (2)) * (sinY))) (0) (0)\n Checkcollision [20]\n if <(touchingplatform) = [1]> then\n Move Player by (((Forward) / (2)) * (sinY)) (0) (0)\n end\n Move Player by (0) (0) (((Forward) / (2)) * (cosY))\n Checkcollision [20]\n if <(touchingplatform) = [1]> then\n Move Player by (0) (0) (() - (((Forward) / (2)) * (cosY)))\n end\nend\nif <not <(Backward) = [0]>> then\n Move Player by (((Backward) / (2)) * (sinY)) (0) (0)\n Checkcollision [20]\n if <(touchingplatform) = [1]> then\n Move Player by (() - (((Backward) / (2)) * (sinY))) (0) (0)\n end\n Move Player by (0) (0) (() - (((Backward) / (2)) * (cosY)))\n Checkcollision [20]\n if <(touchingplatform) = [1]> then\n Move Player by (0) (0) (((Backward) / (2)) * (cosY))\n end\nend\nMove Player by (0) (-1) (0)\nCheckcollision [20]\nif <(touchingbouncy) = [1]> then\n set [speedy v] to [11]\nend\nif <(touchingflag) = [1]> then\n broadcast (Flag v)\nend\nif <<[-40] > (speedy)> or <(touchinglava) = [1]>> then\n broadcast (Dead v)\n Initialize Camera\nend\nMove Player by [] [1] []\nif <key (q v) pressed?> then\n change [camy v] by (3)\nend\nif <key (e v) pressed?> then\n change [camy v] by (-3)\nend\n\ndefine Checkcollision (radius)\nset [touchingflag v] to [0]\nset [touchingbouncy v] to [0]\nset [touchinglava v] to [0]\nset [touchingplatform v] to [0]\nset [_# v] to [1]\nrepeat ((length of [towerx v]) - (1))\n change [_# v] by (1)\n if <<(((item (_#) of [towerxlenght v]) / (2)) + ((radius) / (2))) > ([abs v] of ((item (_#) of [towerx v]) - (payerX)) )> and <<(((item (_#) of [towerylength v]) / (2)) + ((radius) / (2))) > ([abs v] of ((item (_#) of [towery v]) - (playerY)) )> and <(((item (_#) of [towerzlength v]) / (2)) + ((radius) / (2))) > ([abs v] of ((item (_#) of [towerz v]) - (playerZ)) )>>> then\n if <[1] = (item (_#) of [towerid v])> then\n set [touchingplatform v] to [1]\n end\n if <[2] = (item (_#) of [towerid v])> then\n set [touchinglava v] to [1]\n end\n if <[3] = (item (_#) of [towerid v])> then\n set [touchingbouncy v] to [1]\n end\n if <[4] = (item (_#) of [towerid v])> then\n set [touchingflag v] to [1]\n end\n end\nend\n\ndefine Set Camera Pos to (x) (y) (z)\nset [camx v] to (x)\nset [camy v] to (y)\nset [camz v] to (z)\n\ndefine Set Player Pos to (x) (y) (z)\nset [payerx v] to (x)\nset [playery v] to (y)\nset [playerz v] to (z)\n\ndefine === Set Point 1 (x) (y) (z)\n=== Set Screen Point 1 (x) (y)\nreplace item (3) of [temp points v] with (z)\n\ndefine === Set Point 2 (x) (y) (z)\n=== Set Screen Point 2 (x) (y)\nreplace item (6) of [temp points v] with (z)\n\ndefine Initialize Camera\nset [speedy v] to [0]\nSet Camera Pos to (50) (-20) (0)\nSet Camera Rot to (0) (0)\nSet Player Pos to [0] [20] [0]\n\ndefine === Set Screen Point 1 (x) (y)\nreplace item (1) of [temp points v] with (x)\nreplace item (2) of [temp points v] with (y)\n\ndefine === Set Screen Point 2 (x) (y)\nreplace item (4) of [temp points v] with (x)\nreplace item (5) of [temp points v] with (y)\n\ndefine Move Player by (dx) (dy) (dz)\nchange [payerx v] by (dx)\nchange [playery v] by (dy)\nchange [playerz v] by (dz)\n\ndefine Render\nset [_# v] to (length of [towerx v])\nrepeat ((length of [towerx v]) - (1))\n Render tower (_#)\n change [_# v] by (-1)\nend\nShadow\nRender tower [1]\nif <(_activity#) = [2]> then\n ☁\nend\n\ndefine ☁\nset [_# v] to [0]\nrepeat (MAX PLAYERS)\n change [_# v] by (1)\n if <<(level#) = (item (_#) of [☁ level v])> and <<not <(_#) = (MY PLAYER #)>> and <not <(item (_#) of [☁ online? v]) > [100]>>>> then\n Render Tower at (item (_#) of [☁ x v]) (item (_#) of [☁ y v]) (item (_#) of [☁ z v]) with [20] [20] [20]\n set pen size to (1)\n Draw Line (item (_#) of [☁ x v]) ((item (_#) of [☁ y v]) + (20)) (item (_#) of [☁ z v]) to (item (_#) of [☁ x v]) ((item (_#) of [☁ y v]) + (20)) (item (_#) of [☁ z v])\n Distance = d (camX) (camY) (camZ) to (item (_#) of [☁ x v]) ((item (_#) of [☁ y v]) + (20)) (item (_#) of [☁ z v])\n set pen color to (#040c04)\n Print | Pos ((x position) - (((0.4) * ((1500) / (Distance))) * (length of (item (_#) of [☁ username v])))) (y position) Size ((2000) / (Distance)) [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text (item (_#) of [☁ username v])\n end\nend\n\ndefine Render Tower at (x) (y) (z) with (xl) (yl) (zl)\nset pen color to (#807aad)\nset pen size to (1)\nset pen (transparency v) to (50)\nreplace item (1) of [endings v] with ((x) + ((xl) / (2)))\nreplace item (2) of [endings v] with ((y) + ((yl) / (2)))\nreplace item (3) of [endings v] with ((z) + ((zl) / (2)))\nreplace item (4) of [endings v] with ((x) - ((xl) / (2)))\nreplace item (5) of [endings v] with ((y) - ((yl) / (2)))\nreplace item (6) of [endings v] with ((z) - ((zl) / (2)))\nDraw Line (item (1) of [endings v]) (item (2) of [endings v]) (item (3) of [endings v]) to (item (4) of [endings v]) (item (2) of [endings v]) (item (3) of [endings v])\nDraw Line (item (1) of [endings v]) (item (5) of [endings v]) (item (3) of [endings v]) to (item (4) of [endings v]) (item (5) of [endings v]) (item (3) of [endings v])\nDraw Line (item (1) of [endings v]) (item (2) of [endings v]) (item (6) of [endings v]) to (item (4) of [endings v]) (item (2) of [endings v]) (item (6) of [endings v])\nDraw Line (item (1) of [endings v]) (item (5) of [endings v]) (item (6) of [endings v]) to (item (4) of [endings v]) (item (5) of [endings v]) (item (6) of [endings v])\nDraw Line (item (4) of [endings v]) (item (2) of [endings v]) (item (3) of [endings v]) to (item (4) of [endings v]) (item (2) of [endings v]) (item (6) of [endings v])\nDraw Line (item (4) of [endings v]) (item (5) of [endings v]) (item (3) of [endings v]) to (item (4) of [endings v]) (item (5) of [endings v]) (item (6) of [endings v])\nDraw Line (item (1) of [endings v]) (item (2) of [endings v]) (item (3) of [endings v]) to (item (1) of [endings v]) (item (2) of [endings v]) (item (6) of [endings v])\nDraw Line (item (1) of [endings v]) (item (5) of [endings v]) (item (3) of [endings v]) to (item (1) of [endings v]) (item (5) of [endings v]) (item (6) of [endings v])\nDraw Line (item (1) of [endings v]) (item (2) of [endings v]) (item (3) of [endings v]) to (item (1) of [endings v]) (item (5) of [endings v]) (item (3) of [endings v])\nDraw Line (item (1) of [endings v]) (item (2) of [endings v]) (item (6) of [endings v]) to (item (1) of [endings v]) (item (5) of [endings v]) (item (6) of [endings v])\nDraw Line (item (4) of [endings v]) (item (2) of [endings v]) (item (3) of [endings v]) to (item (4) of [endings v]) (item (5) of [endings v]) (item (3) of [endings v])\nDraw Line (item (4) of [endings v]) (item (2) of [endings v]) (item (6) of [endings v]) to (item (4) of [endings v]) (item (5) of [endings v]) (item (6) of [endings v])\nset pen (transparency v) to (0)\n\ndefine Render tower (#)\nset pen size to (1)\nif <(item (#) of [towerid v]) = [1]> then\n set pen color to (#adadad)\nend\nif <(item (#) of [towerid v]) = [2]> then\n set pen color to (#ad0000)\nend\nif <(item (#) of [towerid v]) = [3]> then\n set pen color to (#b1ab00)\nend\nif <(item (#) of [towerid v]) = [4]> then\n set pen color to (#00b10e)\nend\nif <[1] = (#)> then\n set pen color to (#379bad)\n set pen size to (2)\nend\nreplace item (1) of [endings v] with ((item (#) of [towerx v]) + ((item (#) of [towerxlenght v]) / (2)))\nreplace item (2) of [endings v] with ((item (#) of [towery v]) + ((item (#) of [towerylength v]) / (2)))\nreplace item (3) of [endings v] with ((item (#) of [towerz v]) + ((item (#) of [towerzlength v]) / (2)))\nreplace item (4) of [endings v] with ((item (#) of [towerx v]) - ((item (#) of [towerxlenght v]) / (2)))\nreplace item (5) of [endings v] with ((item (#) of [towery v]) - ((item (#) of [towerylength v]) / (2)))\nreplace item (6) of [endings v] with ((item (#) of [towerz v]) - ((item (#) of [towerzlength v]) / (2)))\nDraw Line (item (1) of [endings v]) (item (2) of [endings v]) (item (3) of [endings v]) to (item (4) of [endings v]) (item (2) of [endings v]) (item (3) of [endings v])\nDraw Line (item (1) of [endings v]) (item (5) of [endings v]) (item (3) of [endings v]) to (item (4) of [endings v]) (item (5) of [endings v]) (item (3) of [endings v])\nDraw Line (item (1) of [endings v]) (item (2) of [endings v]) (item (6) of [endings v]) to (item (4) of [endings v]) (item (2) of [endings v]) (item (6) of [endings v])\nDraw Line (item (1) of [endings v]) (item (5) of [endings v]) (item (6) of [endings v]) to (item (4) of [endings v]) (item (5) of [endings v]) (item (6) of [endings v])\nDraw Line (item (4) of [endings v]) (item (2) of [endings v]) (item (3) of [endings v]) to (item (4) of [endings v]) (item (2) of [endings v]) (item (6) of [endings v])\nDraw Line (item (4) of [endings v]) (item (5) of [endings v]) (item (3) of [endings v]) to (item (4) of [endings v]) (item (5) of [endings v]) (item (6) of [endings v])\nDraw Line (item (1) of [endings v]) (item (2) of [endings v]) (item (3) of [endings v]) to (item (1) of [endings v]) (item (2) of [endings v]) (item (6) of [endings v])\nDraw Line (item (1) of [endings v]) (item (5) of [endings v]) (item (3) of [endings v]) to (item (1) of [endings v]) (item (5) of [endings v]) (item (6) of [endings v])\nDraw Line (item (1) of [endings v]) (item (2) of [endings v]) (item (3) of [endings v]) to (item (1) of [endings v]) (item (5) of [endings v]) (item (3) of [endings v])\nDraw Line (item (1) of [endings v]) (item (2) of [endings v]) (item (6) of [endings v]) to (item (1) of [endings v]) (item (5) of [endings v]) (item (6) of [endings v])\nDraw Line (item (4) of [endings v]) (item (2) of [endings v]) (item (3) of [endings v]) to (item (4) of [endings v]) (item (5) of [endings v]) (item (3) of [endings v])\nDraw Line (item (4) of [endings v]) (item (2) of [endings v]) (item (6) of [endings v]) to (item (4) of [endings v]) (item (5) of [endings v]) (item (6) of [endings v])\n\ndefine Set Camera Rot to (y) (x)\nset [roty v] to (y)\nset [rotx v] to (x)\n\ndefine Rotate Camera by (dy) (dx)\nchange [roty v] by (dy)\nchange [rotx v] by (dx)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\ngo to x: (50000000000000) y: (150)\n=== Set Point 1 ((x1) - (camX)) ((y1) - (camY)) ((z1) - (camZ))\n=== Set Point 2 ((x2) - (camX)) ((y2) - (camY)) ((z2) - (camZ))\n=== Set Point 1 (((item (3) of [temp points v]) * (sinY)) + ((item (1) of [temp points v]) * (cosY))) (item (2) of [temp points v]) (((item (3) of [temp points v]) * (cosY)) - ((item (1) of [temp points v]) * (sinY)))\n=== Set Point 2 (((item (6) of [temp points v]) * (sinY)) + ((item (4) of [temp points v]) * (cosY))) (item (5) of [temp points v]) (((item (6) of [temp points v]) * (cosY)) - ((item (4) of [temp points v]) * (sinY)))\n=== Set Point 1 (item (1) of [temp points v]) (((item (2) of [temp points v]) * (cosX)) - ((item (3) of [temp points v]) * (sinX))) (((item (2) of [temp points v]) * (sinX)) + ((item (3) of [temp points v]) * (cosX)))\n=== Set Point 2 (item (4) of [temp points v]) (((item (5) of [temp points v]) * (cosX)) - ((item (6) of [temp points v]) * (sinX))) (((item (5) of [temp points v]) * (sinX)) + ((item (6) of [temp points v]) * (cosX)))\nif <not <<(item (3) of [temp points v]) < (_nearPlane)> and <(item (6) of [temp points v]) < (_nearPlane)>>> then\n === Z Clipping\n === Set Screen Point 1 ((_viewFactor) * ((item (1) of [temp points v]) / (item (3) of [temp points v]))) ((_viewFactor) * ((item (2) of [temp points v]) / (item (3) of [temp points v])))\n === Set Screen Point 2 ((_viewFactor) * ((item (4) of [temp points v]) / (item (6) of [temp points v]))) ((_viewFactor) * ((item (5) of [temp points v]) / (item (6) of [temp points v])))\n === XY Clipping\n go to x: (((70) * <(_activity#) = [00]>) + (item (1) of [temp points v])) y: (item (2) of [temp points v])\n pen down\n go to x: (((70) * <(_activity#) = [00]>) + (item (4) of [temp points v])) y: (item (5) of [temp points v])\n pen up\nend\n\ndefine === Calculate Trig Values\nset [cosx v] to ([cos v] of (rotX) )\nset [sinx v] to ([sin v] of (rotX) )\nset [cosy v] to ([cos v] of (rotY) )\nset [siny v] to ([sin v] of (rotY) )\n\ndefine === Z Clipping\nset [% v] to (((_nearPlane) - (item (3) of [temp points v])) / ((item (6) of [temp points v]) - (item (3) of [temp points v])))\nif <(item (3) of [temp points v]) < (_nearPlane)> then\n === Set Point 1 ((item (1) of [temp points v]) + (((item (4) of [temp points v]) - (item (1) of [temp points v])) * (%))) ((item (2) of [temp points v]) + (((item (5) of [temp points v]) - (item (2) of [temp points v])) * (%))) (_nearPlane)\nelse\n if <(item (6) of [temp points v]) < (_nearPlane)> then\n === Set Point 2 ((item (1) of [temp points v]) + (((item (4) of [temp points v]) - (item (1) of [temp points v])) * (%))) ((item (2) of [temp points v]) + (((item (5) of [temp points v]) - (item (2) of [temp points v])) * (%))) (_nearPlane)\n end\nend\n\ndefine Controls\nRotate\nset [forward v] to [0]\nset [backward v] to [0]\nset [left v] to [0]\nset [right v] to [0]\nset [jump v] to [0]\nif <key (w v) pressed?> then\n set [forward v] to [5]\nend\nif <key (s v) pressed?> then\n set [backward v] to [5]\nend\nif <key (a v) pressed?> then\n set [left v] to [5]\nend\nif <key (d v) pressed?> then\n set [right v] to [5]\nend\nif <key (space v) pressed?> then\n set [jump v] to [1]\nend\nif <(mobile?) = [1]> then\n Mobile\nend\nwipe\n\ndefine Rotate\nif <key (down arrow v) pressed?> then\n change [srotatex v] by (1)\nend\nif <key (up arrow v) pressed?> then\n change [srotatex v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [srotatey v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [srotatey v] by (1)\nend\nrepeat (10)\n Rotate Camera by ((srotatey) / (10)) ((srotatex) / (10))\n if <[-89] > (rotX)> then\n Rotate Camera by (0) (((srotatex) / (10)) * (-1))\n set [srotatex v] to [0]\n end\n if <(rotX) > [89]> then\n Rotate Camera by (0) (((srotatex) / (10)) * (-1))\n set [srotatex v] to [0]\n end\nend\nif <(3) = [0]> then\n set [srotatex v] to ((srotatex) * (0.8))\n set [srotatey v] to ((srotatey) * (0.8))\nend\n\ndefine === XY Clipping\nset [slope v] to (((item (5) of [temp points v]) - (item (2) of [temp points v])) / ((item (4) of [temp points v]) - (item (1) of [temp points v])))\nif <(item (1) of [temp points v]) > [500]> then\n if <(item (4) of [temp points v]) > [500]> then\n stop [this script v]\n else\n === Set Screen Point 1 (500) ((item (2) of [temp points v]) + (((500) - (item (1) of [temp points v])) * (slope)))\n end\nend\nif <(item (2) of [temp points v]) > [500]> then\n if <(item (5) of [temp points v]) > [500]> then\n stop [this script v]\n else\n === Set Screen Point 1 ((item (1) of [temp points v]) + (((500) - (item (2) of [temp points v])) / (slope))) (500)\n end\nend\nif <(item (1) of [temp points v]) < [-500]> then\n if <(item (4) of [temp points v]) < [-500]> then\n stop [this script v]\n else\n === Set Screen Point 1 (-500) ((item (2) of [temp points v]) + (((-500) - (item (1) of [temp points v])) * (slope)))\n end\nend\nif <(item (2) of [temp points v]) < [-500]> then\n if <(item (5) of [temp points v]) < [-500]> then\n stop [this script v]\n else\n === Set Screen Point 1 ((item (1) of [temp points v]) + (((-500) - (item (2) of [temp points v])) / (slope))) (-500)\n end\nend\nif <(item (4) of [temp points v]) > [500]> then\n === Set Screen Point 2 (500) ((item (2) of [temp points v]) + (((500) - (item (1) of [temp points v])) * (slope)))\nend\nif <(item (5) of [temp points v]) > [500]> then\n === Set Screen Point 2 ((item (1) of [temp points v]) + (((500) - (item (2) of [temp points v])) / (slope))) (500)\nend\nif <(item (4) of [temp points v]) < [-500]> then\n === Set Screen Point 2 (-500) ((item (2) of [temp points v]) + (((-500) - (item (1) of [temp points v])) * (slope)))\nend\nif <(item (5) of [temp points v]) < [-500]> then\n === Set Screen Point 2 ((item (1) of [temp points v]) + (((-500) - (item (2) of [temp points v])) / (slope))) (-500)\nend\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 [begin v]\nset [_camspeed v] to [4]\nset [_viewfactor v] to [300]\nset [_nearplane v] to [0.1]\nset [_zoom v] to [100]\nInitialize Camera\nset pen size to (2)\n\nwhen flag clicked\nsetupbestscore\nset [mobile? v] to [0]\nLevel [0]\nInitialize Camera\nset [_activity# v] to [0]\n\ndefine loadingscreen\npen up\ngo to x: (0) y: (0)\nset pen color to (#d6d6d6)\nset pen size to (700)\npen down\npen up\nset pen color to (#000000)\nPrint | Pos [-90] [19] Size [30] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [Joining...]\nset pen color to (#ffffff)\nset pen size to (10)\ngo to x: (50) y: (-30)\npen down\ngo to x: (-100) y: (-30)\npen up\ngo to x: (50) y: (-40)\npen down\ngo to x: (-100) y: (-40)\npen up\ngo to x: (50) y: (-35)\npen down\ngo to x: (-100) y: (-35)\npen up\nset pen color to (#aaffba)\ngo to x: (-100) y: (-30)\npen down\nchange x by ((timer) * (45))\npen up\ngo to x: (-100) y: (-40)\npen down\nchange x by ((timer) * (45))\npen up\ngo to x: (-100) y: (-35)\npen down\nchange x by ((timer) * (45))\npen up\nset pen color to (#000000)\nPrint | Pos [60] [-40] Size [10] [] Bounds [] [] Space [1] Style [] [] Underline [] [] Align [] [] Text (join (round ((timer) * (31))) [%])\n\ndefine menüplayer\nset [backward v] to [0]\nset [forward v] to [0]\nset [jump v] to [1]\nset [left v] to [0]\nset [right v] to [0]\n=== Calculate Trig Values\nPhysics\nSet Camera Pos to ((payerX) + ((cosX) * ((sinY) * (_zoom)))) ((camY) + ((((playerY) + ((_zoom) * (() - (sinX)))) - (camY)) / (5))) ((playerZ) + ((cosX) * ((cosY) * (() - (_zoom)))))\nRender\nupdatepos\nchange [roty v] by (5)\nset [rotx v] to [-30]\n\ndefine Level (#)\nsetup\nset [level# v] to (#)\nif <(#) = [0]> then\n Tower to [0] [0] [0] xl [20] yl [20] zl [20] | [1] |\n Tower to [0] [-250] [0] xl [50] yl [400] zl [50] | [1] |\nend\nif <(#) = [1]> then\n Tower to [0] [0] [0] xl [20] yl [20] zl [20] | [1] |\n Tower to [0] [0] [0] xl [50] yl [20] zl [50] | [1] |\n Tower to [0] [15] [35] xl [50] yl [50] zl [20] | [1] |\n Tower to [0] [30] [70] xl [50] yl [20] zl [50] | [1] |\n Tower to [50] [80] [140] xl [50] yl [20] zl [50] | [1] |\n Tower to [-10] [100] [ 200] xl [50] yl [20] zl [50] | [1] |\n Tower to [-45] [115] [200] xl [20] yl [50] zl [50] | [1] |\n Tower to [-20] [115] [165] xl [70] yl [50] zl [20] | [1] |\n Tower to [-140] [140] [180] xl [50] yl [20] zl [40] | [3] |\n Tower to [-250] [140] [180] xl [20] yl [20] zl [40] | [3] |\n Tower to [-300] [140] [180] xl [78] yl [20] zl [40] | [2] |\n Tower to [-330] [140] [135] xl [50] yl [20] zl [40] | [1] |\n Tower to [-370] [100] [110] xl [50] yl [40] zl [20] | [1] |\n Tower to [-340] [60] [0] xl [50] yl [20] zl [50] | [1] |\n Tower to [-340] [60] [-41] xl [50] yl [20] zl [30] | [2] |\n Tower to [-340] [ -10] [-150] xl [50] yl [20] zl [100] | [1] |\n Flag to [-340] [0] [-170]\nend\nif <(#) = [2]> then\n Tower to [0] [0] [0] xl [20] yl [20] zl [20] | [1] |\n Tower to [0] [0] [0] xl [25] yl [15] zl [25] | [1] |\n Tower to [30] [0] [90] xl [25] yl [15] zl [25] | [1] |\n Tower to [0] [0] [180] xl [25] yl [15] zl [25] | [3] |\n Tower to [-30] [0] [90] xl [25] yl [15] zl [25] | [2] |\n Tower to [0] [100] [205] xl [25] yl [15] zl [40] | [1] |\n Tower to [0] [112.5] [237.5] xl [25] yl [40] zl [25] | [2] |\n Tower to [0] [100] [270] xl [25] yl [15] zl [40] | [1] |\n Tower to [0] [112.5] [302.5] xl [25] yl [40] zl [25] | [2] |\n Tower to [0] [100] [335] xl [25] yl [15] zl [40] | [1] |\n Tower to [0] [100] [380] xl [40] yl [30] zl [30] | [2] |\n Tower to [0] [100] [410] xl [40] yl [30] zl [30] | [1] |\n Tower to [-100] [100] [450] xl [30] yl [20] zl [30] | [1] |\n Tower to [-200] [50] [450] xl [30] yl [30] zl [30] | [3] |\n Tower to [-280] [150] [450] xl [70] yl [20] zl [30] | [1] |\n Flag to [-300] [160] [450]\nend\nif <(#) = [3]> then\n Tower to [0] [0] [0] xl [20] yl [20] zl [20] | [1] |\n Tower to [0] [0] [0] xl [40] yl [20] zl [60] | [1] |\n Tower to [0] [0] [60] xl [40] yl [20] zl [60] | [2] |\n Tower to [0] [15] [100] xl [40] yl [50] zl [20] | [1] |\n Tower to [0] [30] [130] xl [40] yl [20] zl [40] | [3] |\n Tower to [-80] [60] [210] xl [40] yl [20] zl [40] | [1] |\n Tower to [-150] [60] [210] xl [40] yl [20] zl [40] | [2] |\n Tower to [-150] [70] [210] xl [10] yl [40] zl [10] | [1] |\n Tower to [-150] [95] [210] xl [10] yl [10] zl [10] | [3] |\n Tower to [-180] [200] [210] xl [30] yl [10] zl [30] | [1] |\n Tower to [-210] [200] [210] xl [30] yl [10] zl [30] | [2] |\n Tower to [-250] [200] [210] xl [50] yl [10] zl [30] | [1] |\n Flag to [-260] [205] [210]\nend\nif <(#) = [4]> then\n Tower to [0] [0] [0] xl [20] yl [20] zl [20] | [1] |\n Tower to [0] [-10] [0] xl [5] yl [40] zl [5] | [1] |\n Tower to [30] [-10] [50] xl [5] yl [40] zl [5] | [1] |\n Tower to [-5] [-10] [100] xl [5] yl [40] zl [5] | [1] |\n Tower to [0] [-10] [150] xl [5] yl [40] zl [5] | [1] |\n Tower to [30] [-10] [200] xl [5] yl [40] zl [5] | [1] |\n Tower to [10] [-10] [250] xl [5] yl [40] zl [5] | [1] |\n Tower to [0] [-10] [300] xl [50] yl [20] zl [50] | [1] |\n Tower to [0] [-15] [350] xl [50] yl [20] zl [50] | [2] |\n Tower to [0] [-10] [400] xl [50] yl [20] zl [50] | [3] |\n Tower to [-100] [45] [400] xl [50] yl [20] zl [50] | [3] |\n Tower to [-200] [100] [400] xl [100] yl [20] zl [50] | [1] |\n Flag to [-220] [110] [400]\nend\nif <(#) = [5]> then\n Tower to [0] [0] [0] xl [20] yl [20] zl [20] | [1] |\n Tower to [0] [-10] [0] xl [30] yl [20] zl [30] | [1] |\n Tower to [0] [40] [50] xl [30] yl [20] zl [30] | [1] |\n Tower to [0] [90] [100] xl [30] yl [20] zl [30] | [1] |\n Tower to [0] [140] [150] xl [30] yl [20] zl [30] | [1] |\n Tower to [0] [190] [200] xl [30] yl [20] zl [30] | [1] |\n Tower to [0] [240] [250] xl [30] yl [20] zl [30] | [1] |\n Tower to [0] [290] [300] xl [30] yl [20] zl [30] | [1] |\n Tower to [0] [290] [330] xl [30] yl [20] zl [30] | [2] |\n Tower to [0] [290] [360] xl [30] yl [20] zl [30] | [1] |\n Tower to [0] [290] [420] xl [30] yl [20] zl [30] | [3] |\n Tower to [-50] [390] [420] xl [30] yl [20] zl [30] | [3] |\n Tower to [-50] [490] [470] xl [30] yl [20] zl [30] | [3] |\n Tower to [-100] [550] [470] xl [30] yl [20] zl [30] | [1] |\n Tower to [-135] [550] [470] xl [10] yl [20] zl [30] | [2] |\n Tower to [-200] [550] [470] xl [100] yl [20] zl [30] | [1] |\n Flag to [-220] [560] [470]\nend\n\ndefine menübuttons\nset pen color to (#adadad)\nCheck [-220] [55] [50] [20]\nif <(_check?) = [1]> then\n replace item (1) of [buttons v] with ((item (1) of [buttons v]) + (((1) - (item (1) of [buttons v])) / (10)))\n if <mouse down?> then\n replace item (1) of [buttonspressed v] with [1]\n else\n if <(item (1) of [buttonspressed v]) = [1]> then\n set [_activity# v] to [4]\n replace item (1) of [buttonspressed v] with [0]\n set [levelscroll v] to [0]\n else\n replace item (1) of [buttonspressed v] with [0]\n end\n end\nelse\n replace item (1) of [buttons v] with ((item (1) of [buttons v]) + (((0) - (item (1) of [buttons v])) / (10)))\n replace item (1) of [buttonspressed v] with [0]\nend\nif <(item (1) of [buttonspressed v]) = [1]> then\n Print | Pos [-220] [50] Size [20] [] Bounds [] [] Space ((1) + ((item (1) of [buttons v]) * (0.5))) Style [1] [1] Underline [-0.1] [] Align [] [] Text [Play]\nelse\n Print | Pos [-220] [50] Size [20] [] Bounds [] [] Space ((1) + ((item (1) of [buttons v]) * (0.5))) Style [1] [1] Underline [] [] Align [] [] Text [Play]\nend\nCheck [-220] [155] [0] [20]\nif <(_check?) = [1]> then\n replace item (2) of [buttons v] with ((item (2) of [buttons v]) + (((1) - (item (2) of [buttons v])) / (10)))\n if <mouse down?> then\n replace item (2) of [buttonspressed v] with [1]\n else\n if <(item (2) of [buttonspressed v]) = [1]> then\n set [_activity# v] to [5]\n replace item (2) of [buttonspressed v] with [0]\n else\n replace item (2) of [buttonspressed v] with [0]\n end\n end\nelse\n replace item (2) of [buttons v] with ((item (2) of [buttons v]) + (((0) - (item (2) of [buttons v])) / (10)))\n replace item (2) of [buttonspressed v] with [0]\nend\nif <(item (2) of [buttonspressed v]) = [1]> then\n Print | Pos [-220] [0] Size [20] [] Bounds [] [] Space ((1) + ((item (2) of [buttons v]) * (0.5))) Style [1] [1] Underline [-0.1] [] Align [] [] Text [Instructions]\nelse\n Print | Pos [-220] [0] Size [20] [] Bounds [] [] Space ((1) + ((item (2) of [buttons v]) * (0.5))) Style [1] [1] Underline [] [] Align [] [] Text [Instructions]\nend\nPrint | Pos [-220] [-50] Size [20] [] Bounds [] [] Space [] Style [1] [1] Underline [] [] Align [] [] Text [Mobile]\nif <(mobile?) = [0]> then\n set pen color to (#930000)\nelse\n set pen color to (#429300)\nend\nset pen size to (25)\ngo to x: (-120) y: (-40)\npen down\ngo to x: (-100) y: (-40)\npen up\nset pen color to (#000000)\nset pen size to (20)\nif <(mobile?) = [0]> then\n go to x: (-120) y: (-40)\n pen down\n pen up\nelse\n go to x: (-100) y: (-40)\n pen down\n pen up\nend\nCheck [-135] [50] [-55] [30]\nif <(_check?) = [1]> then\n if <mouse down?> then\n replace item (5) of [buttonspressed v] with [1]\n else\n if <(item (5) of [buttonspressed v]) = [1]> then\n set [mobile? v] to ((1) - (mobile?))\n replace item (5) of [buttonspressed v] with [0]\n else\n replace item (5) of [buttonspressed v] with [0]\n end\n end\nelse\n replace item (5) of [buttonspressed v] with [0]\nend\n\ndefine Check (x) (xl) (y) (yl)\nset [_check? v] to (<<<((y) + (yl)) > (mouse y)> and <(y) < (mouse y)>> and <<(mouse x) > (x)> and <(mouse x) < ((x) + (xl))>>> * (1))\n\ndefine game full\nset pen color to (#adadad)\nPrint | Pos [-100] [40] Size [30] [] Bounds [] [] Space [] Style [1] [5] Underline [] [] Align [] [] Text [Game Full :\(]\nPrint | Pos [-100] [0] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [Other players won`t see you]\nPrint | Pos [-40] [-20] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [You`ll see them]\nset pen color to (#adadad)\nset pen size to (40)\npen up\ngo to x: (20) y: (-90)\npen down\ngo to x: (80) y: (-90)\npen up\ngo to x: (20) y: (-100)\npen down\ngo to x: (80) y: (-100)\nCheck [0] [100] [-120] [50]\nif <(_check?) = [0]> then\n set pen color to (#f5f5f5)\n replace item (3) of [buttonspressed v] with [0]\nelse\n set pen color to (#d6d6d6)\n if <mouse down?> then\n replace item (3) of [buttonspressed v] with [1]\n else\n if <(item (3) of [buttonspressed v]) = [1]> then\n replace item (3) of [buttonspressed v] with [0]\n set [_activity# v] to [2]\n else\n replace item (3) of [buttonspressed v] with [0]\n end\n end\nend\nset pen size to (33)\npen up\ngo to x: (20) y: (-90)\npen down\ngo to x: (80) y: (-90)\npen up\ngo to x: (20) y: (-100)\npen down\ngo to x: (80) y: (-100)\nset pen color to (#adadad)\nPrint | Pos [20] [-105] Size [20] [] Bounds [] [] Space [1.55] Style [] [] Underline [] [] Align [] [] Text [Play]\nhomebutton1\n\ndefine homebutton1\nset pen color to (#adadad)\nset pen size to (40)\npen up\ngo to x: (-30) y: (-90)\npen down\ngo to x: (-40) y: (-90)\npen up\ngo to x: (-30) y: (-100)\npen down\ngo to x: (-40) y: (-100)\nCheck [-60] [50] [-120] [50]\nif <(_check?) = [0]> then\n set pen color to (#f5f5f5)\n replace item (4) of [buttonspressed v] with [0]\nelse\n set pen color to (#d6d6d6)\n if <mouse down?> then\n replace item (4) of [buttonspressed v] with [1]\n else\n if <(item (4) of [buttonspressed v]) = [1]> then\n replace item (4) of [buttonspressed v] with [0]\n set [_activity# v] to [0]\n Level [0]\n Initialize Camera\n else\n replace item (4) of [buttonspressed v] with [0]\n end\n end\nend\nset pen size to (33)\npen up\ngo to x: (-30) y: (-90)\npen down\ngo to x: (-40) y: (-90)\npen up\ngo to x: (-30) y: (-100)\npen down\ngo to x: (-40) y: (-100)\nset pen color to (#adadad)\nset pen size to (6)\npen up\ngo to x: (-45) y: (-95)\npen down\ngo to x: (-25) y: (-95)\ngo to x: (-25) y: (-108)\npen up\ngo to x: (-37) y: (-108)\npen down\ngo to x: (-45) y: (-108)\ngo to x: (-45) y: (-95)\ngo to x: (-37) y: (-108)\ngo to x: (-37) y: (-95)\npen up\ngo to x: (-47) y: (-87)\npen down\ngo to x: (-35) y: (-80)\ngo to x: (-23) y: (-87)\ngo to x: (-47) y: (-87)\ngo to x: (-35) y: (-85)\n\ndefine instructions\nPrint | Pos [-80] [120] Size [] [] Bounds [] [] Space [] Style [] [] Underline [-0.2] [] Align [] [] Text [Computer/Laptop]\nPrint | Pos [-230] [100] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text []\nPrint | Pos [-230] [60] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [\[WASD\] to move]\nPrint | Pos [-230] [40] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [\[arrow keys\] to look around]\nPrint | Pos [-230] [20] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [\[Space\] to jump]\nPrint | Pos [-230] [0] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [\[R\] to reset the level]\nPrint | Pos [-80] [-60] Size [] [] Bounds [] [] Space [] Style [] [] Underline [-0.2] [] Align [] [] Text [Mobile]\nPrint | Pos [-230] [-100] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [\[left joystick\] to move]\nPrint | Pos [-230] [-120] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [\[wipe\] to look around]\nPrint | Pos [-230] [-140] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [\[rigth button\] to jump]\n\ndefine level\nset [_# v] to [0]\nrepeat (5)\n change [_# v] by (1)\n set pen color to (#000000)\n set pen (transparency v) to (100)\n set pen size to (1)\n point in direction (0)\n repeat (10)\n pen up\n go to x: ((-170) + (direction)) y: (180)\n pen down\n go to x: ((-170) + (direction)) y: (-180)\n change pen (transparency v) by (-0.5)\n turn right (1) degrees\n end\n set pen (transparency v) to (95)\n set pen size to (1)\n point in direction (0)\n repeat (10)\n pen up\n go to x: ((210) + (direction)) y: (180)\n pen down\n go to x: ((210) + (direction)) y: (-180)\n change pen (transparency v) by (0.5)\n turn right (1) degrees\n end\n go to x: (-70) y: (((90) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5)))\n set pen color to (#adadad)\n set pen size to (80)\n go to x: (110) y: (((90) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5)))\n go to x: (110) y: (((50) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5)))\n go to x: (-70) y: (((50) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5)))\n go to x: (-70) y: (((90) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5)))\n go to x: (-70) y: (((90) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5)))\n Check [-110] [260] (((10) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5))) [120]\n if <(_check?) = [1]> then\n if <mouse down?> then\n replace item ((5) + (_#)) of [buttonspressed v] with [1]\n else\n if <(item ((5) + (_#)) of [buttonspressed v]) = [1]> then\n replace item ((5) + (_#)) of [buttonspressed v] with [0]\n Level (_#)\n broadcast (join v)\n else\n replace item ((5) + (_#)) of [buttonspressed v] with [0]\n end\n end\n else\n replace item ((5) + (_#)) of [buttonspressed v] with [0]\n end\n set pen color to (#f5f5f5)\n set pen (brightness v) to ((100) - ((_check?) * (10)))\n set pen size to (70)\n go to x: (110) y: (((90) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5)))\n go to x: (110) y: (((50) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5)))\n go to x: (-70) y: (((50) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5)))\n go to x: (-70) y: (((90) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5)))\n pen up\n set pen color to (#adadad)\n Print | Pos [-80] (((-3) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5))) Size [8] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text (join [Your best time: ] (item (_#) of [bestscore v]))\n set pen color to (#e8bf86)\n go to x: (-70) y: (((-15) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5)))\n set pen size to (15)\n pen down\n pen up\n set pen color to (#e6e886)\n go to x: (-70) y: (((-15) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5)))\n set pen size to (10)\n pen down\n pen up\n set pen color to (#adadad)\n Print | Pos [-60] (((-19) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5))) Size [8] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text (join [Highscore: ] (join (join (item (_#) of [☁ highscores v]) [ by: ]) (item (_#) of [☁ highscore by v])))\n Print | Pos [-70] (((50) - ((leveldistance) * ((_#) - (1)))) - ((levelscroll) * (2.5))) Size [40] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text (join [Level ] (_#))\n set pen color to (#d1d1d1)\n pen up\n set pen size to (40)\n go to x: (-203) y: ((levelscroll) + (80))\n pen down\n change y by (-20)\n pen up\n Check [-240] [80] [-200] [400]\n if <<mouse down?> and <(_check?) = [1]>> then\n set [levelscroll v] to ((-80) + (mouse y))\n if <(levelscroll) > [0]> then\n set [levelscroll v] to [0]\n end\n if <(levelscroll) < [-215]> then\n set [levelscroll v] to [-215]\n end\n end\nend\n\ndefine homebutton2\nset pen color to (#adadad)\nset pen size to (40)\npen up\ngo to x: (-200) y: (140)\npen down\ngo to x: (-210) y: (140)\npen up\ngo to x: (-200) y: (130)\npen down\ngo to x: (-210) y: (130)\nCheck [-230] [50] [110] [50]\nif <(_check?) = [0]> then\n set pen color to (#f5f5f5)\n replace item (4) of [buttonspressed v] with [0]\nelse\n set pen color to (#d6d6d6)\n if <mouse down?> then\n replace item (4) of [buttonspressed v] with [1]\n else\n if <(item (4) of [buttonspressed v]) = [1]> then\n replace item (4) of [buttonspressed v] with [0]\n set [_activity# v] to [0]\n Level [0]\n Initialize Camera\n else\n replace item (4) of [buttonspressed v] with [0]\n end\n end\nend\nset pen size to (33)\npen up\ngo to x: (-200) y: (140)\npen down\ngo to x: (-210) y: (140)\npen up\ngo to x: (-200) y: (130)\npen down\ngo to x: (-210) y: (130)\nset pen color to (#adadad)\nset pen size to (6)\npen up\ngo to x: (-215) y: (135)\npen down\ngo to x: (-195) y: (135)\ngo to x: (-195) y: (122)\npen up\ngo to x: (-207) y: (122)\npen down\ngo to x: (-215) y: (122)\ngo to x: (-215) y: (135)\ngo to x: (-207) y: (122)\ngo to x: (-207) y: (135)\npen up\ngo to x: (-217) y: (143)\npen down\ngo to x: (-205) y: (150)\ngo to x: (-193) y: (143)\ngo to x: (-217) y: (143)\ngo to x: (-205) y: (150)\n\ndefine wipe\nif <<<(1) = [0]> and <(2) = [0]>> and <<<<not <key (up arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> and <<not <key (right arrow v) pressed?>> and <not <key (down arrow v) pressed?>>>> and <<mouse down?> and <<(1) = [0]> and <<(2) = [0]> and <(item (4) of [buttonspressed v]) = [0]>>>>>> then\n if <(3) = [0]> then\n set [lastx v] to (mouse x)\n set [lasty v] to (mouse y)\n end\n if <(3) = [1]> then\n set [srotatex v] to ((() - ((lasty) - (mouse y))) / (4))\n set [srotatey v] to (((lastx) - (mouse x)) / (4))\n set [lastx v] to (mouse x)\n set [lasty v] to (mouse y)\n end\n set [3 v] to [1]\nelse\n set [3 v] to [0]\nend\n\ndefine setupbestscore\ndelete all of [bestscore v]\nrepeat (5)\n add [-] to [bestscore v]\nend\n\nwhen [up arrow v] key pressed\nif <<not <(levelscroll) > [0]>> and <[4] = (_activity#)>> then\n change [levelscroll v] by (20)\nend\n\nwhen [down arrow v] key pressed\nif <<(levelscroll) > [-215]> and <[4] = (_activity#)>> then\n change [levelscroll v] by (-20)\nend\n\ndefine Flag to (x) (y) (z)\nTower to (x) ((y) + (15)) (z) xl [10] yl [30] zl [10] | [4] |\nTower to ((x) - (15)) ((y) + (22.5)) (z) xl [20] yl [15] zl [10] | [4] |\n\nwhen I receive [begin v]\nset [moved? v] to [0]\n\nwhen I receive [flag v]\nset [_activity# v] to [6]\n\nwhen I receive [flag v]\nreplace item (2) of [done v] with [0]\nif <<[-] = (item (level#) of [☁ highscores v])> or <(item (level#) of [☁ highscores v]) > (_timer)>> then\n broadcast (set highscore v)\n replace item (2) of [done v] with [1]\nend\n\nwhen [r v] key pressed\nInitialize Camera\nset [moved? v] to [0]\nset [_timer v] to [0]\n\ndefine Shadow\n\nwhen I receive [flag v]\nreplace item (1) of [done v] with [0]\nif <<(item (level#) of [bestscore v]) > (_timer)> or <(item (level#) of [bestscore v]) = [-]>> then\n replace item (level#) of [bestscore v] with (_timer)\n replace item (1) of [done v] with [1]\nend\n\ndefine done\nset pen color to (#adadad)\nPrint | Pos [-50] [40] Size [30] [] Bounds [] [] Space [] Style [1] [5] Underline [] [] Align [] [] Text [Done!]\nif <(item (1) of [done v]) = [1]> then\n Print | Pos [-100] [0] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [Your best score until now :O]\nelse\n Print | Pos [-150] [0] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [So close to your best score. Try again!]\nend\nif <(item (2) of [done v]) = [1]> then\n Print | Pos [-70] [-20] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [You did the highscore!]\nelse\n Print | Pos [-155] [-20] Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [Maybe next time you`ll do the highscore!]\nend\nset pen color to (#adadad)\nset pen size to (40)\npen up\ngo to x: (20) y: (-90)\npen down\ngo to x: (80) y: (-90)\npen up\ngo to x: (20) y: (-100)\npen down\ngo to x: (80) y: (-100)\nCheck [0] [100] [-120] [50]\nif <[5] > (level#)> then\n if <(_check?) = [0]> then\n set pen color to (#f5f5f5)\n replace item (3) of [buttonspressed v] with [0]\n else\n set pen color to (#d6d6d6)\n if <mouse down?> then\n replace item (3) of [buttonspressed v] with [1]\n else\n if <(item (3) of [buttonspressed v]) = [1]> then\n replace item (3) of [buttonspressed v] with [0]\n change [level# v] by (1)\n broadcast (join v)\n else\n replace item (3) of [buttonspressed v] with [0]\n end\n end\n end\nelse\n set pen color to (#cccccc)\nend\nset pen size to (33)\npen up\ngo to x: (20) y: (-90)\npen down\ngo to x: (80) y: (-90)\npen up\ngo to x: (20) y: (-100)\npen down\ngo to x: (80) y: (-100)\nset pen color to (#adadad)\nPrint | Pos [20] [-105] Size [20] [] Bounds [] [] Space [1.55] Style [] [] Underline [] [] Align [] [] Text [Next]\nhomebutton1\n\nwhen I receive [join v]\nLevel (level#)\n\ndefine like+fave pls :3\nset pen color to (#599643)\nPrint | Pos [-235] [165] Size [10] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text [Please like and/or fave :3 That would make me really, really happy :\)]\nPrint | Pos [-235] [150] Size [10] [] Bounds [] [] Space [0.8] Style [] [] Underline [] [] Align [] [] Text [And you could say that you made somebody really, really happy :D xD]\nset pen (transparency v) to (80)\nset pen size to (1)\ngo to x: (-240) y: (140)\nrepeat (20)\n pen down\n change x by (480)\n pen up\n change x by (-480)\n change y by (-0.5)\n change pen (transparency v) by (1)\nend\n\nwhen I receive [tick v]\nerase all\nGame\n\n@☁ Cloud 1\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]\nreset timer\nforever\n send cloud data\n if <not <(_activity#) = [2]>> then\n set [my player # v] to [0]\n stop [this script v]\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ player1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ player2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ player3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ player4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ player5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ player6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ player7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ player8 v] to (value)\n else\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nadd (payerX) to [buffer v]\nadd (playerY) to [buffer v]\nadd (playerZ) to [buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (level#) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine setup code\nset [letter # v] to [0]\ndelete all of [code v]\nrepeat (length of [ abcdefghijklmnopqrstuvwxyz0123456789+-. _\[\]])\n change [letter # v] by (1)\n add (letter (letter #) of [ abcdefghijklmnopqrstuvwxyz0123456789+-. _\[\]]) to [code v]\nend\n\nwhen I receive [join v]\nset [_activity# v] to [1]\nset [max players v] to [8]\nset [my player # v] to [0]\ndelete all of [buffer v]\nreset timer\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nhide\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [_activity# v] to [2]\nelse\n set [_activity# v] to [3]\nend\nbroadcast (begin v)\n\nwhen flag clicked\nsetup code\n\n@☁ Cloud 2\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nset [color v] effect to (90)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [101]\n replace item (player #) of [☁ online? v] with (offline)\n else\n tick\n end\n if <not <(_activity#) = [2]>> then\n stop [this script v]\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ player1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ player2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ player3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ player4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ player5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ player6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ player7)\n else\n set [value v] to (☁ player8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [last value v] to (join [A] (value))\n if <not <(offline) > [101]>> then\n change [offline v] by (1)\n end\n replace item (player #) of [☁ online? v] with (offline)\nelse\n set [last value v] to (join [A] (value))\n replace item (player #) of [☁ online? v] with (offline)\n set [offline v] to [0]\n begin decode of (value)\n value = read from encoded\n replace item (player #) of [☁ username v] with (value)\n value = read from encoded\n value = read from encoded\n replace item (player #) of [☁ level v] with (value)\n value = read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from encoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n replace item (player #) of [☁ x v] with (item (1) of [buffer v])\n delete (1) of [buffer v]\n replace item (player #) of [☁ y v] with (item (1) of [buffer v])\n delete (1) of [buffer v]\n replace item (player #) of [☁ z v] with (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine delete\ndelete all of [☁ username v]\ndelete all of [☁ x v]\ndelete all of [☁ y v]\ndelete all of [☁ z v]\ndelete all of [☁ online? v]\ndelete all of [☁ level v]\nrepeat (8)\n add [0] to [☁ level v]\n add [0] to [☁ username v]\n add [0] to [☁ x v]\n add [0] to [☁ y v]\n add [0] to [☁ z v]\n add [0] to [☁ online? v]\nend\n\n@☁ Cloud 3\n\ndefine setcloud\nset [encoded v] to []\nwrite (item (1) of [☁ highscores v]) to encoded\nwrite (item (1) of [☁ highscore by v]) to encoded\nwrite (item (2) of [☁ highscores v]) to encoded\nwrite (item (2) of [☁ highscore by v]) to encoded\nwrite (item (3) of [☁ highscores v]) to encoded\nwrite (item (3) of [☁ highscore by v]) to encoded\nset [☁ highscore 1,2,3 . v] to (encoded)\nset [encoded v] to []\nwrite (item (4) of [☁ highscores v]) to encoded\nwrite (item (4) of [☁ highscore by v]) to encoded\nwrite (item (5) of [☁ highscores v]) to encoded\nwrite (item (5) of [☁ highscore by v]) to encoded\nwait (0.1) seconds\nset [☁ highscore 4,5 . v] to (encoded)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine getcloud\ndelete all of [☁ highscores v]\ndelete all of [☁ highscore by v]\nset [letter # v] to [1]\nset [__# v] to [1]\nset [encoded v] to (☁ highscore 1,2,3 .)\nrepeat (3)\n value = read from encoded\n add (value) to [☁ highscores v]\n value = read from encoded\n add (value) to [☁ highscore by v]\nend\nset [letter # v] to [1]\nset [encoded v] to (☁ highscore 4,5 .)\nrepeat (2)\n value = read from encoded\n add (value) to [☁ highscores v]\n value = read from encoded\n add (value) to [☁ highscore by v]\nend\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 set (#) to (time) (username)\ngetcloud\nreplace item (#) of [☁ highscores v] with (time)\nreplace item (#) of [☁ highscore by v] with (username)\nsetcloud\ngetcloud\n\nwhen I receive [highscores v]\ngetcloud\n\nwhen I receive [set highscore v]\ngetcloud\nset (level#) to (_timer) (username)\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\ndelete all of [fps v]\nrepeat (10)\n add [0] to [fps v]\nend\nwait (0.1) seconds\nhide\nset [fps v] to [0]\nrepeat until <(fps) = [du]>\n set [__timer v] to (timer)\n broadcast (tick v) and wait\n set [fps v] to ((1) / ((timer) - (__timer)))\n delete (1) of [fps v]\n add (fps) to [fps v]\n check\nend\nset x to (0)\nshow\ngo to [front v] layer\nstop [all v]\n\ndefine check\nset [fps v] to [0]\nset x to (0)\nrepeat (10)\n change x by (1)\n if <(item (x position) of [fps v]) > [40]> then\n change [fps v] by (1)\n end\n if <(item (x position) of [fps v]) = [infinity]> then\n change [fps v] by (4)\n end\nend\nif <(fps) = [10]> then\n set [fps v] to [du]\nend\n\n
⭐ [☁ Multiplayer 3D Platformer | 100% pen] ⭐ \n\n★ Pls like, fave and follow, to reward my months of hard work :D (4270 blocks)\n\n★ If you like it, propose it here\nhttps://scratch.mit.edu/studios/28715018/comments/\n\n★ Instructions in the game :)\n\n★ You don’t need to but if you wanna play here: \nhttps://turbowarp.org/625696052\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nif you read this you`ve to follow me and subscribe to my yt: https://youtube.com/channel/UCBw3X7rEXQooCQkPFzQYAcQ
Pixelcity a platformer
@Stage\n\nwhen flag clicked\nset [niveau v] to [1]\nswitch backdrop to (arrière-plan2 v)\nforever\n reset timer\nend\n\nwhen I receive [start v]\nswitch backdrop to (arrière-plan v)\nset [ghost v] effect to (75)\n\n@Blank\n\n@Intro\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [effet v] to [0]\nswitch costume to (pfp v)\npoint in direction (90)\nwait (0.75) seconds\nset [effet v] to [0]\nrepeat until <(round (Effet)) = [150]>\n change [effet v] by (((150) - (Effet)) / (5))\n create clone of (_myself_ v)\nend\nwait (0.8) seconds\nbroadcast (START v)\nrepeat until <(round (Effet)) = [0]>\n change [effet v] by (((0) - (Effet)) / (8))\nend\nhide\nbroadcast (START v)\n\nwhen flag clicked\nforever\n set size to ((Effet) * (1.5)) %\n set [brightness v] effect to (Effet)\n point in direction (((Effet) * (3.62)) + (90))\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (5)\n go to [front v] layer\nend\npoint in direction (90)\nrepeat until <(round (Effet)) = [150]>\n set size to ((Effet) * (2.5)) %\n set [ghost v] effect to ((Effet) + (20))\n set [ghost v] effect to (Effet)\nend\ndelete this clone\n\nwhen [timer v] > (0)\nhide\n\n@Player \n\nwhen I receive [start v]\nwait (0.8) seconds\nshow\nforever\n if <(x position) > [240]> then\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\ngo to x: (-200) y: (0)\nshow\nswitch costume to (non mouvement v)\nset size to (100) %\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n set [x v] to ((x) * (0.85))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n change x by (x)\n if <touching (plateforme v)?> then\n change y by (1)\n end\n if <touching (plateforme v)?> then\n change y by (1)\n end\n if <touching (plateforme v)?> then\n change y by (1)\n end\n if <touching (plateforme v)?> then\n change y by (1)\n end\n if <touching (plateforme v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (plateforme v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (plateforme v)?>> then\n wait (0.01) seconds\n change [y v] by (14)\n end\n change y by (1)\n clear graphic effects\n if <<touching (pics v)?> or <<touching (ennemi v)?> and <<([y position v] of [ennemi v]) = (y position)> or <([y position v] of [ennemi v]) > (y position)>>>> then\n repeat (20)\n change [pixelate v] effect by (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (0)\n end\nend\n\nwhen I receive [start v]\nforever\n if <mouse down?> then\n switch costume to (mouvement v)\n point towards (mouse-pointer v)\n point in direction ((round ((direction) / (90))) * (90))\n else\n switch costume to (non mouvement v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (ennemi v)?> and <(y position) > ([y position v] of [ennemi v])>> then\n change [y v] by (14)\n change y by (y)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@Plateforme\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Niveau)\nend\n\nwhen [timer v] > (0)\nhide\n\n@Plateforme2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (Effet fantôme)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n if <(Niveau) = [4]> then\n if <touching (player v)?> then\n switch costume to (costume4 v)\n repeat until <(Effet fantôme) = [50]>\n change [effet fantôme v] by (5)\n end\n else\n repeat until <(Effet fantôme) = [0]>\n change [effet fantôme v] by (-5)\n end\n set [effet fantôme v] to [0]\n end\n end\n if <(Niveau) = [9]> then\n set [effet fantôme v] to [0]\n switch costume to (costume1 v)\n end\n if <<(Niveau) = [9]> or <(Niveau) = [4]>> then\n show\n else\n hide\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@Texte\n\nwhen I receive [start v]\nforever\n switch costume to (Niveau)\nend\n\nwhen I start as a clone\nset [brightness v] effect to (50)\nset [ghost v] effect to (60)\nrepeat (8)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [start v]\nshow\nset size to (150) %\ngo to x: (0) y: (100)\ngo to [front v] layer\nforever\n point in direction (((10) * ([sin v] of ((8) * (Sin)) )) + (90))\n change [sin v] by ((2) / (3))\nend\n\n@Niveau\n\nwhen flag clicked\nset [nombres v] to [0]\nhide\nwait (4) seconds\nforever\n change [nombres v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(Nombres) > (length of (Niveau))> then\n hide\n else\n show\n switch costume to (letter (Nombres) of (Niveau))\n end\nend\n\nwhen I start as a clone\nforever\n if <<(Niveau) = [3]> or <<(Niveau) = [4]> or <(Niveau) = [9]>>> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((-225) + ((Nombres) * (30))) y: (((10) * ([sin v] of ((8) * (Sinus)) )) + (140))\n change [sinus v] by ((2) / (3))\nend\n\n@Couleurs\n\nwhen I receive [start v]\nforever\n wait (0.5) seconds\n change [luminosité v] by (-0.1)\n if <(Luminosité) = [-100]> then\n stop [all v]\n end\nend\n\nwhen I receive [start v]\nforever\n set [brightness v] effect to (Luminosité)\n set size to ((Tourbillon) * (4)) %\n set [ghost v] effect to (3)\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [start v]\nset [luminosité v] to [30]\ngo to x: (0) y: (150)\nforever\n go to [back v] layer\n if <(Niveau) = [10]> then\n hide\n else\n show\n end\nend\n\n@Affichage\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nwait (0.01) seconds\nset [fin v] to [0]\nshow\nrepeat (10)\n go to x: (0) y: (((175) * ([sin v] of ((8) * (FIN)) )) - (150))\n change [fin v] by ((2) / (3))\nend\n\n@NEXT\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nwait (1) seconds\nforever\n if <([x position v] of [player v]) > [240]> then\n if <(Niveau) = [10]> then\n stop [all v]\n end\n set [ghost v] effect to (0)\n set size to (0) %\n show\n repeat (20)\n change y by (-9.5)\n turn right (18) degrees\n change size by (5)\n end\n change [niveau v] by (1)\n wait (1) seconds\n set [ghost v] effect to (100)\n wait (0.1) seconds\n broadcast (START v)\n else\n set [ghost v] effect to (100)\n go to x: (0) y: (340)\n set size to (100) %\n go to [front v] layer\n hide\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@Tourbillon\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [tourbillon v] to [95]\nforever\n repeat (10)\n change [tourbillon v] by (0.5)\n end\n wait (0.001) seconds\n repeat (10)\n change [tourbillon v] by (-0.5)\n end\n wait (0.001) seconds\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (116)\nforever\n if <(Niveau) = [10]> then\n set [ghost v] effect to (100)\n else\n go to [back v] layer\n set [whirl v] effect to ((Tourbillon) * (8))\n set size to (Tourbillon) %\n set [ghost v] effect to (15)\n end\nend\n\n@Pics\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n wait (1) seconds\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (Pics)\nend\n\nwhen I receive [start v]\nset [pixelate v] effect to (0)\nforever\n switch costume to (Niveau)\nend\n\nwhen flag clicked\nset [pics v] to [0]\nforever\n if <<(Niveau) = [4]> or <(Niveau) = [6]>> then\n wait (0.01) seconds\n repeat (10)\n change [pics v] by (-1)\n end\n wait (0.01) seconds\n repeat (10)\n change [pics v] by (1)\n end\n else\n set [pics v] to [0]\n end\n if <(Niveau) = [5]> then\n turn left (10) degrees\n set [pics v] to [-110]\n set [whirl v] effect to (75)\n else\n set [whirl v] effect to (0)\n point in direction (90)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@Ennemi\n\nwhen I receive [start v]\nset rotation style [left-right v]\nforever\n point towards (player v)\n if <(Niveau) = [7]> then\n change y by (y ennemi)\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n switch costume to (costume1 v)\n move (2) steps\n if <<touching (player v)?> and <([y position v] of [player v]) > (y position)>> then\n wait (0.05) seconds\n switch costume to (costume2 v)\n wait (0.05) seconds\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [y ennemi v] to [20]\nforever\n change [y ennemi v] by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (plateforme v)?>> then\n change [y ennemi v] by (14)\n else\n if <touching (plateforme v)?> then\n set [y ennemi v] to [0]\n end\n end\nend\n\n
Français\nTouches directionnelles ou souris/doigt pour se déplacer.\nNe pas toucher les pics ou la scie. Il y a un passage secret au niveau 4. Il suffit de le toucher pour passer. Attention à l’ennemi: il saute en même temps que vous.\n\n\n English\n\nDirectional keys or mouse/finger to move.\nDo not touch the spikes or the saw. There is a secret passage at level 4. Just touch it to pass. Watch out for the enemy: he jumps at the same time as you.\n\n\n\n\n\n\n\n\n\n\n\n\n\n⬛️⬛️⬛️⬛️⬛️⬛️⬛️\n⬛️⬜️⬜️⬜️⬜️⬜️⬛️\n⬛️⬜️⬜️⬛️⬛️⬜️⬛️\n⬛️⬜️⬜️⬛️⬛️⬜️⬛️\n⬛️⬜️⬜️⬜️⬜️⬜️⬛️\n⬛️⬛️⬛️⬛️⬛️⬛️⬛️
Magic Lands | A Platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(Music) = [1]> then\n play sound [Final Exploration - PaulRHJT v] until done\n end\nend\n\n@INSTRUCTIONS (delete)\n\n@Player\n\nwhen I start as a clone\nrepeat (30)\n change [ghost v] effect by (2.4)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Setup v) and wait\n setup\n repeat until <(EXIT) > []>\n loop\n broadcast (Loop v) and wait\n end\n if <(EXIT) = [next]> then\n change [level v] by (1)\n hide\n broadcast (NEXT LEVEL v) and wait\n end\n if <(EXIT) = [skip]> then\n hide\n broadcast (NEXT LEVEL v) and wait\n end\n set [exit v] to []\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine setup\nset [in air2 v] to [0]\nset [x v2 v] to [0]\nset [y v v] to [0]\ngo to x: (-111) y: (-139)\nshow\n\ndefine loop\nif <<not <<(TrussUp) = [1]> or <(TrussDown) = [1]>>> and <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (Player X)>> or <key (a v) pressed?>>>> then\n change [x v2 v] by (-1)\nend\nif <<not <<(TrussUp) = [1]> or <(TrussDown) = [1]>>> and <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (Player X)>>>>> then\n change [x v2 v] by (1)\nend\nset [x v2 v] to ((x v2) * (0.8))\nif <([abs v] of (x v2) ) > [0.9]> then\n change player x by (round (x v2))\nend\nif <<not <<touching (climbable v)?> or <touching (truss on v)?>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (30)) > [0]>>>>> then\n if <(in air2) < [4]> then\n set [y v v] to [10]\n end\nend\nchange [y v v] by (-2)\nchange player y by (y v)\nif <(y position) > [179]> then\n set [exit v] to [next]\nend\nif <(y position) < [-179]> then\n set [exit v] to [die]\n set [died v] to [1]\n broadcast (ae v)\nend\nif <<touching (spikes v)?> or <touching (moving spikes v)?>> then\n if <(Potion 2 Created) = [0]> then\n set [exit v] to [die]\n set [level v] to [1]\n end\nend\nif <touching (spring v)?> then\n if <([costume # v] of [spring v]) = [1]> then\n set [y v v] to [27]\n else\n if <([costume # v] of [spring v]) = [2]> then\n set [y v v] to [-8]\n else\n set [x v2 v] to [-27]\n end\n end\nend\n\ndefine change player y by (y v)\nif <not <<touching (climbable v)?> or <touching (truss on v)?>>> then\n change y by (y v)\n change [in air2 v] by (1)\n repeat until <not <<touching (moving platforms v)?> or <<touching (on v)?> or <<touching (platform v)?> or <<touching (truss v)?> or <<<touching (conveyor right v)?> or <touching (conveyor left v)?>> or <<touching (conveyor left strong v)?> or <<touching (keydoor v)?> or <<touching (barrier v)?> or <touching (conveyor right strong v)?>>>>>>>>>>\n if <(y v) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [in air2 v] to [0]\n end\n set [y v v] to [0]\n end\nend\n\nwhen I receive [reset v]\nsetup\n\nhide\n\nwhen flag clicked\nforever\n if <<touching (climbable v)?> or <touching (truss on v)?>> then\n set [in air2 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (climbable v)?> or <touching (truss on v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <(TrussUp) = [1]>>> then\n change y by (5)\n else\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <(TrussDown) = [1]>>> then\n change y by (-5)\n end\n end\n end\nend\n\nrepeat (10)\n\nchange y by (10)\n\nwhen flag clicked\nforever\n if <(y v) < [-20]> then\n set [y v v] to [-20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (climbable v)?> or <touching (truss on v)?>> then\n set [y v v] to [-5]\n set [touchingclimbable v] to [1]\n else\n set [touchingclimbable v] to [0]\n end\nend\n\n\n\nwhen flag clicked\nforever\n change y by (-1)\n if <touching (conveyor left v)?> then\n change x by (-5)\n else\n if <touching (conveyor right v)?> then\n change x by (5)\n else\n if <touching (conveyor left strong v)?> then\n change x by (-10)\n else\n if <touching (conveyor right strong v)?> then\n change x by (10)\n end\n end\n end\n end\n change y by (1)\nend\n\n\n\nwhen flag clicked\nforever\n if <touching (bouncepad v)?> then\n set [y v v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport v)?> then\n repeat (10)\n go to (teleport exit v)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume4 v)\nforever\n wait until <not <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <mouse down?>>>>\n wait until <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <mouse down?>>>\n if <touching (orbs v)?> then\n start sound [Jump v]\n set [y v v] to [15]\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\nend\n\nwait until <touching (orbs v)?>\n\n\n\nset [y v v] to [15]\nwait (0.2) seconds\n\nwhen flag clicked\nforever\n if <touching (cannon v)?> then\n broadcast (check if zip v)\n end\nend\n\nwhen I receive [confirm v]\nset [x v2 v] to [20]\n\ndefine change player x by (x v)\nchange x by (x v)\nif <<touching (moving platforms v)?> or <<touching (on v)?> or <<touching (platform v)?> or <<touching (truss v)?> or <<<touching (conveyor right v)?> or <touching (conveyor left v)?>> or <<touching (conveyor left strong v)?> or <<touching (keydoor v)?> or <<touching (barrier v)?> or <touching (conveyor right strong v)?>>>>>>>>> then\n repeat (10)\n change y by (1)\n if <not <<touching (moving platforms v)?> or <<touching (on v)?> or <<touching (platform v)?> or <<touching (truss v)?> or <<<touching (conveyor right v)?> or <touching (conveyor left v)?>> or <<touching (conveyor left strong v)?> or <<touching (keydoor v)?> or <<touching (barrier v)?> or <touching (conveyor right strong v)?>>>>>>>>>> then\n stop [this script v]\n end\n end\n change y by (-10)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <<<touching (truss on v)?> or <touching (platform v)?>> or <<<touching (conveyor right v)?> or <touching (conveyor left v)?>> or <<touching (conveyor left strong v)?> or <<touching (barrier v)?> or <<touching (bap invert v)?> or <touching (conveyor right strong v)?>>>>>>>>> then\n repeat until <not <<touching (moving platforms v)?> or <<touching (on v)?> or <<touching (platform v)?> or <<<touching (conveyor right v)?> or <touching (conveyor left v)?>> or <<touching (conveyor left strong v)?> or <<touching (keydoor v)?> or <<touching (barrier v)?> or <touching (conveyor right strong v)?>>>>>>>>>\n if <(x v) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\npoint in direction (pick random (360) to (0))\nforever\n move (1) steps\nend\n\nwhen flag clicked\nswitch costume to (costume4 v)\nforever\n wait until <touching (orbs inactive v)?>\n wait until <not <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <mouse down?>>>>\n wait until <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <mouse down?>>>\n if <<touching (orbs inactive v)?> and <(Orb Active) = [1]>> then\n start sound [Jump v]\n set [y v v] to [15]\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nset [died v] to [0]\n\nwhen I receive [ae v]\nwait (0.1) seconds\nset [died v] to [0]\n\nwhen flag clicked\nforever\n set [player x v] to (x position)\nend\n\n@Timer\n\nwhen I receive [reset v]\nset [seconds v] to [0]\nset [minutes v] to [0]\n\nwhen flag clicked\nshow variable [seconds v]\n\nwhen flag clicked\nif < (LEVEL) contains [Win]?> then\n broadcast (Win v)\nelse\n repeat until < (backdrop [name v]) contains [Win]?>\n wait (1) seconds\n change [seconds v] by (1)\n end\nend\n\nwhen flag clicked\nset [seconds v] to [0]\n\n@Platform\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nset [level v] to [4]\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\n@Moving Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n glide (1) secs to x: (1) y: (74)\n wait (1) seconds\n glide (1) secs to x: (0) y: (0)\n wait (1) seconds\nend\n\n@Climbable\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (LEVEL)\nend\n\n@TrussButton1\n\nwhen flag clicked\ngo to x: (-218) y: (-136)\nforever\n if <(TouchingClimbable) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [trussup v] to [1]\n else\n set [trussup v] to [0]\n end\nend\n\n@TrussButton2\n\nwhen flag clicked\ngo to x: (-171) y: (-136)\nforever\n if <(TouchingClimbable) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [trussdown v] to [1]\n else\n set [trussdown v] to [0]\n end\nend\n\n@Conveyor Left\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\nend\n\nif <(LEVEL) = [1]> then\n show\nelse\n hide\nend\n\n@Conveyor Right Strong\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\nend\n\nif <(LEVEL) = [1]> then\n show\nelse\n hide\nend\n\n@Orbs\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nset [level v] to [4]\n\n@Barrier\n\nwhen flag clicked\nset [potion1 v] to [0]\nforever\n if <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n if <(Potion1) = [1]> then\n hide\n else\n show\n end\n else\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n if <(Potion2) = [1]> then\n hide\n else\n show\n end\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume3 v)\n if <(Potion3) = [1]> then\n hide\n else\n show\n end\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume4 v)\n if <(Potion4) = [1]> then\n hide\n else\n show\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [potion3 v] to [0]\n\n@Potion1\n\nwhen I start as a clone\nrepeat (30)\n change [ghost v] effect by (2.4)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nwait (1) seconds\nforever\n if <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n wait until <touching (player v)?>\n start sound [Magic Spell v]\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n hide\n set [potion1 v] to [1]\n stop [this script v]\n else\n end\nend\n\nif <(LEVEL) = [2]> then\n show\n switch costume to (costume3 v)\n wait until <touching (player v)?>\n start sound [Magic Spell v]\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n hide\n set [potion2 v] to [1]\n wait until <(LEVEL) = [3]>\nelse\n if <(LEVEL) = [3]> then\n show\n switch costume to (costume4 v)\n wait until <touching (player v)?>\n start sound [Magic Spell v]\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n hide\n set [potion2 v] to [1]\n wait until <(LEVEL) = [4]>\n end\nend\n\nwhen I start as a clone\nset size to (75) %\nswitch costume to (costume2 v)\npoint in direction (pick random (360) to (0))\nset [ghost v] effect to (0)\nshow\nif <(LEVEL) = [1]> then\n go to x: (221) y: (36)\nend\nif <(LEVEL) = [2]> then\n go to x: (102) y: (103)\nend\nforever\n move (1) steps\nend\n\nset [died v] to [0]\n\n@Potion Menu\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [potion menu v] to [0]\nforever\n go to [front v] layer\n go [backward v] (6) layers\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [potion menu v] to [1]\n switch costume to (costume2 v)\nelse\n set [potion menu v] to [0]\n switch costume to (costume1 v)\nend\n\n@R1\n\nwhen flag clicked\nset [potion 1 created? v] to [0]\nset [potion2 v] to [0]\nforever\n go to [front v] layer\n go [backward v] (5) layers\n if <(Potion Menu) = [1]> then\n show\n else\n hide\n end\n if <(Potion 1 Created?) = [0]> then\n if <<(Potion1) = [1]> and <(Potion2) = [1]>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (Make Potion 1 v)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [make potion 1 v]\nswitch costume to (costume1 v)\nshow\nwait (1) seconds\nbroadcast (combine 1 v)\n\nwhen I receive [potion name v]\nswitch costume to (costume2 v)\nwait (3) seconds\nhide\nbroadcast (e v)\nset [potion 1 created? v] to [1]\n\nwhen I receive [make potion 2 v]\nswitch costume to (costume1 v)\nshow\nwait (1) seconds\nbroadcast (combine 2 v)\n\nwhen I receive [potion name 2 v]\nswitch costume to (costume3 v)\nwait (3) seconds\nhide\nbroadcast (e v)\nset [potion 2 created v] to [1]\n\nwhen flag clicked\nset [potion 2 created v] to [0]\n\n@P1\n\nwhen I receive [combine 1 v]\nswitch costume to (costume1 v)\ngo to x: (-260) y: (0)\nshow\nrepeat (13)\n move (20) steps\nend\nhide\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [e v]\nhide\n\nwhen I receive [combine 2 v]\nswitch costume to (costume2 v)\ngo to x: (-260) y: (0)\nshow\nrepeat (13)\n move (20) steps\nend\nhide\n\n@P2\n\nwhen I start as a clone\nrepeat (30)\n change [ghost v] effect by (3.333)\nend\ndelete this clone\n\nwhen I receive [combine 1 v]\nswitch costume to (costume1 v)\ngo to x: (260) y: (0)\nshow\nrepeat (13)\n move (-20) steps\nend\nswitch costume to (costume2 v)\nstart sound [Magic Spell v]\nrepeat (4)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nwait (2) seconds\nbroadcast (Potion Name v)\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nif <(costume [number v]) = [2]> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume6 v)\nend\npoint in direction (pick random (360) to (0))\nforever\n move (4) steps\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [e v]\nhide\n\nwhen I receive [combine 2 v]\nswitch costume to (costume4 v)\ngo to x: (260) y: (0)\nshow\nrepeat (13)\n move (-20) steps\nend\nswitch costume to (costume5 v)\nstart sound [Magic Spell v]\nrepeat (4)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nwait (2) seconds\nbroadcast (Potion Name 2 v)\n\n@Orbs Inactive\n\nwhen flag clicked\nset [orb active v] to [0]\nforever\n if <(LEVEL) = [3]> then\n if <(Orb Active) = [1]> then\n switch costume to (floor 3 2 v)\n else\n switch costume to (floor 3 1 v)\n end\n else\n switch costume to (none v)\n end\nend\n\nwhen this sprite clicked\nif <(Potion 1 Created?) = [1]> then\n set [orb active v] to [1]\nend\n\n@Potion2\n\nwhen I start as a clone\nrepeat (30)\n change [ghost v] effect by (2.4)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nwait (1) seconds\nforever\n if <(LEVEL) = [2]> then\n show\n switch costume to (costume3 v)\n if <touching (player v)?> then\n start sound [Magic Spell v]\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n hide\n set [potion2 v] to [1]\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nset size to (75) %\nswitch costume to (costume2 v)\npoint in direction (pick random (360) to (0))\nset [ghost v] effect to (0)\nshow\nif <(LEVEL) = [1]> then\n go to x: (221) y: (36)\nend\nif <(LEVEL) = [2]> then\n go to x: (102) y: (103)\nend\nforever\n move (1) steps\nend\n\nshow\n\n@Potion3\n\nwhen I start as a clone\nrepeat (30)\n change [ghost v] effect by (2.4)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nwait (1) seconds\nforever\n if <(LEVEL) = [3]> then\n show\n switch costume to (costume4 v)\n if <touching (player v)?> then\n start sound [Magic Spell v]\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n hide\n set [potion3 v] to [1]\n stop [this script v]\n end\n else\n hide\n end\nend\n\nshow\n\nwhen I start as a clone\nset size to (75) %\nswitch costume to (costume2 v)\npoint in direction (pick random (360) to (0))\nset [ghost v] effect to (0)\nshow\nif <(LEVEL) = [1]> then\n go to x: (221) y: (36)\nend\nif <(LEVEL) = [2]> then\n go to x: (102) y: (103)\nend\nif <(LEVEL) = [3]> then\n go to x: (224) y: (48)\nend\nforever\n move (1) steps\nend\n\n@Potion4\n\nwhen I start as a clone\nrepeat (30)\n change [ghost v] effect by (2.4)\nend\ndelete this clone\n\nwhen flag clicked\nset [potion4 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nwait (1) seconds\nforever\n if <(LEVEL) = [4]> then\n show\n switch costume to (costume4 v)\n if <touching (player v)?> then\n start sound [Magic Spell v]\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n hide\n set [potion4 v] to [1]\n stop [this script v]\n end\n else\n hide\n end\nend\n\nshow\n\nwhen I start as a clone\nset size to (75) %\nswitch costume to (costume2 v)\npoint in direction (pick random (360) to (0))\nset [ghost v] effect to (0)\nshow\nif <(LEVEL) = [1]> then\n go to x: (221) y: (36)\nend\nif <(LEVEL) = [2]> then\n go to x: (102) y: (103)\nend\nif <(LEVEL) = [4]> then\n go to x: (123) y: (-88)\nend\nforever\n move (1) steps\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n show\n else\n hide\n end\nend\n\n@R2\n\nwhen flag clicked\nset [potion 2 created v] to [0]\nforever\n go to [front v] layer\n go [backward v] (4) layers\n if <(Potion Menu) = [1]> then\n show\n else\n hide\n end\n if <(Potion 2 Created) = [0]> then\n if <<(Potion3) = [1]> and <(Potion4) = [1]>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (Make Potion 2 v)\nend\n\n@Golden Potion\n\nwhen I start as a clone\nrepeat (30)\n change [ghost v] effect by (2.4)\nend\ndelete this clone\n\nwhen flag clicked\nset [potion4 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nwait (1) seconds\nforever\n if <(LEVEL) = [5]> then\n show\n switch costume to (costume4 v)\n if <touching (player v)?> then\n broadcast (End Game v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\nstart sound [Magic Spell v]\n\nshow\n\n@Thumbnail\n\nwhen flag clicked\nset [music v] to [1]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [end game v]\nswitch costume to (costume1 v)\nset [music v] to [0]\nstop all sounds\nstart sound [Win v]\nshow\n\n
Welcome to the magic lands! collect the potion in each level to move on to the next. Beware, as you progress through the levels, they get harder and harder.
Pixel World || A Multiplayer Platformer || #All #Games #Music #Stories #Arts
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n play sound [Undertale OST 006 - Uwa!! So Temperate v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (450) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <touching (danger2 v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <(Start) = [1]> then\n if <not <key (any v) pressed?>> then\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (up left v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (up right v)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\n Change Player y by (sy)\n Test - Die\n set [scroll x v] to (x)\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n if <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\n end\n Position\n if <(y) < [-180]> then\n set [exit v] to [die]\n end\n if <(x) < [-220]> then\n set [x v] to [-220]\n end\nend\nif <(Start) = [2]> then\n if <not <key (any v) pressed?>> then\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left2 v)\n change [sx v] by (-2)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right2 v)\n change [sx v] by (2)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (up right2 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (up left2 v)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\n Change Player y by (sy)\n Test - Die\n set [scroll x v] to (x)\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n if <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\n end\n Position\n if <(y) < [-180]> then\n set [exit v] to [die]\n end\n if <(x) < [-220]> then\n set [x v] to [-220]\n end\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen flag clicked\nswitch costume to (reg. v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [start v] to [1]\n\nwhen flag clicked\nforever\n if <(Start) = [1]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\n else\n end\n end\n if <(Start) = [2]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up2 v)\n else\n end\n end\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@TB\n\nwhen flag clicked\nwait (3.4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [green flag v]\nstop all sounds\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@ASSETS\n\nwhen flag clicked\nforever\n hide\n go to x: (-237) y: (176)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@ASSETS2\n\nwhen flag clicked\nforever\n wait (0.06) seconds\n next costume\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Collectibles\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coin count v] to [0]\n\nwhen I receive [reset v]\nset [coin count v] to [0]\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n change [coin count v] by (1)\n play sound [ v] until done\n delete this clone\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Coin Count\n\nwhen flag clicked\nforever\n if <(Coin Count) = [1]> then\n switch costume to (1 v)\n else\n if <(Coin Count) = [2]> then\n switch costume to (2 v)\n else\n if <(Coin Count) = [3]> then\n switch costume to (3 v)\n else\n if <(Coin Count) = [4]> then\n switch costume to (4 v)\n else\n if <(Coin Count) = [5]> then\n switch costume to (5 v)\n else\n if <(Coin Count) = [6]> then\n switch costume to (6 v)\n else\n if <(Coin Count) = [7]> then\n switch costume to (7 v)\n else\n if <(Coin Count) = [8]> then\n switch costume to (8 v)\n else\n if <(Coin Count) = [9]> then\n switch costume to (9 v)\n else\n if <(Coin Count) = [10]> then\n switch costume to (10 v)\n else\n if <(Coin Count) = [11]> then\n switch costume to (11 v)\n else\n if <(Coin Count) = [12]> then\n switch costume to (12 v)\n else\n if <(Coin Count) = [0]> then\n switch costume to (0 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <(Coin Count) = [10]> then\n broadcast (WIN!!! v)\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [upgrade v]\nset [start v] to [2]\n\nwhen flag clicked\nbroadcast (Begin v)\n\n@Coins\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(Coin Count) = [8]> then\n broadcast (UPGrade v)\n end\nend\n\n@YOU WIIIIIINNNNNN!!!!!\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [win!!! v]\nshow\nset size to (100) %\ngo to [front v] layer\nbroadcast (Stop v)\n\n
◀︎ Pixel World ▶︎\n\nWelcome to Pixel World! A World which is full of pixel arts.. WASD or Arrow Keys or Touch\n\nStory : You're in the sky :O But recently there's been a rain of axes from the clouds above you... And you have to pass them all and walk through the clouds and get all the 10 coins fallen in there. If you touch an axe, you lose all the coins you collected :P .. Can you make it up to the end? Or will you not make it?\n\nHope you all like it.. The art has been spent 20+ hours on to make it matching with the other arts. The player is circle instead of the generic cube..\n\nCan we get this on trending? \n\n-Intense\n\n
Run - A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [World 1 v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\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 (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change x by ((X 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 (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) + (10))>>>> then\n set [y velocity v] to [12]\n end\n end\n change y by (1)\n if <touching (danger 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@Level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [forward v] (20) layers\nforever\n switch costume to (Level)\nend\n\n@Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n
[WASD] to Move
Evening | A Platformer [mobile frendly]
@Stage\n\nwhen flag clicked\nforever\n\n@Figur1\n\nwhen flag clicked\nset [resistance v] to [0.9]\nset [speed y v] to [0]\nset [jump force v] to [15]\nset [acceleration v] to [1.5]\nset [gravity v] to [-1.5]\ngo to x: (-150) y: (50)\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(falling) < [3]> then\n set [speed y v] to (jump force)\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [speed x v] by ((0) - (ACCELERATION))\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (ACCELERATION)\n end\n change [speed y v] by (gravity)\n set [speed x v] to ((speed x) * (RESISTANCE))\n move in steps (([abs v] of (speed x) ) + ([abs v] of (Speed y) ))\nend\n\ndefine move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <<touching color (#8a5d00)?> or <touching color (#36b100)?>> 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 (#8a5d00)?> or <touching color (#36b100)?>> then\n set y to (last value)\n if <(Speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (guy v)\nforever\n wait (5) seconds\n switch costume to (guy2 v)\n wait (0.05) seconds\n switch costume to (guy3 v)\n wait (0.08) seconds\n switch costume to (guy2 v)\n wait (0.05) seconds\n switch costume to (guy v)\n wait (0.05) seconds\n switch costume to (guy2 v)\n wait (0.05) seconds\n switch costume to (guy3 v)\n wait (0.08) seconds\n switch costume to (guy2 v)\n wait (0.05) seconds\n switch costume to (guy v)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (guy4 v)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-4)\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [start position v]\nset [ghost v] effect to (0)\nset size to (50) %\ngo to x: (-150) y: (50)\npoint in direction (90)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <touching color (#ff0000)?> then\n broadcast (No lags v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n turn right (20) degrees\n end\n broadcast (Start position v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [On-and-On_320\(PagalWorld\) v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (figur3 v)?> then\n broadcast (Next level v)\n end\nend\n\n@Figur2\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [10]>> then\n next costume\n broadcast (Start position v)\nend\n\nwhen flag clicked\nforever\n\n@Figur3\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\nwhen I receive [no lags v]\nhide\n\nwhen I receive [start position v]\nshow\n\nwhen flag clicked\nshow\n\n@Figur4\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (0) to (20))\nswitch costume to (pick random (1) to (8))\nset y to (pick random (140) to (60))\nrepeat until <touching (figur3 v)?>\n change x by (6)\nend\nforever\n if <touching (figur3 v)?> then\n delete this clone\n end\nend\n\nshow\n\n@Figur5\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\n@Notice\n\nwhen flag clicked\nswitch costume to (love fav follow v)\nhide\ngo to x: (0) y: (-39)\nforever\n wait (25) seconds\n show\n glide (0.3) secs to x: (0) y: (0)\n wait (3) seconds\n glide (0.3) secs to x: (0) y: (-39)\n hide\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n
Please like, Favorite and follow me \nThanks sooooooo much for the 3000\nPart 2 si out !!!!\n-----Let's proof it out!----- ⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️\nPart 2 : https://scratch.mit.edu/projects/632393238\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 #animation #stories #contest #pixelbuild #1,000 #1k #followers\n\n
2nd Century || 100 levels || A Platformer
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop3 v)\nclear graphic effects\nrepeat (500)\n change [brightness v] effect by (-0.1)\n wait (0.7) seconds\nend\nbroadcast (Taxt v)\nrepeat (400)\n change [brightness v] effect by (-0.6)\n wait (0.7) seconds\nend\nbroadcast (Night v)\nrepeat (100)\n change [brightness v] effect by (-0.6)\n wait (0.7) seconds\nend\n\nwhen I receive [start before start v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\n@Sprite2\n\n@Sprite3\n\n@Sprite4\n\n@Sprite5\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nset size to (100) %\nshow\nset [signal v] to [disactivated]\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [xs v] to [0]\nset [ys v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xs v] by (1.5)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xs v] by (-1.5)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upright v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upleft v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (normal v)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (down v)\n end\n change x by (Xs)\n if <touching (ground v)?> then\n change x by ((Xs) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xs) > [0]> then\n set [xs v] to [-15]\n set [ys v] to [10]\n else\n set [xs v] to [15]\n set [ys v] to [10]\n end\n else\n set [xs v] to [0]\n end\n else\n set [xs v] to ((Xs) * (0.8))\n end\n change y by (Ys)\n if <touching (ground v)?> then\n change y by ((Ys) * (-1))\n set [ys v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (player - up v)\n if <(Jumping) = [yes]> then\n set [ys v] to [12]\n set [jumping v] to [no]\n end\n end\n else\n change [ys v] by (-1)\n set [jumping v] to [yes]\n end\n if <<(Level) = [10]> or <<(Level) = [11]> or <(Level) = [12]>>> then\n if <(y position) < [-170]> then\n change [level v] by (1)\n go to x: (0) y: (150)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n else\n if <(Level) = [15]> then\n if <[167] < (y position)> then\n change [level v] by (1)\n go to x: (0) y: (150)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n else\n if <(x position) > [239]> then\n set size to (100) %\n change [level v] by (1)\n go to x: (-190) y: (20)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n end\n end\n if <<<touching (spikes v)?> or <(y position) < [-178]>> or <<touching (movingspikes v)?> or <<touching (saws v)?> or <<touching (enemy v)?> or <touching (lava v)?>>>>> then\n if <<(Level) = [10]> or <<(Level) = [12]> or <(Level) = [11]>>> then\n set size to (100) %\n go to x: (0) y: (150)\n set [xs v] to [0]\n set [ys v] to [0]\n else\n if <(Level) = [15]> then\n go to x: (-190) y: (50)\n set [xs v] to [0]\n set [ys v] to [0]\n else\n set size to (100) %\n set [xs v] to [0]\n set [ys v] to [0]\n go to x: (-190) y: (50)\n end\n end\n end\n if <touching (trampoline v)?> then\n set [ys v] to [20]\n end\n if <touching (oppoline v)?> then\n set [ys v] to [-20]\n end\n if <touching (water v)?> then\n set [ys v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [ys v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [ys v] to [-5]\n end\n end\n if <touching (speed ups v)?> then\n set [xs v] to [20]\n end\n if <touching (back ups v)?> then\n set [xs v] to [-20]\n end\n if <touching (small become v)?> then\n set size to (50) %\n end\n if <touching (large become v)?> then\n set size to (100) %\n end\nend\n\nwhen I receive [skip v]\nif <<(Level) = [10]> or <<(Level) = [11]> or <(Level) = [12]>>> then\n set size to (100) %\n go to x: (0) y: (150)\nelse\n set size to (100) %\n go to x: (-190) y: (50)\nend\n\nwhen I receive [restart v]\nif <<(Level) = [10]> or <<(Level) = [12]> or <(Level) = [11]>>> then\n set size to (100) %\n go to x: (0) y: (150)\n set [xs v] to [0]\n set [ys v] to [0]\nelse\n if <(Level) = [15]> then\n set size to (100) %\n set [xs v] to [0]\n set [ys v] to [0]\n go to x: (-190) y: (50)\n else\n set size to (100) %\n set [xs v] to [0]\n set [ys v] to [0]\n go to x: (-190) y: (50)\n end\nend\n\nif <(y position) < [-170]> then\n change [level v] by (1)\n to change level by going down\nend\nif <[167] < (y position)> then\n change [level v] by (1)\n to change level by going up\nend\n\n@Play button\n\nwhen I receive [show v]\ngo to x: (0) y: (-70)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start before start v]\ngo to x: (0) y: (-70)\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n set [var v] to (((var) * (0.8)) + (((130) - (size)) * (0.3)))\n else\n switch costume to (costume1 v)\n set [var v] to (((var) * (0.8)) + (((100) - (size)) * (0.3)))\n end\n change size by (var)\nend\n\nwhen I receive [start before start v]\nset [ghost v] effect to (0)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set size to (100) %\n start sound [Click v]\n broadcast (Start v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (99999999) y: (99999999)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen I receive [start before start v]\nforever\n set [startsize v] to (size)\nend\n\nwhen flag clicked\nhide\n\n@name Play button\n\nwhen I receive [start v]\nhide\n\nwhen I receive [show v]\ngo to x: (0) y: (70)\nshow\n\nwhen I receive [start before start v]\nset [namemovement v] to [0]\ngo to x: (0) y: (70)\npoint in direction (90)\nset size to (150) %\nshow\nswitch costume to (untitled-6 v)\nforever\n change [uper niche dai bai v] by (20)\n change y by ([cos v] of (uper niche dai bai) )\n point in direction (([cos v] of (uper niche dai bai) ) * (2))\n turn right (90) degrees\nend\n\nwhen flag clicked\nhide\n\n@Time\n\nwhen flag clicked\nhide\n\ndefine gen clones\nrepeat (10)\n change [-idclone v] by (1)\n create clone of (_myself_ v)\nend\nset [-idclone v] to [man]\n\nwhen I receive [start v]\nset [-idclone v] to [0]\ngen clones\n\nwhen I start as a clone\nset size to (50) %\ngo to [front v] layer\nshow\nclear graphic effects\nset y to (-157)\npoint in direction (90)\nforever\n if <not <(-idClone) = [man]>> then\n if <((length of (speedrun timer)) + (1)) > (-idClone)> then\n show\n switch costume to (letter (-idClone) of (speedrun timer))\n set x to (((-240) + ((-idClone) * (20))) - (<<< (speedrun timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (speedrun timer) ))>> and <not <(letter (-idClone) of (speedrun timer)) = [.]>>> * (8)))\n set y to ((145) + (((size) / (4)) - (12.5)))\n if << (speedrun timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (speedrun timer) ))>> then\n set size to (40) %\n change x by (((-idClone) - ((length of ([floor v] of (speedrun timer) )) + (1))) * (-3))\n else\n set size to (50) %\n end\n else\n hide\n end\n end\n go to [front v] layer\nend\n\nwhen I receive [end v]\nset [speedrun timer v] to ((round ((timer) * (10))) / (10))\nstop [other scripts in sprite v]\nbroadcast (one last broadcast v)\n\nwhen I receive [start v]\nswitch costume to (---- v)\nshow\nset size to (65) %\nforever\n go to [front v] layer\n go [backward v] ((length of (speedrun timer)) + (1)) layers\n set x to ((-240) + (((length of ([floor v] of (speedrun timer) )) + (1)) * (30)))\nend\n\nwhen I receive [start v]\nset [frames v] to [0]\nforever\n change [frames v] by (1)\n set [timer v] to ((Frames) / (30))\n set [speedrun timer v] to ((round ((timer) * (10))) / (10))\nend\n\nwhen I receive [one last broadcast v]\nif <not <(-idClone) = [man]>> then\n if <((length of (speedrun timer)) + (1)) > (-idClone)> then\n show\n switch costume to (letter (-idClone) of (speedrun timer))\n set x to (((-240) + ((-idClone) * (20))) - (<<< (speedrun timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (speedrun timer) ))>> and <not <(letter (-idClone) of (speedrun timer)) = [.]>>> * (8)))\n set y to ((145) + (((size) / (4)) - (12.5)))\n if << (speedrun timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (speedrun timer) ))>> then\n set size to (40) %\n change x by (((-idClone) - ((length of ([floor v] of (speedrun timer) )) + (1))) * (-3))\n else\n set size to (50) %\n end\n else\n hide\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level) = [100]> then\n broadcast (end v)\n end\nend\n\nwhen I receive [skip v]\nbroadcast (end v)\n\n@Ground\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nset [level v] to [8]\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Saws\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\ngo to x: (133) y: (-108)\nforever\n switch costume to (Level)\n turn right (5) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to x: (-119) y: (-85)\n end\n if <(Level) = [5]> then\n go to x: (90) y: (-180)\n end\n if <(Level) = [7]> then\n go to x: (-102) y: (-105)\n end\n if <(Level) = [21]> then\n go to x: (0) y: (-105)\n end\n if <(Level) = [43]> then\n go to x: (125) y: (-105)\n end\n if <(Level) = [100]> then\n go to x: (195) y: (55)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait (3) seconds\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\n@Trampoline\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Oppoline\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Speed Ups\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Back Ups\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Small become\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Large become\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Smart Taxt the Potato\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nset [brightness v] effect to (-9999999999999)\n\nwhen I receive [taxt v]\nset [brightness v] effect to (1000000000000000)\n\n@Shine\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n go to (player v)\nend\n\n@snow\n\ndefine Update\nchange [angle v] by (0.5)\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n replace item (i) of [y v] with ((item (i) of [y v]) - ((([cos v] of ((Angle) + (item (i) of [d v])) ) + (1)) + ((item (i) of [r v]) / (2))))\n replace item (i) of [x v] with ((item (i) of [x v]) + (([sin v] of (Angle) ) * (2)))\n if <<(item (i) of [x v]) > [245]> or <<(item (i) of [x v]) < [-245]> or <(item (i) of [y v]) < [-180]>>> then\n if <((i) mod (3)) > [0]> then\n replace item (i) of [x v] with (((pick random (0) to (0.99)) * (W)) - (240))\n replace item (i) of [y v] with [190]\n else\n if <([sin v] of (Angle) ) > [0]> then\n replace item (i) of [x v] with [-245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n else\n replace item (i) of [x v] with [245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n end\n end\n end\n change [i v] by (1)\nend\n\ndefine Draw\nerase all\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n set pen size to (item (i) of [r v])\n pen down\n pen up\n change [i v] by (1)\nend\nUpdate\n\nwhen I receive [start before start v]\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\nforever\n Draw\nend\n\nwhen flag clicked\nhide\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen I receive [start v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\n@Shooting stars\n\nwhen I start as a clone\nshow\nrepeat (50)\n change [ghost v] effect by (3)\n change size by (-20)\n move (0.2) steps\n go to [back v] layer\nend\ndelete this clone\n\nwhen I receive [night v]\nforever\n set size to (5) %\n go to x: (pick random (-150) to (150)) y: (150)\n repeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n go to [back v] layer\n move (2) steps\n create clone of (_myself_ v)\n end\n hide\n wait (pick random (3) to (7)) seconds\nend\n\n@Restart\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n clear graphic effects\n end\n if <(Level) = [100]> then\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go [forward v] (99999999999999999999999999999999999999999999) layers\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n clear graphic effects\n end\n if <(Level) = [100]> then\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (skip v)\nchange [level v] by (1)\nbroadcast (Restart v)\n\nwhen [k v] key pressed\nif <not <(Level) = [100]>> then\n change [level v] by (1)\n broadcast (Restart v)\n broadcast (skip v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go [forward v] (99999999999999999999999999999999999999999999) layers\nend\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n clear graphic effects\n end\n if <(Level) = [100]> then\n hide\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start before start v]\nforever\n play sound [Vexento-Pollen v] until done\nend\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen [m v] key pressed\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go [forward v] (99999999999999999999999999999999999999999999) layers\nend\n\n@Intro\n\nwhen flag clicked\nbroadcast (\[Intro\] start v)\n\ndefine 🎥 Disable from Cam Control? <disable?>\nif <disable?> then\n set [enabled? v] to [0]\nelse\n set [enabled? v] to [1]\nend\n\ndefine Play Intro\nSet size to [100] %\npoint in direction (90)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nhide\ndelete all of [\[intro\] cam x/y/z/r v]\nrepeat (4)\n add [0] to [\[intro\] cam x/y/z/r v]\nend\nset [costume v] to [blank]\nset [\[intro\] keyframe v] to [1]\n🎥 Move cam to [0] [0] [0] [0]\n🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n🎥 Disable from Cam Control? \n🖼 Set effects c/b/g [0] [0] [0]\nClone same sprite [controller] spec: [0] [0] [0]\nClone sprites [1] [1]\nClone same sprite [100] [1]\nClone same sprite [SF] spec: [0] [0] [100]\nswitch costume to (text v)\nbroadcast (\[Intro\] listen for keyframes v)\nreset timer\nclear sound effects\nplay sound [Kudasai - Technicolor v] until done\nbroadcast (\[Intro\] delete clones v)\nwait (1) seconds\nbroadcast (Start before start v)\nstop [other scripts in sprite v]\n\ndefine Set pos zrot: (x) (y) rot: (r) trans: (tx) (ty) scalar: (c)\nset [x v] to ((tx) + ((c) * ((([cos v] of (r) ) * (x)) - (([sin v] of (r) ) * (y)))))\nset [y v] to ((ty) + ((c) * ((([sin v] of (r) ) * (x)) + (([cos v] of (r) ) * (y)))))\n\ndefine 🎥 Cam set x/y/z/r (item) to: (val)\nreplace item (item) of [\[intro\] cam x/y/z/r v] with (val)\n\ndefine ⏱ Keyframe (keyframe)\nif <(\[Intro\] Keyframe) > (keyframe)> then\n\ndefine 🎥 Transition x/y/z/s/r (x) (y) (z) (s) (r) speed: (t)\nchange [x v] by (((round (x)) - (round (x))) / (t))\nchange [y v] by (((round (y)) - (round (y))) / (t))\nchange [z v] by (((round (z)) - (round (z))) / (t))\nchange [size v] by (((round (s)) - (round (size))) / (t))\nTransition direction (r) speed: (t)\n\nwhen I start as a clone\nif <(clone_id) = [controller]> then\n 🖼 Set effects c/b/g [0] [0] [100]\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n set [_v3 v] to [0]\n set [_v4 v] to [8]\n set [_v5 v] to [0]\n \n 🎥 Cam set x/y/z/r [1] to: ((_v1) * ([sin v] of (_v2) ))\n 🎥 Cam set x/y/z/r [2] to: ((_v1) * ([cos v] of (_v3) ))\n set [_v1 v] to ((_v1) * (.85))\n change [_v2 v] by (40)\n change [_v3 v] by (30)\n end\nend\n\nwhen I receive [\[intro\] start v]\nSetup\nPlay Intro\n\ndefine Clone sprites (id) (count)\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_id v] by (1)\nend\nset [clone_id v] to [0]\n\ndefine Clone same sprite (id) (count)\nset [clone_val v] to [1]\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_val v] by (1)\nend\nset [clone_id v] to [0]\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [controller]> then\n set [_v1 v] to [0]\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) > ((-.25) + (item (\[Intro\] Keyframe) of [keyframes v]))>\n broadcast (\[Intro\] keyframe signal v)\n change [\[intro\] keyframe v] by (1)\n end\nend\n\ndefine 💥 Gradient shockwave\nClone same sprite [GS] [1]\n\ndefine 💥 Shockwave (x) (y) (s) (speed)\nset [_v1 v] to (s)\nset [_v3 v] to (speed)\nClone same sprite [S] spec: (x) (y) [0]\n\nwhen I start as a clone\nif <(clone_id) = [SF]> then\n set [_v1 v] to [0]\n \n 🖼 Set effects c/b/g [0] [100] ((100) - (_v1))\n set [_v1 v] to ((_v1) * (.85))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [SF]> then\n switch costume to (screen v)\n Transition positions [0] [0] [100] speed: [1]\n Transition direction [90] speed: [1]\n go to [front v] layer\n set [_v1 v] to [30]\n delete this clone\nend\n\ndefine 🎥 Move cam to (x) (y) (z) (r)\nreplace item (1) of [\[intro\] cam x/y/z/r v] with (x)\nreplace item (2) of [\[intro\] cam x/y/z/r v] with (y)\nreplace item (3) of [\[intro\] cam x/y/z/r v] with (z)\nreplace item (4) of [\[intro\] cam x/y/z/r v] with (r)\n\nwhen I start as a clone\nif <(clone_id) = [SW]> then\n Transition direction (direction) speed: [1]\n Set size to [5000] %\n switch costume to (join [shockwave1/] ((360) / (_v2)))\n Transition positions (x) (y) (size) speed: [1]\n set [_v1 v] to [0]\n repeat ((3.2) * (costume))\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 (((round (90)) - (round (_v1))) / ((5) * (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\nwhen I start as a clone\nif <(clone_id) = [CE]> then\n switch costume to (join [circle] [explosion])\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / ((1.7) * (_v3)))\n end\n repeat ((.8) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / (_v3))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\ndefine Change size by: (s) costume ph: (ph)\nSet size to ((size) + (s)) %\nswitch costume to (ph)\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nif <(clone_id) = ((clone_id) * (1))> then\n forever\n if <(enabled?) = [1]> then\n Set size to [99999999999] %\n set x to (((x) - (item (1) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n set y to (((y) - (item (2) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n Set size to ((size) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1))) %\n switch costume to (costume)\n else\n Set size to [99999999999] %\n set x to (x)\n set y to (y)\n Set size to (size) %\n switch costume to (costume)\n end\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n end\nelse\n Transition positions (x) (y) (size) speed: [1]\n Transition direction (direction) speed: [1]\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n 🎥 Disable from Cam Control? \n go [backward v] (3) layers\n show\nend\n\ndefine Transition direction (r) speed: (t)\nturn right (((round (r)) - (round (direction))) / (t)) degrees\n\ndefine Set size to (size) %\nif <[100] > (size)> then\n switch costume to (screen v)\nelse\n switch costume to (blank v)\nend\nset size to (size) %\nswitch costume to (screen v)\n\ndefine Clone same sprite (id) spec: (x) (y) (s)\nset [clone_id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (s)\ncreate clone of (_myself_ v)\nset [clone_id v] to [0]\n\ndefine 💥 Line explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [LE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [LE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by (((round (11)) - (round (_v1))) / (costume))\n end\n repeat ((.8) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by (((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) = [SE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [22]>\n switch costume to (join [splineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v1 v] by ((5) / (costume))\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n end\n delete this clone\nend\n\ndefine 💥 Spline explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [SE] spec: (x) (y) ((s) / (5))\n change [direction v] by ((spread) / (count))\nend\n\ndefine 🖼 Set effects c/b/g (c) (b) (g)\nset [color v] to (c)\nset [brightness v] to (b)\nset [ghost v] to (g)\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (ghost)\n\ndefine 💥 Circle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [CE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\ndefine Transition positions (x) (y) (z) speed: (t)\nchange x by (((round (x)) - (round (x position))) / (t))\nchange y by (((round (y)) - (round (y position))) / (t))\nChange size by: (((round (z)) - (round (size))) / (t)) costume ph: (costume [name v])\n\ndefine 💥 Shockwave (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [_v2 v] to (spread)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [SW] spec: (x) (y) (s)\n change [direction v] by ((360) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [GS]> then\n 🖼 Set effects c/b/g (color) [50] [0]\n Transition positions [0] [0] [0] speed: [1]\n switch costume to (gradientshock v)\n repeat (25)\n change [ghost v] effect by (4)\n Transition positions [0] [0] [575] speed: [7]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [S]> then\n switch costume to (shock v)\n repeat until <(ghost) > [99]>\n set [ghost v] effect to (ghost)\n change [ghost v] by (((100) - (round (ghost))) / (_v3))\n Transition positions (x) (y) (_v1) speed: (_v3)\n end\n delete this clone\nend\n\ndefine 💥 Sparkle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nrepeat (count)\n set [_v3 v] to (pick random (5) to (speed))\n set [_v4 v] to (pick random (20) to (40))\n set [costume v] to (pick random (10) to (30))\n Clone same sprite [SP] spec: (pick random ((0) - (x)) to (x)) (pick random ((0) - (y)) to (y)) (pick random ((s) / (2.5)) to ((s) * (1.1)))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SP]> then\n Transition positions [0] [0] (size) speed: [1]\n Transition direction [90] speed: [1]\n switch costume to (sparkle v)\n set [_v1 v] to [10]\n set [_v2 v] to [0]\n set [_v5 v] to [0]\n set [z v] to [.9]\n repeat until <[1] > (_v1)>\n set [fisheye v] effect to ((5) * (round (((-45) + ((-45) * ([abs v] of ([sin v] of (_v2) ) ))) / (5))))\n change [_v1 v] by (((0) - (round (_v1))) / (costume))\n change [_v2 v] by (_v4)\n Transition positions (x) (y) (((size) / (100)) * (((50) * ([sin v] of (_v2) )) + ([abs v] of (([sin v] of (_v2) ) * ((_v1) * (costume))) ))) speed: (_v3)\n end\n delete this clone\nend\n\nwhen I receive [start before start v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [\[intro\] delete clones v]\ndelete this clone\n\ndefine Setup\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n🖼 Set effects c/b/g [0] [0] [100]\nshow\nreset timer\nSet size to ([tan v] of (90) ) %\ngo to x: (-050000000000) y: (0)\nSet size to [1000] %\nswitch costume to (round (65))\nrepeat until <(costume [number v]) = [1]>\n next costume\nend\nhide\n\ndefine 💥 Scattered shockwave explosion\nrepeat (10)\n 💥 Shockwave [0] [0] [50] (pick random (190) to (280)) (pick random (-180) to (180)) [45] (pick random (5) to (7)) (pick random (7) to (10)) [0] [1]\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n ⏱ Keyframe [1]\n 🖼 Set effects c/b/g [0] [-100] [0]\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [1000] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g ((1) / (0)) [0] [100]\n set [costume v] to [text]\n ⏱ Keyframe [1]\n show\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 [40]\n repeat until <(\[Intro\] Keyframe) > [5]>\n set [x v] to ((_v5) * ([sin v] of (_v2) ))\n set [y v] to ((_v5) * ([cos v] of (_v2) ))\n change [size v] by (((round (110)) - (round (size))) / (5))\n change [_v5 v] by (((_v3) - (_v5)) / (4))\n set [_v3 v] to ((_v3) * (.85))\n set [_v1 v] to ((_v1) * (.9))\n change [_v2 v] by (40)\n change [ghost v] by (-4)\n end\n ⏱ Keyframe [5]\n set [ghost v] to [0]\n \n change [y v] by (((y) - (2)) / (5))\n change [ghost v] by (5)\n end\nend\n\ndefine Clone radial (x) (y) (s) (r) (fisheye) (frame)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (s)\nset [direction v] to (r)\nset [_v4 v] to (f)\nset [_v5 v] to (frame)\nClone same sprite [2] [1]\n\nwhen I start as a clone\nif <(clone_id) = [1]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [0] [100]\n set [costume v] to [bg]\n wait (.5) seconds\n show\n repeat (20)\n change [ghost v] by (-5)\n end\n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n ⏱ Keyframe [2]\n wait (.1) seconds\n repeat until <(\[Intro\] Keyframe) > [3]>\n change [brightness v] by (((round (-100)) - (round (brightness))) / (10))\n end\n wait (.1) seconds\n repeat until <(\[Intro\] Keyframe) > [4]>\n change [brightness v] by (((round (0)) - (round (brightness))) / (10))\n end\n ⏱ Keyframe [5]\n \n change [y v] by (((y) - (2)) / (5))\n change [ghost v] by (1)\n end\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [controller]> then\n ⏱ Keyframe [1]\n set [_v4 v] to [0]\n set [_v5 v] to [0]\n repeat until <(\[Intro\] Keyframe) > [2]>\n change [_v5 v] by ((1) / (-200))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat (5)\n change [_v4 v] by ((1) / (50))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat until <(\[Intro\] Keyframe) > [3]>\n change [_v4 v] by (((.6) - (_v4)) / (7))\n change [_v5 v] by ((1) / (200))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat (5)\n change [_v4 v] by ((1) / (-25))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat until <(\[Intro\] Keyframe) > [4]>\n change [_v4 v] by (((-.2) - (_v4)) / (8))\n change [_v5 v] by ((1) / (-200))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat (5)\n change [_v4 v] by ((1) / (30))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat until <(\[Intro\] Keyframe) > [5]>\n change [_v4 v] by (((.1) - (_v4)) / (9))\n change [_v5 v] by ((1) / (200))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [100]> then\n set [_v3 v] to [10]\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n ⏱ Keyframe [2]\n repeat until <(\[Intro\] Keyframe) > [3]>\n change [brightness v] by (((round (100)) - (round (brightness))) / (10))\n end\n repeat until <(\[Intro\] Keyframe) > [4]>\n change [brightness v] by (((round (-100)) - (round (brightness))) / (10))\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n repeat until <(\[Intro\] Keyframe) > [4]>\n point in direction ((90) + ((_v5) * ([sin v] of (_v4) )))\n change [_v4 v] by (10)\n end\n set [_v4 v] to [0]\n repeat (24)\n turn right (_v4) degrees\n change [_v4 v] by (1)\n end\n \n turn right (((round (90)) - (direction)) / (7)) degrees\n end\nend\n\[email protected].\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset volume to (100) %\n\n
XrWeX A Platformer
@Stage\n\n@Player\n\nwhen I receive [makeplayerfollowhitbox v]\ngo to (hitbox v)\n\nwhen flag clicked\nset [spawning v] to [no]\nswitch costume to (costume1 v)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to ((costume [number v]) + (1))\n point in direction (90)\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to ((costume [number v]) - (1))\n point in direction (-90)\n else\n switch costume to (costume1 v)\n end\n end\n wait (0.04) seconds\nend\n\nwhen I receive [efecto del respawn por larrosa-luis xd xd xd v]\nset [spawning v] to [yes]\nwait (3) seconds\nset [spawning v] to [no]\n\nrepeat (2)\n change [ghost v] effect by (50)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen [1 v] key pressed\ndelete all of [winners v0.1 v]\ndelete all of [losers v0.1 v]\n\nwhen [2 v] key pressed\ndelete all of [winners v0.1 v]\ndelete all of [losers v0.1 v]\n\nwhen flag clicked\nforever\n set [playery v] to (y position)\nend\n\nbroadcast (Next Level v)\n\nforever\n set [deaths v] to [0]\nend\n\n@Hitbox\n\nwhen flag clicked\nshow\nset size to (50) %\nset [spawnx v] to [-203]\nset [spawny v] to [-71]\ngo to x: (SpawnX) y: (SpawnY)\nset rotation style [left-right v]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nset [ghost v] effect to (100)\nforever\n broadcast (MakePlayerFollowHitbox v)\n Up/Down Movement [12] [-1]\n Right/Left Movement [10] [0.6]\n CheckNextLevel\n CheckFallOffScreen\nend\n\ndefine Up/Down Movement (jump height) (fall speed)\nchange y by (yVelocity)\nif <touching (level v)?> then\n CheckTouchingLava\n repeat ([ceiling v] of ([abs v] of (yVelocity) ) )\n if <touching (level v)?> then\n change y by (((yVelocity) / ([abs v] of (yVelocity) )) * (-1))\n end\n end\n if <<not <(yVelocity) > [0]>> and <<key (up arrow v) pressed?> or <<mouse down?> and <((y position) + (45)) < (mouse y)>>>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (fall speed)\nend\n\ndefine Right/Left Movement (move speed) (drag)\nchange x by (xVelocity)\nif <touching (level v)?> then\n CheckTouchingLava\n repeat ([ceiling v] of ([abs v] of (xVelocity) ) )\n if <touching (level v)?> then\n change x by (((xVelocity) / ([abs v] of (xVelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n set [xvelocity v] to (move speed)\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((xVelocity) * (drag))\n\ndefine CheckNextLevel\nif then\n broadcast (Next Level v)\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine CheckTouchingLava\nif <touching color (#ff0000)?> then\n change [deaths v] by (1)\n broadcast (Efecto Del Respawn Por larrosa-luis XD XD XD v)\n wait (0.25) seconds\n go to x: (SpawnX) y: (SpawnY)\nend\nif <touching (boss v)?> then\n change [deaths v] by (1)\n broadcast (Efecto Del Respawn Por larrosa-luis XD XD XD v)\n wait (0.25) seconds\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine CheckFallOffScreen\nif <(y position) < [-170]> then\n change [deaths v] by (1)\n go to x: (SpawnX) y: (SpawnY)\nend\n\nwhen [m v] key pressed\nif <<(Level) = [6]> or <(Level) = [8]>> then\n Up/Down Movement [500] [20]\nend\n\nwhen [space v] key pressed\nif <(username) = [L_L_Plus]> then\n CheckHackersNextLevel\nend\n\ndefine CheckHackersNextLevel\nif <(username) = [L_L_Plus]> then\n broadcast (Next Level v)\n go to x: (SpawnX) y: (SpawnY)\nend\n\nwhen I receive [press v]\nforever\n if <key (q v) pressed?> then\n go to x: (SpawnX) y: (SpawnY)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> or <(Level) = [8]>> then\n broadcast (boton v)\n end\nend\n\nwhen [m v] key pressed\n\nwhen I receive [.0 v]\nUp/Down Movement [500] [20]\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nif <(Level) = [1]> then\nif <(Level) = [2]> then\n change [level v] by (1)\n next costume\nend\nif <(Level) = [3]> then\n change [level v] by (1)\n next costume\nend\nif <(Level) = [4]> then\n change [level v] by (1)\n next costume\nend\nif <(Level) = [5]> then\n change [level v] by (1)\n next costume\nend\nif <(Level) = [6]> then\n change [level v] by (1)\n next costume\nend\nif <(Level) = [7]> then\n change [level v] by (1)\n next costume\nend\nif <(Level) = [8]> then\n change [level v] by (1)\n next costume\nend\nif <(Level) = [9]> then\n change [level v] by (1)\n next costume\nend\n\nwhen flag clicked\nset [variable completamente random que no hace nada importante v] to [0]\n\nwhen I receive [next levelo 2 v]\n\nwhen I receive [press v]\nset [variable completamente random que no hace nada importante v] to [1]\nforever\n if <(Level) = [11]> then\n set [variable completamente random que no hace nada importante v] to [0]\n stop [this script v]\n end\nend\n\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n broadcast (Boss v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n broadcast (Delanter cape v)\n go to [front v] layer\nend\n\nset [ghost v] effect to (0)\n\nwhen I receive [delanter cape v]\nforever\n broadcast (Delanter cape v)\n go to [front v] layer\nend\n\nwhen I receive [delanter cape v]\nforever\n broadcast (Delanter cape v)\n go to [front v] layer\nend\n\nwhen I receive [delanter cape v]\nforever\n broadcast (Delanter cape v)\n go to [front v] layer\nend\n\nwhen I receive [delanter cape v]\nforever\n broadcast (Delanter cape v)\n go to [front v] layer\nend\n\n@Level Letter And Number\n\nwhen flag clicked\nwait (0.0000000000000000000000000000000000001) seconds\nshow\nset [boss v] to [No]\nrepeat until <(Boss) = [Yes]>\n switch costume to (Level)\nend\nif <(Boss) = [Yes]> then\n broadcast (Boss v)\nend\n\nwhen I receive [boss v]\nhide\n\nwhen I receive [press v]\nshow\n\nwhen I receive [no please v]\nshow\n\n@Boss Letters\n\nwhen flag clicked\nwait (0.00000000000000000000000000000000001) seconds\nhide\n\nwhen I receive [boss v]\nshow\n\nwhen I receive [press v]\nhide\n\nwhen I receive [no please v]\nhide\n\n@Deaths\n\nwhen flag clicked\nshow\nset [deaths v] to [1]\nrepeat until <(Deaths) = [31]>\n switch costume to (Deaths)\nend\nif <(Deaths) = [31]> then\n broadcast (Bye v)\nend\n\nchange [deaths v] by (1)\n\n@Boss\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Level) = [14]> then\n stop [this script v]\n end\n if <(Level) = [10]> then\n go to [front v] layer\n broadcast (Boss v)\n point in direction (90)\n switch costume to (backward v)\n show\n go to x: (143) y: (-62)\n turn right (45) degrees\n glide (0.5) secs to x: (-8) y: (136)\n switch costume to (backward v)\n repeat (6)\n turn left (15) degrees\n end\n glide (0.5) secs to x: (-85) y: (-70)\n switch costume to (forward v)\n repeat (2)\n turn right (15) degrees\n end\n glide (0.5) secs to x: (90) y: (-27)\n switch costume to (backward v)\n repeat (3)\n turn left (-15) degrees\n end\n glide (0.5) secs to x: (-120) y: (60)\n switch costume to (forward v)\n glide (0.5) secs to x: (143) y: (-62)\n point in direction (90)\n repeat (10)\n switch costume to (backward v)\n glide (0.25) secs to x: (203) y: (-150)\n switch costume to (backward v)\n glide (0.25) secs to x: (211) y: (121)\n end\n switch costume to (backward v)\n glide (0.25) secs to x: (143) y: (-62)\n repeat (10)\n switch costume to (idle v)\n glide (1) secs to (hitbox v)\n repeat (5)\n switch costume to (idle2 v)\n wait (0.2) seconds\n switch costume to (idle3 v)\n wait (0.2) seconds\n end\n repeat (25)\n switch costume to (idle v)\n change x by (10)\n end\n end\n hide\n broadcast (Press v)\n stop [this script v]\n end\n if <(Level) = [14]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (13245687) y: (123246789)\n\nwait (1) seconds\n\nset [level v] to [10]\n\nshow\n\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n broadcast (No Please v)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [14]> then\n point in direction (90)\n switch costume to (backward2 v)\n show\n go to x: (143) y: (-62)\n turn right (45) degrees\n glide (0.5) secs to x: (-8) y: (136)\n switch costume to (backward2 v)\n repeat (6)\n turn left (15) degrees\n end\n glide (0.5) secs to x: (-85) y: (-70)\n switch costume to (forward2 v)\n repeat (2)\n turn right (15) degrees\n end\n glide (0.5) secs to x: (90) y: (-27)\n switch costume to (backward2 v)\n repeat (3)\n turn left (-15) degrees\n end\n glide (0.5) secs to x: (-120) y: (60)\n switch costume to (forward2 v)\n glide (0.5) secs to x: (143) y: (-62)\n point in direction (90)\n repeat (10)\n switch costume to (backward2 v)\n glide (0.25) secs to x: (203) y: (-150)\n switch costume to (backward2 v)\n glide (0.25) secs to x: (211) y: (121)\n end\n switch costume to (backward2 v)\n glide (0.25) secs to x: (143) y: (-62)\n repeat (10)\n switch costume to (idle4 v)\n glide (0.5) secs to (hitbox v)\n repeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\n end\n repeat (25)\n switch costume to (idle4 v)\n change x by (10)\n end\n end\n glide (0.3) secs to x: (56) y: (-180)\n switch costume to (idle7 v)\n wait (5) seconds\n switch costume to (idle7 v)\n glide (0.3) secs to x: (179) y: (-184)\n wait (5) seconds\n glide (0.4) secs to x: (170) y: (133)\n repeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\n end\n switch costume to (idle7 v)\n glide (0.3) secs to x: (179) y: (-184)\n wait (5) seconds\n glide (0.4) secs to x: (-74) y: (139)\n repeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\n end\n switch costume to (idle7 v)\n glide (0.3) secs to x: (179) y: (-184)\n wait (5) seconds\n glide (0.4) secs to x: (-48) y: (-13)\n repeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\n end\n switch costume to (idle4 v)\n repeat (200)\n turn right (50) degrees\n end\n point in direction (90)\n glide (1) secs to (hitbox v)\n repeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\n end\n hide\n broadcast (Press 2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\n\nforever\n\n\n\nstop [this script v]\n\nstop [other scripts in sprite v]\n\nwhen I receive [bye bye v]\nhide\n\nwhen I receive [bye v]\nhide\n\nwhen [r v] key pressed\nif <(username) = [L_L_Plus]> then\n change [deaths v] by (-1)\nend\n\nrepeat (25)\nswitch costume to (idle4 v)\nchange x by (10)\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n broadcast (No Please v)\n hide\n end\nend\n\nwhen flag clicked\nwait (5) seconds\nforever\n if <(Level) = [20]> then\n broadcast (Boss v)\n point in direction (90)\n switch costume to (backward3 v)\n show\n go to x: (143) y: (-62)\n turn right (45) degrees\n glide (0.5) secs to x: (-8) y: (136)\n switch costume to (backward3 v)\n repeat (6)\n turn left (15) degrees\n end\n glide (0.5) secs to x: (-85) y: (-70)\n switch costume to (forward3 v)\n repeat (2)\n turn right (15) degrees\n end\n glide (0.5) secs to x: (90) y: (-27)\n switch costume to (backward3 v)\n repeat (3)\n turn left (-15) degrees\n end\n glide (0.5) secs to x: (-120) y: (60)\n switch costume to (forward3 v)\n glide (0.5) secs to x: (143) y: (-62)\n point in direction (90)\n repeat (10)\n switch costume to (backward3 v)\n glide (0.25) secs to x: (203) y: (-150)\n switch costume to (backward3 v)\n glide (0.25) secs to x: (211) y: (121)\n end\n switch costume to (backward3 v)\n glide (0.25) secs to x: (143) y: (-62)\n repeat (10)\n switch costume to (idle8 v)\n glide (0.5) secs to (hitbox v)\n repeat (5)\n switch costume to (idle9 v)\n wait (0.2) seconds\n switch costume to (idle10 v)\n wait (0.2) seconds\n end\n repeat (25)\n switch costume to (idle8 v)\n change x by (10)\n end\n end\n glide (0.3) secs to x: (56) y: (-180)\n broadcast (.1 v)\n switch costume to (idle8 v)\n wait (5) seconds\n switch costume to (idle8 v)\n hide\n go to [back v] layer\n glide (0.3) secs to x: (179) y: (-184)\n wait (5) seconds\n broadcast (.1 v)\n glide (0.4) secs to x: (170) y: (133)\n repeat (5)\n switch costume to (idle9 v)\n wait (0.2) seconds\n switch costume to (idle10 v)\n wait (0.2) seconds\n end\n switch costume to (idle8 v)\n hide\n go to [back v] layer\n glide (0.3) secs to x: (179) y: (-184)\n wait (5) seconds\n broadcast (.1 v)\n glide (0.4) secs to x: (-74) y: (139)\n repeat (5)\n switch costume to (idle9 v)\n wait (0.2) seconds\n switch costume to (idle10 v)\n wait (0.2) seconds\n end\n switch costume to (idle8 v)\n hide\n go to [back v] layer\n glide (0.3) secs to x: (179) y: (-184)\n wait (5) seconds\n broadcast (.1 v)\n glide (0.4) secs to x: (-48) y: (-13)\n repeat (5)\n switch costume to (idle9 v)\n wait (0.2) seconds\n switch costume to (idle10 v)\n wait (0.2) seconds\n end\n switch costume to (idle8 v)\n repeat (200)\n turn right (50) degrees\n end\n point in direction (90)\n glide (1) secs to (hitbox v)\n repeat (5)\n switch costume to (idle9 v)\n wait (0.2) seconds\n switch costume to (idle10 v)\n wait (0.2) seconds\n end\n switch costume to (idle8 v)\n Caos\n end\nend\n\nwhen I receive [.1 v]\ngo to [front v] layer\nshow\n\ndefine Caos\nbroadcast (Lava Caos v)\nrepeat (50)\n wait (0.1) seconds\n go to (random position v)\n repeat (5)\n switch costume to (idle9 v)\n wait (0.2) seconds\n switch costume to (idle10 v)\n wait (0.2) seconds\n end\n wait (0.1) seconds\nend\nbroadcast (You Win v)\n\nwhen I receive [you win v]\nhide\nstop [this script v]\n\nwhen I receive [aparta v]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(Spawning) = [yes]> then\n glide (1) secs to x: (50) y: (50)\n end\n end\n if <(Spawning) = [no]> then\nend\n\n\n go to x: (0) y: (0)\nend\n\nwhen [1 v] key pressed\nforever\n show list [winners v0.1 v]\nend\n\nwhen [2 v] key pressed\nforever\n show list [losers v0.1 v]\nend\n\nwhen flag clicked\nforever\n show list [winners v0.1 v]\nend\n\nwhen flag clicked\nforever\n show list [losers v0.1 v]\nend\n\n@Enemy\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n switch costume to (backward v)\n show\n go to x: (143) y: (-62)\n glide (1.5) secs to x: (-8) y: (136)\n switch costume to (backward v)\n glide (1.5) secs to x: (-85) y: (-18)\n switch costume to (forward v)\n glide (1.5) secs to x: (90) y: (-27)\n switch costume to (backward v)\n glide (1.5) secs to x: (-120) y: (60)\n switch costume to (forward v)\n glide (0.5) secs to x: (143) y: (-62)\n repeat (10)\n switch costume to (backward v)\n glide (0.25) secs to x: (203) y: (-150)\n switch costume to (backward v)\n glide (0.25) secs to x: (211) y: (121)\n end\n switch costume to (backward v)\n glide (0.25) secs to x: (143) y: (-62)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (13245687) y: (123246789)\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch costume to (backward v)\n show\n go to x: (143) y: (-38)\n glide (1.5) secs to x: (-8) y: (136)\n switch costume to (backward v)\n glide (1.5) secs to x: (-85) y: (-18)\n switch costume to (forward v)\n glide (1.5) secs to x: (150) y: (-38)\n switch costume to (backward v)\n glide (1.5) secs to x: (-120) y: (60)\n switch costume to (forward v)\n glide (0.5) secs to x: (143) y: (-62)\n switch costume to (backward v)\n glide (0.25) secs to x: (143) y: (-62)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\nend\n\n@Secret Pass And Invisible Blocks\n\nwhen flag clicked\nwait (0.0001) seconds\ngo to x: (12345678123456) y: (13245678)\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(playerY) < [-129]> then\n switch costume to (disfraz3 v)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n else\n switch costume to (disfraz1 v)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to x: (12345678123456) y: (13245678)\n go to [back v] layer\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch costume to (disfraz2 v)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n go to [back v] layer\n go to x: (12345678123456) y: (13245678)\n hide\n end\nend\n\n\n\n@You Win :D\n\nwhen I receive [you win v]\ngo to x: (0) y: (0)\nshow\n\nif <[winners v0.1 v] contains (☁ Player)?> then\n stop [this script v]\nend\nadd (☁ Player) to [winners v0.1 v]\n\nwhen flag clicked\nshow list [winners v0.1 v]\nshow list [losers v0.1 v]\nhide\n\nwhen [2 v] key pressed\nrepeat until <not <key (2 v) pressed?>>\n hide list [losers v0.1 v]\nend\nshow list [losers v0.1 v]\n\nwhen [1 v] key pressed\nrepeat until <not <key (1 v) pressed?>>\n hide list [winners v0.1 v]\nend\nshow list [winners v0.1 v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(username) = []> then\n broadcast (It isn't no is it isn't is no so XD v)\n stop [this script v]\n end\n forever\n set [☁ player v] to (username)\n end\nend\n\nwhen I receive [it isn't no is it isn't is no so xd v]\nwait (1) seconds\nset [☁ player v] to [No Account]\n\nwhen flag clicked\nforever\n if <[winners v0.1 v] contains (☁ Player)?> then\n set [☁ is a winner v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <[losers v0.1 v] contains (☁ Player)?> then\n set [☁ is a winner v] to [-1]\n end\nend\n\nwhen flag clicked\nforever\n if <<not <[losers v0.1 v] contains (☁ Player)?>> or <not <[winners v0.1 v] contains (☁ Player)?>>> then\n set [☁ is a winner v] to [0]\n end\nend\n\nset [variable completamente random que no hace nada importante v] to [1]\n\n@You Lose D:\n\nwhen I receive [bye v]\nwait (0.25) seconds\ngo to x: (0) y: (0)\nshow\nif <(username) = [L_L_Plus]> then\n stop [this script v]\nend\nif then\n stop [this script v]\nend\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nadd (☁ Player) to [losers v0.1 v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Press Q\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-12345) y: (123456)\nhide\n\nwhen I receive [press v]\nif <(Level) = [10]> then\n show\n glide (1) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.5) secs to x: (5) y: (-111)\n wait (1) seconds\n glide (0.5) secs to x: (5) y: (-56)\n wait (1) seconds\n broadcast (Bye Bye v)\n glide (1000) secs to x: (-1234) y: (123456)\n stop [this script v]\nend\n\nwhen I receive [bye bye v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen [q v] key pressed\nif <(Variable Completamente Random Que No Hace Nada Importante) = [1]> then\n broadcast (Next Level v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [press 2 v]\nif <(Level) = [14]> then\n set [variable completamente random que no hace nada importante v] to [1]\n set [ghost v] effect to (0)\n show\n glide (1) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.5) secs to x: (5) y: (-111)\n wait (1) seconds\n glide (0.5) secs to x: (5) y: (-56)\n wait (1) seconds\n broadcast (Bye Bye v)\n glide (1000) secs to x: (-1234) y: (123456)\n stop [this script v]\nend\n\nwhen [q v] key pressed\nif <(Variable Completamente Random Que No Hace Nada Importante) = [1]> then\n broadcast (Next Level v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\nif <(Variable Completamente Random Que No Hace Nada Importante) = [1]> then\n broadcast (Next Level v)\nend\n\n@Lava Tower 1\n\nwhen flag clicked\nhide\ngo to x: (13245687) y: (123246789)\n\nwait (1) seconds\n\nshow\n\nshow\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [15]> then\n show\n go to x: (-63) y: (-246)\n broadcast (tamb v)\n repeat (10)\n change y by (20)\n end\n repeat (10)\n change y by (-20)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n hide\n end\nend\n\nforever\n\n\n\nstop [this script v]\n\nstop [all v]\n\nwhen I receive [bye v]\nhide\n\nswitch costume to (idle7 v)\nglide (0.3) secs to x: (179) y: (-184)\nwait (5) seconds\nglide (0.4) secs to x: (170) y: (133)\nrepeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\nend\nswitch costume to (idle7 v)\nglide (0.3) secs to x: (179) y: (-184)\nwait (5) seconds\nglide (0.4) secs to x: (-74) y: (139)\nrepeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\nend\nswitch costume to (idle7 v)\nglide (0.3) secs to x: (179) y: (-184)\nwait (5) seconds\nglide (0.4) secs to x: (-48) y: (-13)\nrepeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\nend\nswitch costume to (idle4 v)\nrepeat (200)\n turn right (50) degrees\nend\npoint in direction (90)\nglide (1) secs to (hitbox v)\nrepeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\nend\nhide\nbroadcast (Press 2 v)\nstop [this script v]\n\nrepeat (25)\n switch costume to (idle4 v)\n change x by (10)\nend\n\nwhen I receive [tamb v]\nrepeat (pick random (1) to (10))\n change x by (pick random (-10) to (50))\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [16]> then\n show\n go to x: (-63) y: (-246)\n broadcast (tamb v)\n repeat (10)\n change y by (20)\n end\n repeat (10)\n change y by (-20)\n end\n end\nend\n\nwhen I receive [lava caos v]\nLava Caos\n\ndefine Lava Caos\nrepeat (100)\n show\n go to x: (-63) y: (-246)\n broadcast (tamb v)\n repeat (10)\n change y by (15)\n end\n repeat (10)\n change y by (-15)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n hide\n end\nend\n\nbroadcast (You Win v)\n\n@Lava Tower 2\n\nwhen flag clicked\nhide\ngo to x: (13245687) y: (123246789)\n\nwait (1) seconds\n\nshow\n\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n hide\n end\nend\n\nforever\n\n\n\nstop [this script v]\n\nstop [all v]\n\nwhen I receive [bye v]\nhide\n\nswitch costume to (idle7 v)\nglide (0.3) secs to x: (179) y: (-184)\nwait (5) seconds\nglide (0.4) secs to x: (170) y: (133)\nrepeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\nend\nswitch costume to (idle7 v)\nglide (0.3) secs to x: (179) y: (-184)\nwait (5) seconds\nglide (0.4) secs to x: (-74) y: (139)\nrepeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\nend\nswitch costume to (idle7 v)\nglide (0.3) secs to x: (179) y: (-184)\nwait (5) seconds\nglide (0.4) secs to x: (-48) y: (-13)\nrepeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\nend\nswitch costume to (idle4 v)\nrepeat (200)\n turn right (50) degrees\nend\npoint in direction (90)\nglide (1) secs to (hitbox v)\nrepeat (5)\n switch costume to (idle5 v)\n wait (0.2) seconds\n switch costume to (idle6 v)\n wait (0.2) seconds\nend\nhide\nbroadcast (Press 2 v)\nstop [this script v]\n\nrepeat (25)\n switch costume to (idle4 v)\n change x by (10)\nend\n\nwhen I receive [.tamb v]\nrepeat (pick random (1) to (10))\n change x by (pick random (-50) to (20))\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [16]> then\n show\n go to x: (148) y: (-233)\n broadcast (.tamb v)\n repeat (10)\n change y by (20)\n end\n repeat (10)\n change y by (-20)\n end\n end\nend\n\nwhen I receive [lava caos v]\nLava Caos\n\ndefine Lava Caos\nrepeat (100)\n show\n go to x: (148) y: (-233)\n broadcast (.tamb v)\n repeat (10)\n change y by (20)\n end\n repeat (10)\n change y by (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n hide\n end\nend\n\n@M\n\nwhen flag clicked\nforever\n if <not <(Level) = [6]>> then\n hide\n end\nend\n\nwhen I receive [boton v]\nif <not <(Level) = [8]>> then\n show\nelse\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen this sprite clicked\nif <<(Level) = [6]> or <(Level) = [8]>> then\n broadcast (.0 v)\nend\n\n@Q\n\nwhen flag clicked\nforever\n if then\n hide\n end\nend\n\nwhen I receive [press v]\nif <(Level) = [10]> then\n show\nelse\nend\n\nwhen this sprite clicked\nif <(Variable Completamente Random Que No Hace Nada Importante) = [1]> then\n broadcast (Next Level v)\nend\n\nif <<(Level) = [6]> or <(Level) = [8]>> then\n broadcast (.0 v)\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [10]>> then\n hide\n end\nend\n\nwhen this sprite clicked\n\n@Q_2\n\nwhen flag clicked\nforever\n if then\n hide\n end\nend\n\nwhen I receive [press 2 v]\nif <(Level) = [14]> then\n show\nelse\nend\n\nwhen this sprite clicked\nif <(Variable Completamente Random Que No Hace Nada Importante) = [1]> then\n broadcast (Next Level v)\nend\n\nif <<(Level) = [6]> or <(Level) = [8]>> then\n broadcast (.0 v)\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [14]>> then\n hide\n end\nend\n\nwhen this sprite clicked\n\n
--------------------------English------------------------\nNow is mobile friendly 100%\nReport any bug\nAdded 20 of health (before 10 of health)\nPress Q when you pass a boss\nPlease, ¿can you love and favorite the project?\nUse the arrow keys to move.\n1 to see the winners (no working)\n2 to see the losers (no working)\nM to jump very high (if level is 6)\nLevel 1 = Nothing\nLevel 2 = First Lava\nLevel 3 = Lava Fall\nLevel 4 = First enemy\nLevel 5 = Enemy + Lava\nLevel 6 = Lava Sea\nLevel 7 = Secret Pass\nLevel 8 = Believe\nLevel 9 = Prepare for the boss\nLevel 10 (Boss) = First Boss\nLevel 11 = Has Trick\nLevel 12 = Jump The Wall\nLevel 13 = Lava\nLevel 14 (Boss) = Second Boss\nLevel 15 (Easy Level) = Lava + Lava Tower\nLevel 16 (Easy Level) = Lava + 2 Lava Towers\nLevel 17 (Easy Level) = You are crazy when you reach that level.\nLevel 18 (Easy Level) = Nothing\nLevel 19 (Easy Level) = Nothing\nLevel 20 = Third and last boss of Version 1.0\n\n--------------------------Español------------------------\nAhora se puede jugar en móvil, tablet, i-pad, etc…\nReporten cualquier bug\nAhora tienes 20 de vida (antes había 10 de vida)\nPor favor, ¿puedes darle al corazón y a la estrella?\nUtilice las teclas de flecha para moverse.\n1 para ver los ganadores (todavía no funciona)\n2 para ver a los perdedores (todavía no funciona)\nM para saltar muy alto (si el nivel es 6)\nPulsa Q para pasar al siguiente nivel si derrotas a un jefe.\nNivel 1 = Nada\nNivel 2 = Primera lava\nNivel 3 = Caída de lava\nNivel 4 = Primer enemigo\nNivel 5 = Enemigo + Lava\nNivel 6 = Mar de lava\nNivel 7 = Paso Secreto\nNivel 8 = Cree\nNivel 9 = Preparate para el jefe\nNivel 10 (Boss) = Primer Boss\nNivel 11 = Tiene Truco\nNivel 12 = Salta La Pared\nNivel 13 = Lava\nNivel 14 (Boss) = Segundo Boss\nNivel 15 (Nivel fácil) = Lava+Torre de Lava\nNivel 16 (Nivel fácil) = Lava+2 Torres de Lava\nNivel 17 (Nivel fácil) = Estás loco al llegar a ese nivel.\nNivel 18 (Nivel fácil) = Nada\nNivel 19 (Nivel fácil) = Nada\nNivel 20 = Tercer y último boss de la Versión 1.\n\n-------Credits--------\nThanks to @warfame_test for the engine\nThe engine: https://scratch.mit.edu/projects/521622325\nThe last XrWeX: https://scratch.mit.edu/projects/534717568/\nAnother time thanks to my cousin for seeing the discordo too late...\n\n-------Créditos--------\nGracias a @warfame_test por la plantilla\nLa plantilla: https://scratch.mit.edu/projects/521622325\nEl XrWeX anterior: https://scratch.mit.edu/projects/534717568/\nDe nuevo gracias a mi primo por tardar tanto en mirar el discordo...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games\n#all\n\n#All #Games #Animations #Music #Art #Stories\n#Todo #Juegos #Animaciones #Música #Arte #Historias
~Replay Platformer~
@Stage\n\ndefine 短縮 (mode) (code)\nset [モード v] to (mode)\nset [入力データ v] to (code)\nbroadcast (記号読み込み v) and wait\ndelete all of [list1 v]\nadd [] to [list1 v]\nif <(モード) = [1]> then\n set [処理回数 v] to [0]\n set [記憶 v] to []\n repeat ((length of (入力データ)) mod (3))\n change [処理回数 v] by (1)\n 判定\n set [記憶 v] to (join (記憶) (letter (処理回数) of (入力データ)))\n end\n if <not <((length of (入力データ)) mod (3)) = [0]>> then\n replace item (1) of [list1 v] with (join (item (1) of [list1 v]) (item ((記憶) + (1)) of [記号 v]))\n end\n repeat ([floor v] of ((length of (入力データ)) / (3)) )\n set [記憶 v] to []\n repeat (3)\n change [処理回数 v] by (1)\n 判定\n set [記憶 v] to (join (記憶) (letter (処理回数) of (入力データ)))\n end\n replace item (1) of [list1 v] with (join (item (1) of [list1 v]) (item ((記憶) + (1)) of [記号 v]))\n end\nelse\n set [処理回数 v] to [0]\n repeat (length of (入力データ))\n change [処理回数 v] by (1)\n 判定\n set [記憶 v] to ((item # of (letter (処理回数) of (入力データ)) in [記号 v]) - (1))\n repeat (((3) - (length of (記憶))) * <not <(処理回数) = [1]>>)\n set [記憶 v] to (join [0] (記憶))\n end\n replace item (1) of [list1 v] with (join (item (1) of [list1 v]) (記憶))\n end\nend\n\ndefine 判定\nif <not <<[記号 v] contains (letter (処理回数) of (入力データ))?> and <not <((1000) - ((モード) * (990))) < (item # of (letter (処理回数) of (入力データ)) in [記号 v])>>>> then\n stop [all v]\nend\n\ndefine 記号読込\nif <(length of [記号 v]) = [0]> then\n set [記号 v] to [0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ!"#$%&'\(\)-=^~\|@`\[{;+:*\]},<.>/?_ アイウエオカキクケコサシスセソタチツテトナニヌネノハヒフヘホマ]\n set [記号 v] to (join (記号) [ミムメモヤユヨラリルレロワヲンァィゥェォャュョ゛あいうえおかきくけこさしすせそたちつてとなにぬねのはひふへほまみむめもやゆよらりるれろわをんぁぃぅぇぉゃゅょがぎぐげござじずぜぞだぢづでどばびぶべぼぱぴ])\n set [記号 v] to (join (記号) [ぷぺぽアイウエオカキクケコサシスセソタチツテトナニヌネノハヒフヘホマミムメモヤユヨラリルレロワヲンァィゥェォャュョガギグゲゴザジズゼゾダヂヅデドバビブベボパピプペポθ○〇●◎①゜②③④⑤⑥⑦⑧⑨⑩⑪⑫])\n set [記号 v] to (join (記号) [⑬⑭⑮⑯⑰⑱⑲⑳㊤㊥㊦㊧㊨⓫⓬⓭⓮⓯⓰⓱⓲⓳⓴◯⦿◉◌◍◐◒◑◓◔◕◖◗▽▼△▲∴∵▶∇‣▴▵▷▸◬◭◮×✖☒☓✕✗◇◆□■☑❖▥÷1234567890一二三四五六七八九十百千万億兆京亜阿唖吾亞蛙啞㋐])\n set [記号 v] to (join (記号) [㋑ゐ尹㋼㋒ゑ㋓㋽㋔㊋㋕㊭㋖㋗¹₁㊀²ⅡⅠ₂㊁㋥Ⅲ³₃㊂Ⅳ⁴₄㊃Ⅴ⁵₅㊄Ⅵ⁶₆㊅Ⅶ⁷₇㊆Ⅷ⁸₈㊇₉㊈Ⅸ⁹Ⅹ㊉√㉑㉒㉓㉔㉕㉖㉗㉘㉙㉚㉛㉜㉝㉞㉟㊱㊲㊳㊴㊵㊶㊷㊸㊹㊺㊻㊼㊽㊾㊿ζ乙人入力刀丁又了下口山子女少上])\n set [記号 v] to (join (記号) [夕川大土丸弓工才士久干己寸亡及丈凡与刃巾乞∀∈⊂⊃∋∩∪円王火月犬手水中天日木文引牛今元戸午公止少心切太内父分方毛友区化反予欠氏不夫支比仏尺収仁介刈凶互井丹匹斤幻孔冗双斗乏升弔屯厄牙勾爪匂片玉左出正生])\n set [記号 v] to (join (記号) [石田白本目右立外兄古広矢市台冬半母北用央去号皿仕写主申世他打代皮氷平由礼以加功札史司失必付辺包末未民令圧永可刊旧句示犯布弁穴冊処庁幼甘丘巨玄込召占奴払矛甲巧斥凹且囚汁仙凸尼丙瓦叱尻旦丼氾休気糸字耳先早])\n set [記号 v] to (join (記号) [竹虫年名羽会回交光考行合寺自色西多池地当同肉米毎安曲血向死次式守州全有羊両列衣印各共好成争仲典伝灯老因仮件再在舌団任宇灰危机吸后至存宅扱芋汚汗朽叫仰旨芝朱舟巡旬尽吐弐忙劣企吉刑如匠伐帆伏吏缶江充迅壮肌])\n set [記号 v] to (join (記号) [妃朴妄伎臼汎花貝見車赤足村男町何角汽近形言谷作社図声走体弟売麦来里医究局君決住助身対投豆坂返役位囲改完希求芸告材児初臣折束低努兵別利良冷労応快技均災志似序状条判防余我系孝困私否批忘卵乱壱戒含却狂迎更抗])\n set [記号 v] to (join (記号) [攻伺秀床吹即沢沖沈抜尾坊妙肝忌岐坑克寿伸辛択尿伴芳邦妨没抑励吟呉佐肖抄杉妥但呈廷忍妊把伯扶戻串沙芯汰那阪肘冶妖沃呂弄雨学空金青林画岩京国姉知長直店東歩妹明門夜委育泳岸苦具幸始使事実者昔取受所注定波板表])\n delete all of [記号 v]\nend\nset [リスト入力 v] to (length of [記号 v])\nrepeat ((length of (記号)) - (length of [記号 v]))\n change [リスト入力 v] by (1)\n add (letter (リスト入力) of (記号)) to [記号 v]\nend\n\nwhen flag clicked\nshow list [savecode v]\nhide variable [time v]\nforever\n play sound [Goodbye v] until done\nend\n\nwhen I receive [start v]\nhide variable [time v]\nset [time v] to [0]\nwait (1) seconds\nrepeat until <(stage) = [7]>\n change [time v] by (1)\n wait (1) seconds\nend\nshow variable [time v]\n\nwhen I receive [start v]\ndelete all of [savecode\(仮\) v]\nrepeat until <(stage) = [7]>\n add (join (join ((round ([x position v] of [player v])) + (500)) ((round ([y position v] of [player v])) + (500))) (stage)) to [savecode\(仮\) v]\n wait (0.1) seconds\nend\nrepeat (10)\n add (join (join ((round ([x position v] of [player v])) + (500)) ((round ([y position v] of [player v])) + (500))) (stage)) to [savecode\(仮\) v]\n wait (0.1) seconds\nend\n1列化\n短縮 [1] (item (1) of [savecode v])\nreplace item (1) of [savecode v] with (item (1) of [list1 v])\nadd [↑トリプルクリックでコピーしてね/Triple click and copy!] to [savecode v]\nadd [どこかをクリックすると消えます/Click anywhere to close it.] to [savecode v]\nhide list [savecode v]\nwait until <mouse down?>\nshow list [savecode v]\n\nwhen I receive [▶start v]\nhide variable [time v]\nset [time v] to [0]\nwait (1) seconds\nrepeat until <(stage) = [7]>\n change [time v] by (1)\n wait (1) seconds\nend\nshow variable [time v]\n\ndefine 1列化\ndelete all of [savecode v]\nset [counter2 v] to [1]\nadd [] to [savecode v]\nrepeat (length of [savecode\(仮\) v])\n replace item (1) of [savecode v] with (join (savecode) (item (counter2) of [savecode\(仮\) v]))\n change [counter2 v] by (1)\nend\n\nwhen I receive [読込開始 v]\n短縮 [0] (answer)\nset [ok? v] to [1]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide variable [time v]\nshow list [savecode v]\n\n@Player\n\nwhen I receive [start v]\ngo to x: (-210) y: (-90)\nset size to (100) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [stage v] to [1]\npoint in direction (90)\nforever\n set rotation style [left-right v]\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 (-0.8)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (0.8)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [Jump v]\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (stage v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n change y by (-1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (stage v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <<(x position) > [230]> and <not <(stage) = [7]>>> then\n go to x: (-216) y: (-58)\n set [x v] to [0]\n set [y v] to [0]\n change [stage v] by (1)\n end\n if <<touching (▲ v)?> or <[-170] > (y position)>> then\n go to x: (-216) y: (-58)\n set [x v] to [0]\n set [y v] to [0]\n start sound [Rip v]\n end\n if <touching (jumper v)?> then\n set [y v] to [20]\n start sound [Jump2 v]\n end\nend\n\nwhen I receive [▶start v]\nset [counter v] to [1]\nshow\nset [ok? v] to [0]\nbroadcast (読込開始 v)\nwait until <(OK?) = [1]>\nrepeat ((length of (item (1) of [list1 v])) / (7))\n go to x: ((join (join (letter (counter) of (item (1) of [list1 v])) (letter ((counter) + (1)) of (item (1) of [list1 v]))) (letter ((counter) + (2)) of (item (1) of [list1 v]))) - (500)) y: ((join (join (letter ((counter) + (3)) of (item (1) of [list1 v])) (letter ((counter) + (4)) of (item (1) of [list1 v]))) (letter ((counter) + (5)) of (item (1) of [list1 v]))) - (500))\n set [stage v] to (letter ((counter) + (6)) of (item (1) of [list1 v]))\n change [counter v] by (7)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nhide\n\n@stage\n\nif <(x position) > [230]> then\n go to x: (-216) y: (-58)\n set [x v] to [0]\n set [y v] to [0]\n change [stage v] by (1)\nend\n\nwhen I receive [▶start v]\nwait (0.01) seconds\nshow\n\nwhen I receive [start v]\nwait (0.01) seconds\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (stage)\nend\n\nwhen [timer v] > (0)\nhide\n\n@▲\n\nif <(x position) > [230]> then\n go to x: (-216) y: (-58)\n set [x v] to [0]\n set [y v] to [0]\n change [stage v] by (1)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (stage)\nend\n\nwhen I receive [▶start v]\nwait (0.01) seconds\nshow\n\nwhen I receive [start v]\nwait (0.01) seconds\nshow\n\nwhen [timer v] > (0)\nhide\n\n@stage2\n\nif <(x position) > [230]> then\n go to x: (-216) y: (-58)\n set [x v] to [0]\n set [y v] to [0]\n change [stage v] by (1)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (stage)\nend\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (0)\nwait (1) seconds\nwait until <(stage) = [2]>\nwait until <touching (player v)?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [▶start v]\nshow\nset [ghost v] effect to (0)\nwait (1) seconds\nwait until <(stage) = [2]>\nwait until <touching (player v)?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen [timer v] > (0)\nhide\n\n@jumper\n\nwhen flag clicked\nhide\nforever\n switch costume to (stage)\nend\n\nwhen I receive [▶start v]\nshow\n\nwhen I receive [start v]\nshow\n\nwhen [timer v] > (0)\nhide\n\n@Button\n\nwhen flag clicked\nset [進行度 v] to [0]\ngo to x: (0) y: (0)\nhide\nCLONE\n\ndefine CLONE\nswitch costume to (1 v)\ngo to x: (0) y: (100)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ngo to x: (0) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait until <(進行度) = [1]>\ndelete this clone\n\nwhen this sprite clicked\nstart sound [decision7 v]\nif <(costume [number v]) = [1]> then\n broadcast (START v)\n set [進行度 v] to [1]\nelse\n ask [SAVECODE/セーブコードを入力してください] and wait\n broadcast (▶START v)\n set [進行度 v] to [1]\nend\n\n@サムネ\n\nwhen [timer v] > (0)\nshow\n\nwhen flag clicked\nhide\n\n
Spring Scrolling Platformer || 春のスクロールプラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n play sound [Anna Yvette - Waves \[Xaf Remix\] v] until done\nend\n\n@花びら\n\nwhen flag clicked\nhide\ngo to x: (180) y: (170)\npoint in direction (28)\nforever\n repeat (5)\n create clone of (_myself_ v)\n wait (pick random (0.3) to (0.5)) seconds\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (pick random (25) to (100))\nshow\nset [s v] to (pick random (1) to (50))\nset size to (s) %\nset [スプライト10: x v] to (pick random (1) to (12))\nset [スプライト10: y v] to (pick random (1) to (-10))\npoint in direction (130)\nset rotation style [all around v]\nif <(size) < [40]> then\n go to [back v] layer\nend\nif <[40] < (size)> then\n go to [front v] layer\nend\nrepeat until <touching (_edge_ v)?>\n turn right ((s) / (10)) degrees\n change x by ((s) - ((s) * (1.05)))\n change y by ((スプライト10: y) - ((スプライト10: y) * (0.6)))\n if <(hsu) = [0]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\ndelete this clone\n\nwhen I receive [隠せ v]\nhide\nstop [all v]\n\n@花びら2\n\nwhen flag clicked\nhide\ngo to x: (180) y: (170)\npoint in direction (28)\nforever\n repeat (5)\n create clone of (_myself_ v)\n wait (pick random (0.3) to (0.5)) seconds\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (pick random (25) to (100))\nshow\nset [s v] to (pick random (1) to (50))\nset size to (s) %\nset [スプライト10: x v] to (pick random (1) to (12))\nset [スプライト10: y v] to (pick random (1) to (-10))\npoint in direction (130)\nset rotation style [all around v]\nif <(size) < [40]> then\n go to [back v] layer\nend\nif <[40] < (size)> then\n go to [front v] layer\nend\nrepeat until <touching (_edge_ v)?>\n turn right ((s) / (10)) degrees\n change x by ((s) - ((s) * (1.05)))\n change y by ((スプライト10: y) - ((スプライト10: y) * (0.6)))\n if <(hsu) = [0]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\ndelete this clone\n\nwhen I receive [隠せ v]\nhide\nstop [all v]\n\n@帽子\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [変数 v] by (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [変数 v]\nforever\n set [変数 v] to [0]\n wait (0.001) seconds\n if <[3] < (変数)> then\n hide variable [タイム:time v]\n switch costume to (ターボだめ絶対 v)\n show\n stop [all v]\n else\n hide\n end\nend\n\n@危険物\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ndelete all of [障害物x v]\ndelete all of [障害物y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [150] [0] [1]\n配置 [700] [0] [2]\n配置 [5000] [300] [3]\n配置 [5500] [300] [4]\n配置 [5500] [50] [5]\n配置 [5500] [750] [6]\n配置 [5700] [1300] [7]\nhide\n\nwhen I start as a clone\n動き (item (a) of [障害物x v]) (item (a) of [障害物y v]) (item (a) of [コスチューム v])\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [障害物x v]\nadd (y) to [障害物y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\n@ばね\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ndelete all of [バネx v]\ndelete all of [バネy v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\n配置 [1000] [0] [1]\n配置 [3000] [400] [2]\n配置 [3200] [400] [3]\n配置 [3400] [400] [4]\n配置 [3700] [400] [5]\n配置 [4000] [400] [6]\n配置 [5490] [350] [7]\n配置 [5800] [920] [8]\n配置 [5800] [1300] [9]\n配置 [5800] [1800] [10]\nhide\n\nwhen I start as a clone\n動き (item (a) of [バネx v]) (item (a) of [バネy v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [バネx v]\nadd (y) to [バネy v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n ブロック名\n if <touching (キャラ v)?> then\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\n@背景\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ngo to [back v] layer\ndelete all of [背景x v]\ndelete all of [背景y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [0] [3]\n配置 [1500] [0] [4]\n配置 [2000] [0] [5]\n配置 [2000] [200] [6]\n配置 [2500] [200] [7]\n配置 [4500] [200] [8]\n配置 [5000] [200] [9]\n配置 [5500] [200] [10]\n配置 [5600] [750] [11]\nhide\n\nwhen I start as a clone\n動き (item (a) of [背景x v]) (item (a) of [背景y v]) (item (a) of [コスチューム v])\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [背景x v]\nadd (y) to [背景y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen flag clicked\nwait (1.8) seconds\nforever\n go to [front v] layer\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\n@背景2\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ngo to [back v] layer\ndelete all of [背景x v]\ndelete all of [背景y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [0] [3]\n配置 [5300] [200] [4]\n\nwhen I start as a clone\n動き (item (a) of [背景x v]) (item (a) of [背景y v]) (item (a) of [コスチューム v])\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [背景x v]\nadd (y) to [背景y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nhide\n\n@サムネ\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (1) seconds\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (1)\n go to [front v] layer\nend\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide variable [タイム:time v]\nhide variable [☁ 世界記録:world record v]\nforever\n go to [front v] layer\n show\n switch costume to (コスチューム2 v)\nend\n\nshow\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\n\n@ステージ\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nswitch costume to (コスチューム)\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\nwhen flag clicked\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [0] [3]\n配置 [1500] [0] [4]\n配置 [2000] [0] [5]\n配置 [2000] [200] [6]\n配置 [2500] [200] [7]\n配置 [4500] [200] [8]\n配置 [5000] [200] [9]\n配置 [5500] [200] [10]\n配置 [5000] [100] [11]\n配置 [5500] [50] [12]\n配置 [5500] [550] [13]\n配置 [5500] [750] [14]\n配置 [5700] [1300] [15]\n配置 [5700] [1600] [16]\n配置 [5700] [1900] [17]\nhide\n\nwhen I start as a clone\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ncreate clone of (_myself_ v)\n\n@キャラ\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to [0]\nset [視点x v] to [0]\nset [復活x v] to [0]\nset [復活y v] to [0]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nwait (2.1) seconds\ngo to [front v] layer\nforever\n 動き\nend\n\ndefine 動き\nif <(動き) = [0]> then\n if <<<(mouse x) > [0]> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (1)\n change [x v] by (1)\n end\n if <<<[0] > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-1)\n change [x v] by (-1)\n end\n set [加速速度 v] to [0.9]\n set [x v] to ((x) * (加速速度))\n change x by (x)\n repeat (15)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n end\n if <touching (ステージ v)?> then\n 壁\n end\n set [重力 v] to [-1]\n change [y v] by (重力)\n change y by (y)\n if <touching (ステージ v)?> then\n 床\n end\n change y by (重力)\n if <touching (ステージ v)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n change y by (() - (重力))\n if <<touching (危険物 v)?> or <(視点y) < [-300]>> then\n start sound [Pew v]\n broadcast (もう一回 v)\n end\n if <touching (ばね v)?> then\n start sound [Jump v]\n set [y v] to [20]\n end\nend\n\ndefine 床\nrepeat until <not <touching (ステージ v)?>>\n change y by ((((0) - (y)) / ([abs v] of (y) )) * ([abs v] of (重力) ))\nend\nset [y v] to [0]\n\ndefine 壁\nchange y by (-15)\nrepeat until <not <touching (ステージ v)?>>\n change x by (([floor v] of (((0) - (x)) / ([abs v] of (x) )) ) * ([abs v] of (加速速度) ))\nend\nif <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Jump v]\n set [y v] to [15]\n set [x v] to ((((0) - (x)) / ([abs v] of (x) )) * (7))\nelse\n set [x v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[0] < (x)> then\n change [視点x v] by ([ceiling v] of ((x position) / (10)) )\n else\n change [視点x v] by ([floor v] of ((x position) / (10)) )\n end\n change [視点y v] by ([floor v] of ((y position) / (5)) )\n set [視点y v] to ((視点y) + (5))\n if <[0] < (x)> then\n change x by ([floor v] of (((0) - (x position)) / (10)) )\n else\n change x by ([ceiling v] of (((0) - (x position)) / (10)) )\n end\n change y by ([ceiling v] of (((0) - (y position)) / (5)) )\n set y to ((y position) - (5))\nend\n\nwhen I receive [もう一回 v]\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to (復活y)\nset [視点x v] to (復活x)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\nwhen flag clicked\nhide variable [☁ 世界記録:world record v]\nhide variable [タイム:time v]\nwait (2.1) seconds\nset [タイム:time v] to [0]\nshow variable [タイム:time v]\nshow variable [☁ 世界記録:world record v]\nreset timer\nrepeat until <touching color (#ff66e0)?>\n change [タイム:time v] by (0.1)\n wait (0.04) seconds\nend\nif <(タイム:time) < (☁ 世界記録:world record)> then\n set [☁ 世界記録:world record v] to (タイム:time)\n show variable [☁ 世界記録:world record v]\n say [世界記録を更新しました!おめでとう!] for (1000) seconds\nend\nshow variable [☁ 世界記録:world record v]\n\nset [☁ 世界記録:world record v] to [100]\n\n@中間地点\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nif <(item (a) of [到達 v]) = [1]> then\n switch costume to (コスチューム)\nelse\n switch costume to ((コスチューム) + (-1))\nend\n\nwhen flag clicked\ngo to [back v] layer\ndelete all of [チェックポイントx v]\ndelete all of [チェックポイントy v]\ndelete all of [コスチューム v]\ndelete all of [到達 v]\nswitch costume to (コスチューム1 v)\n配置 [2200] [330] [1]\n配置 [5580] [-60] [3]\nhide\n\nwhen I start as a clone\nforever\n 動き (item (a) of [チェックポイントx v]) (item (a) of [チェックポイントy v]) (item (a) of [コスチューム v])\nend\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nrepeat (2)\n add (x) to [チェックポイントx v]\n add (y) to [チェックポイントy v]\n add [0] to [到達 v]\nend\nadd ((コスチューム) + (1)) to [コスチューム v]\nadd ((コスチューム) + (2)) to [コスチューム v]\n\nwhen I start as a clone\nforever\n if <touching (キャラ v)?> then\n if <(item (a) of [到達 v]) = [0]> then\n start sound [Collect v]\n set [復活x v] to (item (a) of [チェックポイントx v])\n set [復活y v] to (item (a) of [チェックポイントy v])\n replace item (a) of [到達 v] with [1]\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ndefine ブロック名\nset [a v] to [0]\nrepeat ((length of [コスチューム v]) / (2))\n change [a v] by (2)\n create clone of (_myself_ v)\nend\n\n
傾向4位ゲームの傾向2位\n||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||\n操作方法\nEnglish language↓\n_________________________\n日本語\nPC 矢印キー WASDキー\nモバイル タッチ\nフォローよろしく!\n ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\n___________________________________________________\nEnglish\nPC Arrow Keys WASD Keys\nMobile Touch\nFollow me\n ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\n___________________________________________________\nプログラム katsuo777 様\n音楽 -Xaf- 様\n桜の花びら  -Fluorite- 様\n━━━━━━━━━━━━━━━━━━━━━━━━━\n
-Platformer- under the blue sky【モバイル対応】#games #adventure
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [イントロ終わり v]\nforever\n change [pan left/right v] effect by (pick random (-30) to (30))\n set volume to ((100) + (([cos v] of ((timer) * (300)) ) * (35))) %\nend\n\n@プレイヤー\n\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n set [y v] to [22.5]\n wait until <not <touching (ばね v)?>>\n end\n if <touching (ばね2 v)?> then\n if <([x position v] of [ばね2 v]) < (x position)> then\n set [x v] to [22.5]\n set [y v] to [3.5]\n else\n set [x v] to [-22.5]\n set [y v] to [3.5]\n end\n wait until <not <touching (ばね2 v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (player4 v)\n else\n switch costume to (player v)\n end\nend\n\nwhen I receive [next v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen I receive [イントロ終わり v]\nwait (1) seconds\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]\nset [😊 v] to [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n wait until <(😊) = [0]>\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (player2 v)\n change [x v] by (-1)\n point in direction (-90)\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (player4 v)\n else\n end\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (player2 v)\n change [x v] by (1)\n point in direction (90)\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (player4 v)\n else\n end\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 [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n 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 set [y v] to [15.5]\n end\n change y by (1)\n if <[240] < (x position)> then\n if <not <(ステージ) = [19]>> then\n hide\n clear graphic effects\n broadcast (Next stage v)\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n end\n end\n if <<touching (棘 v)?> or <(y position) < [-200]>> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n set size to (65) %\n show\n end\n if <touching (ワープホール v)?> then\n go to x: (-162) y: (98)\n end\nend\n\nwhen flag clicked\nhide\n\n@棘\n\nwhen I receive [ne v]\nswitch costume to (ステージ)\n\nwhen I receive [イントロ終わり v]\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\n@地面\n\nwhen I receive [ne v]\nswitch costume to (ステージ)\n\nwhen [timer v] > (time)\nhide variable [time v]\n\nwhen I receive [イントロ終わり v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\nforever\n if <<(ステージ) = [9]> and <(😊) = [0]>> then\n show variable [time v]\n else\n hide variable [time v]\n end\nend\n\n@ばね\n\nwhen I receive [ne v]\nhide\nif <(ステージ) = [2]> then\n go to x: (-106) y: (-128)\n show\nend\nif <(ステージ) = [3]> then\n go to x: (-1) y: (-125)\n show\nend\nif <(ステージ) = [10]> then\n go to x: (22) y: (-121)\n show\nend\nif <(ステージ) = [14]> then\n go to x: (-82) y: (47)\n show\nend\nif <(ステージ) = [18]> then\n switch costume to (コスチューム2 v)\n go to x: (-1) y: (-125)\n show\nend\n\nwhen I receive [イントロ終わり v]\nswitch costume to (コスチューム1 v)\nhide\n\nwhen flag clicked\nhide\n\n@Next stage\n\nwhen I receive [next stage v]\nshow\ngo to [front v] layer\nset [😊 v] to [1]\ngo to x: (-999) y: (0)\nstart sound [High Whoosh v]\nEasing [0] [0]\nbroadcast (ne v)\nwait (0.2) seconds\nEasing [21.5] [0]\nEasing [-700] [0]\nhide\nbroadcast (next v)\nset [😊 v] to [0]\n\nwhen I receive [イントロ終わり v]\ngo to [front v] layer\nhide\n\nwhen flag clicked\nhide\n\ndefine Easing (x the goal) (y the goal)\nrepeat (50)\n change x by (((x the goal) - (x position)) / (4.5))\n change y by (((y the goal) - (y position)) / (4.5))\nend\n\n@ばね2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [ne v]\nhide\nif <(ステージ) = [3]> then\n go to x: (24) y: (-4)\n show\nend\nif <(ステージ) = [12]> then\n go to x: (126) y: (-121)\n show\nend\nif <(ステージ) = [14]> then\n go to x: (167) y: (56)\n show\nend\n\nwhen flag clicked\nhide\n\n@文字\n\nwhen I receive [ne v]\nswitch costume to (ステージ)\n\nwhen I receive [イントロ終わり v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終わり v]\nreset timer\nrepeat until <(ステージ) = [9]>\n set [time v] to (timer)\nend\n\n@ALPHA\n\nwhen [timer v] > (0.97)\nhide\n\nwhen flag clicked\nshow\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n set [ghost v] effect to (pick random (0) to (15))\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 set [color v] effect to (550)\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 set [color v] effect to (150)\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\nclear graphic effects\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 change [color v] effect by (100)\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 change [color v] effect by (100)\n switch costume to (back2 v)\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 change [color v] effect by (0.1)\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 change [color v] effect by (120)\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 [color v] effect by (25)\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 change [color v] effect by (25)\n set [whirl v] effect to (pick random (0) to (3))\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 [pixelate v] effect to (2)\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\nwait (1) seconds\nbroadcast (イントロ終わり v)\n\n@⭐️💗宣伝?\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [ペントロ終わり v]\nhide\n\nwhen flag clicked\n\nwhen I receive [イントロ終わり v]\nhide\nforever\n wait (pick random (5) to (15)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n if <(ステージ) = [5]> then\n stop [this script v]\n end\nend\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@紙吹雪\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-170]>\n turn right (pick random (-10) to (10)) degrees\n next costume\n change y by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [ne v]\nif <<(ステージ) = [9]> or <(ステージ) = [19]>> then\n go to [back v] layer\n forever\n go to x: (pick random (-225) to (225)) y: (180)\n set [color v] effect to (pick random (0) to (100))\n wait (pick random (0.01) to (0.05)) seconds\n create clone of (_myself_ v)\n end\nend\n\n@雲\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (300) y: (pick random (126) to (11))\nset size to (pick random (100) to (180)) %\nset [ghost v] effect to (100)\nshow\nset rotation style [don't rotate v]\npoint in direction (pick random (-5) to (-3))\nrepeat (pick random (5) to (10))\n change x by (direction)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-220]>\n change x by (direction)\nend\nrepeat (5)\n change x by (direction)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n go to x: (228) y: (-148)\n go to [back v] layer\nend\n\nwhen I receive [イントロ終わり v]\nset [変数 v] to [31]\nhide\nforever\n wait (pick random (1) to (0.5)) seconds\n switch costume to (pick random (1) to (変数))\n create clone of (_myself_ v)\n go to [back v] layer\nend\n\n@ワープホール\n\nwhen flag clicked\nhide\n\nwhen I receive [ne v]\nif <(ステージ) = [18]> then\n show\nelse\n hide\nend\n\n@音量\n\nwhen flag clicked\nswitch costume to (2df69627ac61b9e985dbee9252968c51_t v)\nhide\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [イントロ終わり v]\nshow\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n if <(costume [number v]) = [2]> then\n set volume to (45) %\n else\n if <(costume [number v]) = [3]> then\n set volume to (0) %\n end\n end\n end\n change size by (((100) - (size)) / (5))\nend\n\nwhen I receive [イントロ終わり v]\nswitch backdrop to (背景1 v)\nforever\n play sound [Unlimited v] until done\nend\n\nwhen I receive [イントロ終わり v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (101) %\n end\nend\n\n@outor\n\nText Clone (username)\n\ndefine Text Clone (text)\nhide\nset [bungee2: 1 v] to [1]\nif <((length of (text)) mod (2)) = [0]> then\n set [bungee2: 2 v] to ((((length of (text)) - (1)) / (2)) * (-42))\nelse\n set [bungee2: 2 v] to (((((length of (text)) / (2)) * (42)) + (-23)) * (-1))\nend\nrepeat (length of (text))\n switch costume to (letter (Bungee2: 1) of (text))\n create clone of (_myself_ v)\n change [bungee2: 1 v] by (1)\n change [bungee2: 2 v] by (42)\nend\n\nwhen I start as a clone\nset [color v] effect to (700)\nshow\ngo to [front v] layer\nif <(costume [number v]) = [81]> then\n go to x: (0) y: (0)\n repeat (10)\n set [brightness v] effect to (100)\n change [ghost v] effect by (10)\n go to [front v] layer\n end\n delete this clone\nend\nif <(costume [number v]) = [67]> then\n go to x: (0) y: (500)\n repeat (30)\n change y by (((0) - (y position)) / (3))\n end\nend\nif <(costume [number v]) = [68]> then\n set y to (500)\n repeat (30)\n change y by (((0) - (y position)) / (3))\n end\nend\nif <(costume [number v]) = [69]> then\n repeat until <[1.25] < (timer)>\n change size by (((Bungee2: 1) - (size)) / (4))\n end\n set size to ((Bungee2: 1) + (-2)) %\n repeat until <(size) < [20]>\n change size by (((Bungee2: 1) - (size)) / (-3))\n end\n delete this clone\nend\nif <(costume [number v]) < [67]> then\n set [bungee2: 1 v] to (costume [number v])\n set size to (0) %\n repeat until <[1.25] < (timer)>\n change size by (((75) - (size)) / (4))\n switch costume to (possision hack v)\n go to x: ((Bungee2: 2) / ((100) / (size))) y: (0)\n switch costume to (Bungee2: 1)\n end\n set size to (74) %\n repeat until <(size) < [20]>\n change size by (((75) - (size)) / (-4.5))\n switch costume to (possision hack v)\n go to x: ((Bungee2: 2) / ((100) / (size))) y: (0)\n switch costume to (Bungee2: 1)\n end\n hide\n wait until <[2.7] < (timer)>\n show\n set size to (100) %\n set [go! v] to [-15]\n set [go to! v] to [720]\n set [bungee2: 3 v] to [540]\n forever\n point in direction (Go!)\n switch costume to (possision hack v)\n set size to (100) %\n go to x: ((([sin v] of (Go!) ) * (Bungee2: 2)) + ((([sin v] of (((timer) * (300)) - (Bungee2: 2)) ) * (10)) + (Go to!))) y: ((([cos v] of (Go!) ) * (Bungee2: 2)) + ((([sin v] of (((timer) * (300)) - (Bungee2: 2)) ) * (10)) + (Bungee2: 3)))\n change [go to! v] by (((0) - (Go to!)) / (12))\n change [go! v] by (((75) - (Go!)) / (15))\n change [bungee2: 3 v] by (((0) - (Bungee2: 3)) / (12))\n switch costume to (Bungee2: 1)\n if <(pick random (1) to (500)) = [108]> then\n Particle1\n end\n go to [front v] layer\n end\nend\nif <<[69] < (costume [number v])> and <(costume [number v]) < [74]>> then\n set size to (pick random (25) to (50)) %\n point in direction (pick random (-180) to (180))\n set [bungee2: 1 v] to (pick random (5) to (12))\n set [bungee2: 2 v] to (pick random (-5) to (5))\n set [go! v] to (costume [number v])\n if <(pick random (1) to (2)) = [1]> then\n set [bungee2: 3 v] to [-0.3]\n else\n set [bungee2: 3 v] to [0.3]\n end\n repeat until <<[200] < ([abs v] of (x position) )> or <[80] < ([abs v] of (y position) )>>\n switch costume to (possision hack v)\n move (Bungee2: 1) steps\n change y by (Bungee2: 2)\n set [bungee2: 1 v] to ((Bungee2: 1) * (0.95))\n change [bungee2: 2 v] by (Bungee2: 3)\n switch costume to (Go!)\n end\n repeat (9)\n switch costume to (possision hack v)\n move (Bungee2: 1) steps\n change y by (Bungee2: 2)\n set [bungee2: 1 v] to ((Bungee2: 1) * (0.95))\n change [bungee2: 2 v] by (Bungee2: 3)\n change [ghost v] effect by (11)\n switch costume to (Go!)\n end\n delete this clone\nend\nif <<[73] < (costume [number v])> and <(costume [number v]) < [77]>> then\n go to x: ((Bungee2: 1) + (150)) y: (-90)\n point in direction (135)\n set size to (150) %\n set [ghost v] effect to (100)\n repeat until <[2.7] < (timer)>\n change x by (((Bungee2: 1) - (x position)) / (4))\n change y by (((0) - (y position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n change [ghost v] effect by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [77]> then\n point in direction (-105)\n set size to (pick random (50) to (100)) %\n set [brightness v] effect to (pick random (0) to (25))\n switch costume to (possision hack v)\n go to x: (480) y: (pick random (300) to (-90))\n repeat until <(x position) < [-300]>\n switch costume to (possision hack v)\n move ((size) / (3)) steps\n switch costume to (costume7 v)\n end\n delete this clone\nend\nif <(costume [number v]) = [78]> then\n go to [front v] layer\n clear graphic effects\n switch costume to (possision hack v)\n go to x: (720) y: (540)\n point in direction (0)\n switch costume to (costume8 v)\n forever\n go to [front v] layer\n change x by (((0) - (x position)) / (12))\n change y by (((([sin v] of ((timer) * (300)) ) * (5)) - (y position)) / (12))\n turn right (((90) - (direction)) / (15)) degrees\n end\nend\nif <<[78] < (costume [number v])> and <(costume [number v]) < [81]>> then\n set [bungee2: 1 v] to (costume [number v])\n point in direction (pick random (-180) to (180))\n set size to (pick random (75) to (125)) %\n set [ghost v] effect to (50)\n switch costume to (possision hack v)\n go to x: (300) y: (pick random (300) to (-90))\n repeat until <(x position) < [-400]>\n switch costume to (possision hack v)\n change x by ([sin v] of (-105) )\n change y by ([cos v] of (-105) )\n turn right (1) degrees\n switch costume to (Bungee2: 1)\n end\n delete this clone\nend\n\nwhen [timer v] > (Go!)\nif <(Go to!) = [0]> then\n set [go to! v] to [1]\n broadcast (Outro! v)\nend\n\nwhen I receive [outro! v]\nplay sound [Laszlo - Here We Are \[NCS Release\] \(Cut\) v] until done\nforever\n play sound [Laszlo - Here We Are \[NCS Release\] \(Full\) v] until done\nend\n\nwhen I receive [outro! v]\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nreset timer\nset [brightness v] effect to (60)\nrepeat (3)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change [brightness v] effect by (-20)\n wait (0.05) seconds\nend\nset x to (-160)\nset [brightness v] effect to (100)\nrepeat (3)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (160)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\nset [brightness v] effect to (0)\nset [bungee2: 1 v] to [1080]\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [brightness v] effect to (100)\nset [bungee2: 1 v] to [900]\ncreate clone of (_myself_ v)\nclear graphic effects\nText Clone [tukden]\nParticle1\nwait until <[2] < (timer)>\nswitch costume to (costume4 v)\nset [bungee2: 1 v] to [-100]\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [bungee2: 1 v] by (120)\nnext costume\nwait (0) seconds\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [bungee2: 1 v] by (100)\nnext costume\ncreate clone of (_myself_ v)\nwait until <[2.7] < (timer)>\nswitch costume to (costume11 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume8 v)\ncreate clone of (_myself_ v)\nforever\n switch costume to (pick random (79) to (80))\n create clone of (_myself_ v)\n repeat (200)\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n end\nend\n\ndefine Particle1\nrepeat (30)\n switch costume to (pick random (70) to (73))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nset [go to! v] to [0]\nforever\n set [go! v] to (timer)\nend\n\nwhen [timer v] > (0)\nhide variable [time v]\n\n@人の影\n\nwhen I receive [イントロ終わり v]\nwait (1) seconds\nshow\nset [ghost v] effect to (50)\nforever\n go to (プレイヤー v)\n if <key (down arrow v) pressed?> then\n set y to (([y position v] of [プレイヤー v]) - (12))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nhide\n\nwhen I receive [ne v]\nwait (3.5) seconds\nshow\n\n
    ネオン//neon\n       ⇓\nhttps://scratch.mit.edu/projects/621401371/\n      雲//cloud\n       ⇓\nhttps://scratch.mit.edu/projects/635861210/\n\n下まで見てください。\n≪English≫\nLet's adventure under the blue sky!\nLet's adventure the magnificent nature!\n≪ how to do this ≫\nOperate with arrow keys WASD keys.\nDo not touch the needle.\nTell me the time in the comments!\n\nBecause it is light, it is from here.\nhttps://turbowarp.org/626562811?interpolate&hqpen\n\n≪日本語≫\n青空の下で冒険しよう!\n壮大な自然を冒険しましょう!\n{旗2回押し推奨}\n≪操作方法≫\n矢印キーWASDキーで動作します。\n針に触れないでください。\n⭐と❤お願いします。\nコメントでタイムを教えてね!\n少し立体音響です。(ヘッドホン推奨)\n軽いのでこちらから\nhttps://turbowarp.org/626562811?interpolate&hqpen\n無変更リミックスは絶対にやめてください。\nNextステージのカットイン短くしました。\n作者タイム 53.311秒。これ超えたら尊敬します。\nBGM\n@-Xaf-\n\nintro\n@t9decode\n\noutro\n@sochanpiko\n\n紙吹雪\n@ringo2go\n\n立体音響\n@ringo2go\n\n雲\n@catno2\n\n〈Tags//タグ〉\n#all #Platformer #art #adventure #games\n\n傾向1P乗ったー!!!!
Ninja Platformer 2
@Stage\n\nwhen flag clicked\nwait (8) seconds\nforever\n play sound [Best Day of My Life v] until done\nend\n\n@Easy\n\nwhen flag clicked\nhide\n\nset [level v] to [85]\n\nchange [level v] by (1)\n\nchange [level v] by (-1)\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nhide\n\nwhen I receive [skip v]\ngo to x: (-190) y: (50)\nchange [level v] by (1)\n\nwhen I receive [restart v]\nset [xs v] to [0]\nset [ys v] to [0]\ngo to x: (-190) y: (50)\n\nwhen flag clicked\nset size to (100) %\nshow\nset [signal v] to [disactivated]\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [xs v] to [0]\nset [ys v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xs v] by (1.5)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xs v] by (-1.5)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upright v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upleft v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (normal v)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (down v)\n end\n change x by (Xs)\n if <touching (easy v)?> then\n change x by ((Xs) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xs) > [0]> then\n set [xs v] to [-15]\n set [ys v] to [10]\n else\n set [xs v] to [15]\n set [ys v] to [10]\n end\n else\n set [xs v] to [0]\n end\n else\n set [xs v] to ((Xs) * (0.8))\n end\n change y by (Ys)\n if <touching (easy v)?> then\n change y by ((Ys) * (-1))\n set [ys v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (player - up v)\n if <(Jumping) = [yes]> then\n set [ys v] to [12]\n set [jumping v] to [no]\n end\n end\n else\n change [ys v] by (-1)\n set [jumping v] to [yes]\n end\n if <(Level) = [21]> then\n if <(y position) < [-170]> then\n change [level v] by (1)\n end\n else\n if <(Level) = [26]> then\n if <[167] < (y position)> then\n change [level v] by (1)\n end\n else\n if <(x position) > [239]> then\n set size to (100) %\n change [level v] by (1)\n go to x: (-190) y: (20)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n end\n end\n if <<<touching (spikes v)?> or <(y position) < [-178]>> or <<touching (arrow v)?> or <<touching (saws v)?> or <<touching (enemy v)?> or <touching (lava v)?>>>>> then\n set size to (100) %\n set [xs v] to [0]\n set [ys v] to [0]\n go to x: (-190) y: (50)\n end\n if <touching (trampoline v)?> then\n set [ys v] to [20]\n end\n if <touching (water v)?> then\n set [ys v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [ys v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [ys v] to [-5]\n end\n end\n if <touching (speed ups v)?> then\n set [xs v] to [20]\n end\n if <touching (back ups v)?> then\n set [xs v] to [-20]\n end\n if <touching (small become v)?> then\n set size to (50) %\n end\n if <touching (large become v)?> then\n set size to (100) %\n end\nend\n\nwhen flag clicked\nswitch costume to (normal v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwait (0.2) seconds\n\nset [ghost v] effect to (20)\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\nclear graphic effects\nreset timer\nwait (0) seconds\nstart sound [Steve Hartz - Never Get Old \[NCS Release\] v]\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nrepeat (3)\n switch costume to (square2 v)\n set [:d v] to [3]\n create clone of (_myself_ v)\n wait (.1) seconds\n switch costume to (square v)\n set [:d v] to [2]\n create clone of (_myself_ v)\n wait (.1) seconds\nend\nwait (.6) seconds\ncreate particle thingys\nswitch costume to (hi v)\ncreate clone of (_myself_ v)\nwait (.07) seconds\nswitch costume to (hi2 v)\ncreate clone of (_myself_ v)\nwait (.07) seconds\nswitch costume to (hi3 v)\ncreate clone of (_myself_ v)\nwait (.07) seconds\nswitch costume to (hi4 v)\ncreate clone of (_myself_ v)\nwait (.07) seconds\nswitch costume to (hi5 v)\ncreate clone of (_myself_ v)\nwait (1.2) seconds\nswitch costume to (screen v)\ncreate clone of (_myself_ v)\nwait (.15) seconds\nswitch costume to (screen2 v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\npoo\nswitch costume to (why v)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nswitch costume to (wipe v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [Bg]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (bg v)\n set size to (100) %\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [Square]?> then\n switch costume to (hax v)\n go to x: (-100000000000) y: (0)\n point in direction (90)\n set size to (0) %\n show\n set [ghost v] effect to (0)\n go to [front v] layer\n switch costume to (:D)\n forever\n switch costume to (hax v)\n change [ghost v] effect by (-7)\n change x by (((0) - (x position)) / (10))\n turn right (4) degrees\n change size by ((size) / (8))\n switch costume to (:D)\n end\nend\n\ndefine haha lol\nrepeat (25)\n set [x v] to ((((100) - (size)) * (0.1)) + ((x) * (0.8)))\n change size by (x)\n change [ghost v] effect by (-7)\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [hi]?> then\n go to x: (0) y: (0)\n point in direction (90)\n set size to (300) %\n show\n set [momentum v] to [0]\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n go to [front v] layer\n switch costume to (costume [name v])\n haha lol\n repeat (5)\n change [ghost v] effect by (2)\n change [momentum v] by (1)\n change y by (momentum)\n change size by (-2)\n end\n forever\n change [ghost v] effect by (4)\n change [momentum v] by (-1)\n change y by (momentum)\n change size by (-2)\n end\nend\n\ndefine create particle thingys\nrepeat (10)\n switch costume to (pick random (10) to (13))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [part]?> then\n go to (random position v)\n point in direction (pick random (-180) to (180))\n set size to (pick random (70) to (130)) %\n show\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n go to [front v] layer\n set [momentum v] to [0]\n switch costume to (costume [name v])\n glide (25) secs to (random position v)\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [part]?> then\n repeat (pick random (5) to (15))\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [screen]?> then\n go to x: (0) y: (500)\n point in direction (90)\n set size to (100) %\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n switch costume to (costume [name v])\n forever\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (9))\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [circle]> then\n set size to (pick random (50) to (100)) %\n point in direction (pick random (-180) to (180))\n switch costume to (circle v)\n go to [front v] layer\n set [ghost v] effect to (pick random (0) to (50))\n set [x v] to (pick random (-15) to (15))\n set [y v] to (pick random (-10) to (10))\n show\n go to x: (0) y: (0)\n forever\n switch costume to (costume1 v)\n move (x) steps\n change y by (y)\n change [y v] by (pick random (0.0) to (0.4))\n change [x v] by (((0) - (x)) / (12))\n switch costume to (circle v)\n end\nend\n\ndefine poo\nrepeat (70)\n switch costume to (circle v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [why]?> then\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n show\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n switch costume to (costume [name v])\n haha lol\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [why]> then\n forever\n point in direction ((([cos v] of ((timer) * (175)) ) * (5)) + (90))\n set y to ((([cos v] of ((timer) * (100)) ) * (20)) + (0))\n end\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [Wipe]?> then\n go to x: (500) y: (0)\n point in direction (90)\n set size to (100) %\n show\n set [ghost v] effect to (100)\n set [momentum v] to [0]\n go to [front v] layer\n switch costume to (wipe v)\n repeat (45)\n change [ghost v] effect by (-5)\n change x by (((-1) - (x position)) / (9))\n end\n set [intro end v] to [1]\n switch costume to (hax v)\n set size to (100) %\n switch costume to (wipe2 v)\n repeat (100)\n change [ghost v] effect by (3)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [intro end v] to [0]\n\nwhen I start as a clone\nforever\n if <<not < (costume [name v]) contains [wipe]?>> and <(Intro End) = [1]>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [part]?> then\n set [momentum v] to (pick random (-4) to (4))\n forever\n turn right (momentum) degrees\n end\nend\n\n
Click or press for next slide\nStudio link https://scratch.mit.edu/studios/30901220\nDEADLINE IS FEB 13
₁ ⋮ Pastel City - A platformer
@Stage\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Bowser's Galaxy Generator v] until done\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nbroadcast (Start v)\n\n@Player\n\ndefine Platform Physics (speed) (friction) (jump height)\nset rotation style [left-right v]\nchange [y vel v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x vel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel v] by ((speed) * (-1))\nend\nset [x vel v] to ((X Vel) * (friction))\nchange x by (X Vel)\nset [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)>>> then\n set [y vel v] to [11.5]\n if <(X Vel) > [0]> then\n set [x vel v] to [-6]\n else\n set [x vel v] to [6]\n end\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y Vel)\nif <touching (level v)?> 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)>>> and <touching (level v)?>> then\n set [y vel v] to [13]\nend\nchange y by (1)\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\npoint in direction (90)\nswitch costume to (player v)\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-215) y: (-30)\nrepeat until <(costume [number v]) = [2]>\n Platform Physics [1] [0.9] [11]\nend\nforever\n Platform Physics [2] [0.9] [22]\nend\n\nwhen I receive [start v]\nforever\n if <(x position) > [210]> then\n go to x: (-215) y: (-30)\n change [level v] by (1)\n broadcast (Next v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-215) y: (-30)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (25)\nend\ndelete this clone\n\n@level\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\n@spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\n change [color v] effect by (2)\nend\n\nwhen I receive [start v]\nshow\n\n@Lava\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\ngo to [back v] layer\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@cute-pastel-colorful-rainbow-spectrum-260nw-304348133\n\n@Sprite1\n\nwhen flag clicked\nforever\n hide\n go to x: (223) y: (35)\n wait (20) seconds\n show\n repeat (1)\n create clone of (_myself_ v)\n end\n hide\nend\n\nwhen I start as a clone\nglide (1) secs to x: (40) y: (-16)\nrepeat (10)\n change [ghost v] effect by (25)\n change [color v] effect by (25)\nend\nhide\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: ((mouse x) / (50)) y: ((mouse y) / (50))\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
EPIC • [DEMO] a platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [bensound-dreams v] until done\nend\n\n@Player \n\nwhen I receive [niveau v]\ngo to x: (-220) y: (-64)\nwait (1) seconds\n\nwhen I receive [mort v]\ngo to x: (-220) y: (-64)\n\nchange y by (10)\nchange size by (-2)\nchange [ghost v] effect by (10)\n\nrepeat (10)\n change [pixelate v] effect by (-50)\nend\n\nchange [mort v] by (1)\n\nwhen flag clicked\nset [mort v] to [0]\nhide\n\nwhen I receive [mort v]\n\nwhen I receive [start v]\nswitch costume to (button3-a v)\n\nwhen I receive [start v]\nclear graphic effects\nset rotation style [left-right v]\nshow\ngo to x: (-208) y: (-66)\nset size to (20) %\nforever\n go to [front v] layer\n set [le x v] to [0]\n set [le y v] to [0]\n forever\n change [le y v] by (-1)\n set [le x v] to ((Le X) * (0.9))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [le x v] by (0.9)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [le x v] by (-0.9)\n point in direction (-90)\n end\n change x by (Le X)\n if <touching (plateforme v)?> then\n change y by (1)\n end\n if <touching (plateforme v)?> then\n change y by (1)\n end\n if <touching (plateforme v)?> then\n change y by (1)\n end\n if <touching (plateforme v)?> then\n change y by (1)\n end\n if <touching (plateforme v)?> then\n change y by (-4)\n change x by ((Le X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [le y v] to [10]\n if <([abs v] of (Le X) ) = (Le X)> then\n set [le x v] to [-4]\n else\n set [le x v] to [4]\n end\n else\n set [le x v] to [0]\n end\n switch costume to (button3-a4 v)\n end\n change y by (Le Y)\n if <touching (plateforme v)?> then\n change y by ((Le Y) - ((Le Y) * (2)))\n set [le y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (plateforme v)?>> then\n change [le y v] by (13.5)\n end\n change y by (1)\n end\nend\n\nswitch costume to (button3-a v)\n\nswitch costume to (button3-a3 v)\n\nset size to (150) %\n\nwhen I start as a clone\n\nwhen I receive [start v]\n\nforever\n\nset rotation style [left-right v]\n\nset rotation style [left-right v]\n\nset [brightness v] effect to (-100)\nset rotation style [all around v]\nrepeat (10)\n turn right (3) degrees\n change size by (-3)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nbroadcast (Start v)\nforever\n\nswitch costume to (button3-a v)\n\npoint in direction (-90)\n\nwhen flag clicked\n\nchange [le y v] by (30)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n \n repeat (10)\n change [le y v] by (2)\n end\n end\nend\n\nwhen flag clicked\n\nchange [color v] effect by (25)\n\nchange y by (10)\n\nwhen I start as a clone\n\nwait (0.1) seconds\n\ncreate clone of (_myself_ v)\n\nstop [other scripts in sprite v]\nrepeat (10)\n change [pixelate v] effect by (50)\nend\nwait (0.025) seconds\n\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n if <touching (sprite6 v)?> then\n repeat (10)\n change [le x v] by (2)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (sprite7 v)?> then\n repeat (10)\n change [le x v] by (-2)\n end\n end\nend\n\nbroadcast (Mort v) and wait\n\nwhen I receive [start v]\nforever\n if <touching (sprite1 v)?> then\n set [le y v] to [20]\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (sprite2 v)?> then\n set [le y v] to [-15]\n end\nend\n\nmove (10) steps\n\n@Plateforme \n\nwhen I receive [niveau v]\nchange [niveau v] by (1)\nnext costume\n\nwhen flag clicked\nswitch costume to (costume 1 v)\nhide\nset [niveau v] to [1]\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n if <touching (player v)?> then\n broadcast (Mort v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [niveau v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\nset size to (20) %\nshow\nforever\n if <(Niveau) = [1]> then\n go to x: (195) y: (-56)\n end\n if <(Niveau) = [2]> then\n go to x: (195) y: (-56)\n end\n if <(Niveau) = [3]> then\n go to x: (169) y: (-30)\n end\n if <(Niveau) = [4]> then\n go to x: (195) y: (-50)\n end\n if <(Niveau) = [5]> then\n go to x: (195) y: (-50)\n end\n if <(Niveau) = [6]> then\n go to x: (215) y: (50)\n end\n if <(Niveau) = [7]> then\n go to x: (209) y: (-54)\n end\n if <(Niveau) = [8]> then\n go to x: (216) y: (100)\n end\n if <(Niveau) = [9]> then\n go to x: (205) y: (30)\n end\n if <(Niveau) = [10]> then\n go to x: (201) y: (118)\n end\n if <(Niveau) = [11]> then\n show\n go to x: (199) y: (-41)\n end\n if <(Niveau) = [12]> then\n go to x: (199) y: (-41)\n end\n if <(Niveau) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Niveau v)\n end\nend\n\nforever\n\nwait (0.022) seconds\n\nchange y by (3)\nwait (0.022) seconds\nchange y by (-3)\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n if <touching (player v)?> then\n broadcast (Mort v)\n end\nend\n\nwhen I receive [niveau v]\nnext costume\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Niveau) = [1]> then\n hide\n end\n if <(Niveau) = [2]> then\n hide\n end\n if <(Niveau) = [3]> then\n hide\n end\n if <(Niveau) = [4]> then\n show\n set size to (60) %\n go to x: (5) y: (-85)\n turn right (6) degrees\n end\n if <(Niveau) = [5]> then\n show\n go to x: (50) y: (-85)\n turn right (1) degrees\n end\n if <(Niveau) = [6]> then\n hide\n end\n if <(Niveau) = [7]> then\n show\n point in direction (90)\n go to x: (0) y: (0)\n repeat (10)\n change y by (2)\n end\n wait (0.025) seconds\n repeat (10)\n change y by (-2)\n end\n end\n if <(Niveau) = [8]> then\n point in direction (90)\n go to x: (136) y: (-47)\n show\n repeat (10)\n change y by (2)\n end\n wait (0.025) seconds\n repeat (10)\n change y by (-2)\n end\n end\n if <(Niveau) = [9]> then\n hide\n end\n if <(Niveau) = [10]> then\n hide\n end\n if <(Niveau) = [11]> then\n show\n go to x: (0) y: (0)\n repeat (10)\n change y by (4)\n end\n wait (0.5) seconds\n repeat (10)\n change y by (-4)\n end\n wait (0.5) seconds\n end\n if <(Niveau) = [12]> then\n show\n go to x: (10) y: (-85)\n turn right (1) degrees\n set size to (50) %\n end\nend\n\ngo to x: (36) y: (28)\n\nbroadcast (Niveau v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n if <touching (player v)?> then\n broadcast (Mort v)\n wait until <not <touching (player v)?>>\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n repeat (6)\n wait (0.009) seconds\n next costume\n end\n end\nend\n\nwhen flag clicked\nset size to (80) %\nshow\nforever\n go to [back v] layer\n if <(Niveau) = [1]> then\n hide\n end\n if <(Niveau) = [2]> then\n hide\n end\n if <(Niveau) = [3]> then\n hide\n end\n if <(Niveau) = [4]> then\n hide\n end\n if <(Niveau) = [5]> then\n show\n go to x: (-120) y: (-70)\n end\n if <(Niveau) = [6]> then\n hide\n end\n if <(Niveau) = [10]> then\n show\n go to x: (-160) y: (-69)\n end\n if <(Niveau) = [11]> then\n hide\n end\n if <(Niveau) = [12]> then\n show\n go to x: (-120) y: (-70)\n end\n if <(Niveau) = [13]> then\n hide\n end\n if <(Niveau) = [1]> then\n if <(Niveau) = [1]> then\n if <(Niveau) = [1]> then\nend\n\ngo to x: (195) y: (-56)\ngo to x: (195) y: (-50)\n\ngo to x: (195) y: (-56)\n\n@Sprite6\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nset size to (80) %\nshow\nforever\n go to [back v] layer\n if <(Niveau) = [1]> then\n hide\n end\n if <(Niveau) = [2]> then\n hide\n end\n if <(Niveau) = [3]> then\n hide\n end\n if <(Niveau) = [4]> then\n hide\n end\n if <(Niveau) = [5]> then\n hide\n end\n if <(Niveau) = [6]> then\n hide\n end\n if <(Niveau) = [7]> then\n show\n go to x: (-138) y: (-54)\n end\n if <(Niveau) = [8]> then\n hide\n end\n if <(Niveau) = [10]> then\n show\n go to x: (-80) y: (127)\n end\n if <(Niveau) = [11]> then\n hide\n end\n if <(Niveau) = [12]> then\n show\n go to x: (-80) y: (127)\n end\n if <(Niveau) = [13]> then\n hide\n end\n if <(Niveau) = [1]> then\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nset size to (80) %\nshow\nforever\n go to [back v] layer\n if <(Niveau) = [1]> then\n hide\n end\n if <(Niveau) = [2]> then\n hide\n end\n if <(Niveau) = [3]> then\n hide\n end\n if <(Niveau) = [4]> then\n hide\n end\n if <(Niveau) = [5]> then\n hide\n end\n if <(Niveau) = [6]> then\n hide\n end\n if <(Niveau) = [7]> then\n hide\n end\n if <(Niveau) = [8]> then\n hide\n end\n if <(Niveau) = [9]> then\n show\n go to x: (200) y: (-56)\n end\n if <(Niveau) = [10]> then\n hide\n end\n if <(Niveau) = [1]> then\n if <(Niveau) = [1]> then\n if <(Niveau) = [1]> then\nend\n\n@Transition \n\nwhen flag clicked\nhide\nswitch costume to (transition v)\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [niveau v]\nhide\nshow\ngo to x: (-500) y: (0)\nglide (0.5) secs to x: (0) y: (0)\nwait (0.75) seconds\nglide (0.5) secs to x: (-500) y: (0)\ngo to x: (-500) y: (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n go [forward v] (99) layers\n go [forward v] (99) layers\n go [forward v] (99) layers\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (1) seconds\n\nwhen I receive [start v]\nforever\n go [forward v] (99) layers\n go [forward v] (99) layers\n go [forward v] (99) layers\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [niveau v]\nforever\n go [forward v] (99) layers\n go [forward v] (99) layers\n go [forward v] (99) layers\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [niveau let’gooooooooooooooooooooooooooooooooooooo v]\nforever\n go [forward v] (99) layers\n go [forward v] (99) layers\n go [forward v] (99) layers\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nbroadcast (niveau let’gooooooooooooooooooooooooooooooooooooo v)\n\n@Shello\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nerase all\nclear graphic effects\nhide\nerase all\n\nwhen [timer v] > (0)\nshow\nset size to (101) %\ncreate clone of (_myself_ v)\ngo to x: (-200) y: (0)\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <(x position) = [0]>\n go to [front v] layer\n change [ghost v] effect by (-6)\n change x by ((0) - ((x position) / (5)))\nend\n\nwhen I start as a clone\ngo to x: (200) y: (0)\nswitch costume to (2 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <(x position) = [0]>\n go to [front v] layer\n change [ghost v] effect by (-6)\n change x by ((0) - ((x position) / (5)))\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(Niveau) = [12]> then\n show\n go to x: (120) y: (99)\n else\n hide\n end\nend\n\n\n\n
EPIC• [DEMO] a mobil friendly game \n\nEnglish \n\nRules \n> Move with the directional arrows or mouse pointer \n> Go to the green flag for move to the next level\n> Green arrow you make go to the right\n> Red arrow you make go to the left\n> Blue arrow makes you go down \n> Lava kill you \n> Spike Kill you \n> 12 levels, the complet version are 24 levels \nDifficultly \n★★☆☆☆\n\nFrancais \n\nRègle \n> Bouge avec les flèches directionnelles ou le pointeur de souris \n> Va au drapeau vert pour passer au niveau suivant \n> Flèche verte vous font aller vert la droite \n> Flèche gauche vous font aller vert la gauche \n> Fleche bleu vous font aller vers le bas \n> La lave vous tue \n> Les piques vous tue \n> 12 niveaux, la version complète auras 24 niveaux\nDifficulté \n★★☆☆☆\n\n\n\n#game #Game #platformer #Platformer #Epic #mobil #Mobile
Platformer
@Stage\n\n@სპრაიტი3\n\nwhen flag clicked\nhide\n\n@სპრაიტი4\n\nwhen flag clicked\nshow\ngo to x: (-128) y: (-73)\nswitch backdrop to (ზურგჩანთა1 v)\nswitch costume to (კოსტიუმი3 v)\nset [gravity v] to [0]\nforever\n if <touching color (#00d831)?> then\n set [gravity v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [gravity v] to [12.8]\n end\n end\n change y by (gravity)\n change [gravity v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (6.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (-6.5)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (კოსტიუმი4 v)\n else\n switch costume to (კოსტიუმი3 v)\n end\n if <touching color (#fffe00)?> then\n next backdrop\n go to x: (-128) y: (-76)\n end\n if <touching color (#909090)?> then\n go to x: (-128) y: (-73)\n end\n if <touching color (#00d8ff)?> then\n set [gravity v] to [19]\n end\n if <touching color (#cacaca)?> then\n go to x: (-128) y: (-73)\n end\n if <touching color (#00ce30)?> then\n go to x: (-128) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Occupy2 v] until done\nend\n\n
arrow keys or WASD to move\n\ndo not touch spikes. touch the cyan to big jump.
Testing platformer
@Stage\n\n@Sprite6\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to x: (-200) y: (100)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n if <(y position) < [-179]> then\n Die\n end\n set [xvel v] to ((Xvel) * (0.8))\n change [yvel v] by (-1)\n change x by (Xvel)\n if <touching (sprite2 v)?> then\n change x by ((0) - (Xvel))\n set [xvel v] to [0]\n end\n change y by (Yvel)\n if <touching (sprite2 v)?> then\n change y by ((0) - (Yvel))\n set [yvel v] to [0]\n end\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change y by (-1)\n if <touching (sprite2 v)?> then\n set [yvel v] to ((750) / ((size) / (2)))\n end\n change y by (1)\n end\n if <<<mouse down?> and <(mouse x) > (x position)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [xvel v] by ((75) / ((size) / (2)))\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [xvel v] by ((0) - ((75) / ((size) / (2))))\n end\nend\n\ndefine Die\nrepeat (30)\n create clone of (_myself_ v)\nend\ngo to x: (-200) y: (100)\nset [xvel v] to [0]\nset [yvel v] to [0]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset [xvel v] to (pick random ((0) - ((1500) / ((size) / (2)))) to ((1500) / ((size) / (2))))\nset [yvel v] to (pick random (3) to ((1500) / ((size) / (2))))\nrepeat (50)\n change [ghost v] effect by (3)\n set [xvel v] to ((Xvel) * (0.9))\n change [yvel v] by (-1)\n change x by (Xvel)\n if <touching (sprite2 v)?> then\n change x by ((0) - (Xvel))\n set [xvel v] to [0]\n end\n change y by (Yvel)\n if <touching (sprite2 v)?> then\n change y by ((0) - (Yvel))\n set [yvel v] to [0]\n end\nend\ndelete this clone\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite3\n\nwhen flag clicked\nerase all\nset [ghost v] effect to (100)\nforever\n Fast [1000]\nend\n\ndefine Fast (strokes)\nrepeat (strokes)\n go to (random position v)\n set pen size to (pick random (4) to (6))\n if <touching (sprite5 v)?> then\n set pen color to (#ff0000)\n set pen (color v) to (x position)\n else\n if <touching (sprite1 v)?> then\n set pen color to (#d68649)\n else\n if <touching (sprite2 v)?> then\n set pen color to (#49d653)\n else\n if <touching (sprite4 v)?> then\n set pen color to (#b749d6)\n else\n set pen color to (#49b2d6)\n end\n end\n end\n end\n change pen (color v) by (pick random (-5) to (5))\n change pen (saturation v) by (pick random (-5) to (5))\n change pen (brightness v) by (pick random (-5) to (5))\n pen down\n point towards (sprite1 v)\n turn right (90) degrees\n move (10) steps\n pen up\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (40) y: (160)\nset [ghost v] effect to (100)\nwait until <touching (sprite1 v)?>\nbroadcast (message1 v)\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [message1 v]\nshow\n\n
Use Turbowarp for less lag\n\n\n\n\n\n\n\n@-HexaScape-
Potion platformer Part I
@Stage\n\n@Player\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide variable [force gravity v]\nswitch backdrop to (backdrop1 v)\nReset Player Position\nset [force walk v] to [3]\nset [force gravity v] to [-1.37]\nset [force jump v] to [17]\nset [player speed x v] to [0]\nforever\n Check Player Gravity\n Check Player Walk\n Check Player Touching\nend\n\ndefine move out (dx) (dy)\nrepeat until <not <<touching color (#66ffed)?> or <<touching color (#c8c8c8)?> or <<touching color (#ff6680)?> or <<touching color (#ffbf00)?> or <touching color (#4d97ff)?>>>>>>\n change x by (dx)\n change y by (dy)\nend\n\ndefine Check Player Gravity\nchange [player speed y v] by (FORCE GRAVITY)\nchange y by (Player Speed Y)\nif <<touching color (#66ffed)?> or <<touching color (#c8c8c8)?> or <<touching color (#ff6680)?> or <<touching color (#ffbf00)?> or <touching color (#4d97ff)?>>>>> 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\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 (#d519f7)?> then\n broadcast (Complete level v) and wait\n Reset Player Position\n next backdrop\nend\nif <touching color (#7971ff)?> then\n set [player speed y v] to [24]\nend\nif <<touching color (#ff0202)?> or <touching color (#b9b9b9)?>> then\n create clone of (_myself_ v)\n repeat (10)\n change [ghost v] effect by (50)\n end\n Reset Player Position\nend\n\ndefine Reset Player Position\nclear graphic effects\ngo to x: (-200) y: (-10)\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nsay (join [Hello ] (username)) for (2) seconds\n\nwhen flag clicked\nforever\n if <touching color (#19f76d)?> then\n set [force walk v] to [9.16]\n else\n set [force walk v] to [3]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#f7db19)?> then\n set [force walk v] to [8.74]\n else\n set [force walk v] to [3]\n end\nend\n\n@Collectable\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (-22) y: (78)\n\nwhen flag clicked\nhide\nforever\n change [color v] effect by (3)\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen I receive [complete level v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (-50) y: (30)\n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to x: (63) y: (-9)\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (-179) y: (77)\n\nwhen backdrop switches to [backdrop8 v]\nshow\ngo to x: (49) y: (38)\n\n
Press arrow keys to move. Avoid spikes and lava and collect the Potions.\nHave fun.\nPls propose this to be featured here\nhttps://scratch.mit.edu/studios/28715018/\nPart II- https://scratch.mit.edu/projects/641497173
FREE #games #platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\nforever\n if <(LEVEL) = [24]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nset [y movement v] to [0]\nset [x movement v] to [0]\ngo to x: (-180) y: (50)\nforever\n switch costume to (costume1 v)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x movement v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x movement v] by (-1)\n end\n set [x movement v] to ((X movement) * (0.9))\n change x by (X movement)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((X movement) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X movement) > [0]> then\n set [x movement v] to [-10]\n else\n set [x movement v] to [10]\n end\n set [y movement v] to [13]\n else\n set [x movement v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y movement v] by (-1)\n change y by (Y movement)\n if <touching (platform v)?> then\n change y by ((Y movement) * (-1))\n set [y movement v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y movement v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [start game v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (70) %\nswitch costume to (costume2 v)\nrepeat (8)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [start game v]\nset [level v] to [1]\nforever\n if <<touching (_edge_ v)?> and <(x position) > [180]>> then\n change [level v] by (1)\n go to x: (-180) y: (50)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<touching (danger v)?> or <touching (danger2 v)?>> then\n go to x: (-180) y: (50)\n delete this clone\n end\nend\n\nbroadcast (NEXT v)\nwait (0.8) seconds\n\nwhen flag clicked\nforever\n start sound [Soundtrack v]\n play sound [Soundtrack v] until done\nend\n\n@Platform\n\nwhen I receive [start game v]\nforever\n switch costume to (LEVEL)\nend\n\n@Grass background\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [start game v]\nforever\n switch costume to (LEVEL)\nend\n\n@Effects\n\nwhen flag clicked\nset [ghost v] effect to (90)\nhide\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\ngo to x: (250) y: (pick random (-180) to (180))\nset size to (pick random (50) to (80)) %\nshow\nrepeat until <<touching (_edge_ v)?> and <(x position) < [-180]>>\n change x by (-5)\nend\nrepeat (5)\n change x by (-5)\nend\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [home v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [start game v]\nhide\n\n@Danger\n\nwhen I receive [start game v]\nforever\n switch costume to (LEVEL)\nend\n\n@Danger2\n\nwhen I receive [start game v]\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-5)\nforever\n repeat (50)\n change y by (0.35)\n end\n repeat (50)\n change y by (-0.35)\n end\nend\n\nwait (1) seconds\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nset size to (100) %\nswitch costume to (profile v)\nset [y slow down v] to [8]\npoint in direction (90)\nshow\nwait (5) seconds\nrepeat (10)\n change size by (1)\n change y by (y slow down)\n change [y slow down v] by (-1)\nend\nset [y slow down v] to [-8]\nrepeat (15)\n change y by (y slow down)\n change [y slow down v] by (-2)\nend\nbroadcast (Intro start part 2 v)\nrepeat (4)\n next costume\nend\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nwait (1) seconds\nrepeat (25)\n turn left (2) degrees\nend\nrepeat (22)\n turn right (31) degrees\nend\nrepeat (3)\n turn right (30) degrees\nend\nrepeat (10)\n turn right (5) degrees\nend\nrepeat (10)\n turn right (2) degrees\nend\nrepeat (10)\n turn right (1) degrees\nend\nrepeat (10)\n turn left (7) degrees\nend\nrepeat (10)\n turn left (1) degrees\nend\n\n@Intro2\n\nwhen I start as a clone\nshow\nrepeat (12)\n turn left (5) degrees\n wait (0.03) seconds\nend\n\nwhen I receive [intro start part 2 v]\ngo to x: (-200) y: (145)\npoint in direction (150)\nhide\nrepeat (8)\n create clone of (_myself_ v)\n change x by (50)\n wait (0.01) seconds\nend\nrepeat (6)\n create clone of (_myself_ v)\n change y by (-50)\n wait (0.01) seconds\nend\nrepeat (8)\n create clone of (_myself_ v)\n change x by (-50)\n wait (0.01) seconds\nend\nrepeat (5)\n create clone of (_myself_ v)\n change y by (50)\n wait (0.01) seconds\nend\ncreate clone of (_myself_ v)\nchange y by (10)\nwait (0.01) seconds\nrepeat (7)\n create clone of (_myself_ v)\n change x by (50)\n wait (0.01) seconds\nend\nrepeat (4)\n create clone of (_myself_ v)\n change y by (-50)\n wait (0.01) seconds\nend\ncreate clone of (_myself_ v)\nchange y by (-20)\nwait (0.01) seconds\nrepeat (5)\n create clone of (_myself_ v)\n change x by (-50)\n wait (0.01) seconds\nend\ncreate clone of (_myself_ v)\nchange x by (-25)\nwait (0.01) seconds\nrepeat (3)\n create clone of (_myself_ v)\n change y by (50)\n wait (0.01) seconds\nend\ncreate clone of (_myself_ v)\nchange y by (20)\nwait (0.01) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change x by (50)\n wait (0.01) seconds\nend\ncreate clone of (_myself_ v)\nchange x by (25)\nwait (0.01) seconds\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-50)\n wait (0.01) seconds\nend\nrepeat (3)\n create clone of (_myself_ v)\n change x by (-50)\n wait (0.01) seconds\nend\nrepeat (2)\n create clone of (_myself_ v)\n change y by (50)\n wait (0.01) seconds\nend\nchange y by (20)\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nrepeat (1)\n create clone of (_myself_ v)\n change x by (50)\n wait (0.01) seconds\nend\nchange x by (20)\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nrepeat (2)\n create clone of (_myself_ v)\n change y by (-50)\n wait (0.01) seconds\nend\nwait (2) seconds\nbroadcast (Home v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [home v]\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen I receive [start game v]\nhide\n\n@Play\n\nwhen flag clicked\ngo to x: (100) y: (100)\nset size to (100) %\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start game v)\nhide\n\nwhen I receive [home v]\nshow\n\nwhen flag clicked\nforever\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nforever\n repeat until <(size) = [120]>\n change size by (2)\n end\n repeat until <(size) = [100]>\n change size by (-2)\n end\nend\n\n
Double click flag to avoid bugs\n\n24 LEVELS\n///Avoid Spikes and Water///\n\n-Use Arrow keys to move-\n\nOTHER GAME:\nhttps://scratch.mit.edu/projects/617347054/\nhttps://scratch.mit.edu/projects/633971267/\nPART 2: https://scratch.mit.edu/projects/630342912/\nPART 3: https://scratch.mit.edu/projects/636432141/\nArt: \n-Ground (Attempted for Super Mario ground and edited a bit)\n-Grass (Just to add effect)\nI will make a Part 2 if I get 50+ Loves or 50+ Favourites\n\n\n❤️ & ⭐ if you enjoyed playing this game
QUESTS 1 - Potion - A Platformer #games
@Stage\n\n@Player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n broadcast (NEXT v)\n go to x: (-213) y: (-61)\n end\nend\n\nwhen I receive [tell v]\nhide\n\nwhen I receive [u-n v]\nshow\ngo to x: (-213) y: (-61)\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nnext backdrop\n\nwhen flag clicked\ngo to x: (-213) y: (-61)\nset [yvel v] to [0]\nforever\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [yvel v] to [12]\n end\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xvel) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <key (left arrow v) pressed?> then\n switch costume to (1 v)\n change [xvel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (2 v)\n change [xvel v] by (1)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\nend\n\nwhen flag clicked\nforever\n if <touching (spike v)?> then\n go to x: (-213) y: (-61)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n change [level v] by (1)\n broadcast (NEXT v)\n go to x: (-213) y: (-61)\n end\nend\n\nwhen I receive [2nd v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [level v]\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [2nd v]\nshow\n\n@Words\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [2nd v]\nshow\n\n@Spike\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (15) y: (22)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nif <(costume [number v]) = [9]> then\n forever\n glide (1) secs to x: (90) y: (22)\n glide (1) secs to x: (28) y: (20)\n end\nend\n\nwhen flag clicked\nif <(Level) = [9]> then\n forever\n glide (1) secs to x: (90) y: (22)\n glide (1) secs to x: (28) y: (20)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [2nd v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [2nd v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\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@Thumbnail\n\nwhen flag clicked\nhide\nbroadcast (2nd v)\n\n
My Latest platformer!\nTHIS IS THE FIRST PART OF THE QUESTS SERIES!\nUp arrow to jump\nLeft arrow to move left\nRight arrow to move right\n#All #Games #Fun #Open #Trending
Autumn A Platformer #games #all
@Stage\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (29) y: (35)\nshow\n\nwhen this sprite clicked\nchange [level v] by (1)\n\nwhen flag clicked\nif <(Level) = [11]> then\n hide\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@Saw\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 go to x: (-198) y: (-71)\n show\n if <touching (player v)?> then\n Bouncy Animation\n end\n end\n if <(Level) = [2]> then\n go to x: (-7) y: (-70)\n show\n if <touching (player v)?> then\n Bouncy Animation\n end\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n go to x: (-37) y: (-83)\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 hide\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n hide\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@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\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@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@ground\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\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 (80) %\nReset - Setup\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n switch costume to (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n end\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <<<touching (lava v)?> or <touching (saw v)?>> or <touching (quicksand 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\n@Letter2\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\n
> Autumn <\n==========\n\nhttps://scratch.mit.edu/projects/628840506 ( Shoutout )\n\nKeys\n=====\n\nWASD/ Mobile / Arrow Keys\n=================\nSeason Platformers\n=================\n~ Summer ( https://scratch.mit.edu/projects/625323475 )\n~ Spring ( https://scratch.mit.edu/projects/624411009 )\n=================\nOther Platformers\n=================\n\n~ The Fire Staff \nhttps://scratch.mit.edu/projects/606798731 ( Part 1 )\nhttps://scratch.mit.edu/projects/624904228 ( Part 2 )\nhttps://scratch.mit.edu/projects/625577607 ( Part 3 )\nhttps://scratch.mit.edu/projects/626993173 ( Part 4 )\n\n==========\n\nHot\n====\n- ( Part 1 ) https://scratch.mit.edu/projects/625872432\n\nRules\n==========\n\n~ No advertising ❌\n~ No F4F ❌\n\n===================\nThe scratchers who don’t follow the rules will be reported!\n
ADVENTURE 4 \Down the Mountain/ <a platformer>
@Stage\n\nwhen flag clicked\nswitch backdrop to (temple v)\nforever\n play sound [song v] until done\nend\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n switch backdrop to (slopes 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 (sword button 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)\n point in direction (-90)\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)\n point in direction (90)\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]\nif <(Level) = [12]> then\n go to x: (-235) y: (100)\nelse\n go to x: (-245) y: (-50)\nend\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\nif <(Level) = [12]> then\n go to x: (-235) y: (100)\nelse\n go to x: (-235) y: (-50)\nend\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\ngo to [back v] layer\n\n@ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\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\nclear graphic effects\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\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <[] < [50]> then\n delete this clone\nend\ngo to [back v] layer\nClone at [15] [-48] level [9] dir [90]\n\nwait (0) seconds\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]\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\nif then\n delete this clone\nend\nClone at [-89] [-87] size [120] level [4]\nClone at [180] [-87] size [80] level [4]\n\nwait (0) seconds\n\ngo to x: (-120) y: (-106)\nset size to (150) %\ncreate clone of (_myself_ v)\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\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n turn left (15) degrees\nend\n\ndelete this clone\n\nwhen I receive [next level v]\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\nClone at [-76] [-118] size [120] level [2]\nClone at [-8] [68] size [120] level [2]\nClone at [-240] [68] size [120] level [2]\nClone at [200] [68] size [120] level [2]\nClone at [-93] [-93] size [120] level [7]\nClone at [-72] [67] size [120] level [12]\nClone at [144] [21] size [120] level [13]\ngo to x: (131) y: (-57)\nset size to (120) %\n\n@Cloud\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nswitch costume to (big v)\nset x to (280)\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 [front 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) = [3]> then\nend\n\nCreate Cloud\n\nstop [other scripts in sprite v]\ndelete this clone\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\nforever\n\n@Word\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nswitch costume to (join [Level] (Level))\ngo to [front v] layer\ngo [backward v] (1) layers\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) with (weapon) size (weapon 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 if <(weapon) > []> then\n switch costume to (weapon)\n set [type v] to (weapon)\n set size to (weapon size) %\n create clone of (_myself_ v)\n end\n set [type v] to []\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [frame v] to []\nset [touching 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\nif <(type) = [spear*]> then\n set rotation style [all around v]\n Spawn spear\nend\nif <(type) = [sword*]> then\n spawn sword*\nend\nif <(type) = [UFO]> then\n Spawn UFO\nend\nif <(type) = [saw*]> then\n Spawn saw*\nend\nMove - Down\nforever\n point towards (guy v)\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]\n set [touching v] to [1]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (invisible enemy wall 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\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 [Sword] at [0] [-70] level [2] dir [-90] size [60] with [sword*] size [70]\nSpawn [Sword] at [50] [-75] level [3] dir [-90] size [60] with [sword*] size [70]\nSpawn [Spear] at [-70] [-75] level [3] dir [-90] size [60] with [spear*] size [70]\nSpawn [UFO] at [-50] [120] level [5] dir [-90] size [60] with [] size []\nSpawn [UFO] at [140] [120] level [5] dir [-90] size [60] with [] size []\nSpawn [UFO] at [140] [120] level [6] dir [-90] size [60] with [] size []\nSpawn [Spear] at [0] [-72] level [6] dir [-90] size [60] with [spear*] size [70]\nSpawn [UFO] at [-20] [120] level [7] dir [-90] size [60] with [] size []\nSpawn [Sword] at [-8] [-70] level [7] dir [-90] size [60] with [sword*] size [70]\nSpawn [Slime] at [-80] [40] level [8] dir [90] size [60] with [] size []\nSpawn [Spiky] at [-2] [-60] level [8] dir [-90] size [60] with [] size []\nSpawn [Slime] at [180] [-80] level [8] dir [-90] size [60] with [] size []\nSpawn [Tall] at [-54] [-31] level [9] dir [-90] size [60] with [] size []\nSpawn [Sword] at [-24] [-68] level [10] dir [-90] size [60] with [sword*] size [70]\nSpawn [Spear] at [132] [-92] level [10] dir [-90] size [60] with [spear*] size [70]\nSpawn [UFO] at [-20] [120] level [11] dir [-90] size [60] with [] size []\nSpawn [Sword] at [-24] [-68] level [13] dir [-90] size [60] with [sword*] size [70]\nSpawn [Spear] at [132] [-92] level [13] dir [-90] size [60] with [spear*] size [70]\nSpawn [UFO] at [-20] [120] level [13] dir [-90] size [60] with [] size []\nSpawn [UFO] at [-20] [120] level [14] dir [-90] size [60] with [] size []\nSpawn [UFO] at [-100] [120] level [14] dir [-90] size [60] with [] size []\nSpawn [UFO] at [100] [120] level [14] dir [-90] size [60] with [] size []\nSpawn [UFO] at [200] [120] level [14] dir [-90] size [60] with [] size []\nSpawn [UFO] at [20] [120] level [14] dir [-90] size [60] with [] size []\nSpawn [UFO] at [-200] [120] level [14] dir [-90] size [60] with [] size []\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\nbroadcast (next level v)\n\ndefine Spawn spear\nforever\n go to [back v] layer\n point towards (guy v)\n if <(distance to [guy v]) < [120]> then\n Poke them\n end\nend\n\ndefine Poke them\nrepeat (4)\n move (2) steps\nend\nrepeat (4)\n move (-2) steps\nend\n\ndelete this clone\n\nset [type v] to []\n\nwait (0.2) seconds\n\ndefine Check Death\nforever\n if <<<touching (guy v)?> and <(DEAD?) = [0]>> and <(can use?) = [1]>> then\n broadcast (Death v)\n end\nend\n\nwhen I start as a clone\nset [can use? v] to [1]\nif < (type) contains [*]?> then\n set rotation style [all around v]\n Check Death\nend\n\nSpawn spear\n\nbroadcast (next level v)\n\ndefine spawn sword*\nforever\n go to [back v] layer\n if <([x position v] of [guy v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set rotation style [all around v]\n if <(distance to [guy v]) < [120]> then\n repeat (36)\n turn right (10) degrees\n end\n end\nend\n\nwhen I start as a clone\nset [life v] to [3]\nforever\n if <touching (weapon v)?> then\n if <not <(type) = [saw*]>> then\n set [can use? v] to [0]\n if <(WEAPON) = [gun]> then\n change [life v] by (-1)\n if <(life) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n wait until <not <touching (weapon v)?>>\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\nend\n\ndefine Spawn UFO\nforever\n if <(([x position v] of [guy v]) - (x position)) > [0]> then\n change x by (2)\n else\n if <(([x position v] of [guy v]) - (x position)) < [0]> then\n change x by (-2)\n end\n end\n if <([abs v] of (([x position v] of [guy v]) - (x position)) ) < [80]> then\n change [frame v] by (0.2)\n if <(frame) > [2]> then\n set [frame v] to [0]\n set [shoot saw v] to [1]\n set [type v] to [saw*]\n create clone of (_myself_ v)\n set [type v] to [UFO]\n end\n end\nend\n\ndefine Spawn saw*\nswitch costume to (saw* v)\nforever\n if <(Shoot saw) = [1]> then\n set [shoot saw v] to [0]\n repeat until <<(touching) = [1]> or <touching (guy v)?>>\n turn right (5) degrees\n Move - Down\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\ndefine Spawn shuriken*\nforever\n point towards (guy v)\nend\n\n@Glow\n\nwhen I receive [next level v]\nhide\n\nif <(Level) = [14]> then\n\nset [ghost v] effect to (50)\nshow\n\nwhen flag clicked\nshow\nswitch costume to (download-removebg-preview v)\nset size to (60) %\ngo to x: (0) y: (120)\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\n\nif <(Level) = [11]> then\n hide\n switch backdrop to (slopes v)\nend\n\nbroadcast (next level v)\n\n@Arrow and bow\n\nwhen I start as a clone\nshow\nif <(type) = [arrow]> then\n set [type v] to []\n set [reflect v] to [0]\n switch costume to (arrow v)\n repeat until <not <<touching (ground v)?> or <touching (_edge_ v)?>>>\n move (15) steps\n end\n repeat until <<touching (guy v)?> or <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (weapon v)?>>>>\n move (15) steps\n end\n if <touching (weapon v)?> then\n turn right (180) degrees\n repeat until <<touching (guy v)?> or <<touching (ground v)?> or <touching (_edge_ v)?>>>\n move (15) steps\n end\n end\n if <touching (guy v)?> then\n broadcast (Death v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [next level v]\nset [type v] to []\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n set [type v] to [bow]\n go to x: (-30) y: (58)\n create clone of (_myself_ v)\n set [type v] to [bow]\n go to x: (235) y: (58)\n create clone of (_myself_ v)\nend\nif <(Level) = [3]> then\n set [type v] to [bow]\n go to x: (150) y: (134)\n create clone of (_myself_ v)\nend\nif <(Level) = [11]> then\n set [type v] to [bow]\n go to x: (164) y: (126)\n go to [front v] layer\n create clone of (_myself_ v)\nend\n\ndefine Animation\nswitch costume to (bow 0 v)\nwait (1) seconds\nrepeat (10)\n next costume\nend\nwait (1) seconds\nset [type v] to [arrow]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [type v] to []\n\nwhen I start as a clone\nif <(type) = [bow]> then\n forever\n Animation\n end\nend\n\nwhen I start as a clone\nif <(type) = [bow]> then\n forever\n point towards (guy v)\n end\nend\n\nbroadcast (next level v)\n\nset [type v] to [bow]\ngo to x: (-180) y: (50)\ncreate clone of (_myself_ v)\n\n@Weapon\n\nwhen [space v] key pressed\nif <(WEAPON) = [sword]> then\n broadcast (Swing Sword v)\nelse\n if <(frame) > [5]> then\n if <(bullet) > [0]> then\n broadcast (Shoot v)\n change [bullet v] by (-1)\n set [frame v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [weapon v] to [sword]\nset [sword v] to [1]\nset [gun v] to [0]\nset [bullet v] to [10]\nhide\nforever\n go to (guy v)\nend\n\nwhen I receive [next level v]\nforever\n go to (guy v)\n if <(WEAPON) = [gun]> then\n show\n point towards (mouse-pointer v)\n go to [front v] layer\n if <(direction) > [0]> then\n switch costume to (gun v)\n else\n switch costume to (gun2 v)\n end\n end\n if <(WEAPON) = [sword]> then\n go to [back v] layer\n end\nend\n\nhide\n\nrepeat (10)\n\nturn right (15) degrees\n\nwhen I receive [swing sword v]\nif <<(sword) = [1]> and <(using) = [0]>> then\n set [using v] to [1]\n show\n if <([direction v] of [guy v]) > [0]> then\n switch costume to (sword v)\n point in direction (15)\n repeat (10)\n turn right (15) degrees\n end\n else\n switch costume to (sword2 v)\n point in direction (-15)\n repeat (10)\n turn left (15) degrees\n end\n end\nend\nhide\nwait until <not <key (space v) pressed?>>\nset [using v] to [0]\n\nrepeat (10)\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n if <(WEAPON) = [sword]> then\n if <(gun) = [1]> then\n set [weapon v] to [gun]\n show\n end\n else\n if <(WEAPON) = [gun]> then\n set [weapon v] to [sword]\n hide\n end\n end\n end\n wait until <not <key (z v) pressed?>>\nend\n\n\n\nwhen I start as a clone\nGo to gun\nswitch costume to (bullet v)\ngo to [back v] layer\nrepeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (enemy v)?>>>\n move (15) steps\nend\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [shoot v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [frame v] to [0]\nforever\n change [frame v] by (1)\nend\n\nwhen I receive [got gun v]\nset [gun v] to [1]\nset [weapon v] to [gun]\n\ndefine Go to gun\nmove (10) steps\nif <(direction) > [0]> then\n turn left (90) degrees\n move (8) steps\n turn right (90) degrees\nelse\n turn right (90) degrees\n move (8) steps\n turn left (90) degrees\nend\n\nwait (1) seconds\nset [bullet v] to [10]\n\nwhen flag clicked\nforever\n if <(bullet) = [0]> then\n wait (1) seconds\n set [bullet v] to [10]\n end\nend\n\nwhen [1 v] key pressed\nset [weapon v] to [sword]\nhide\n\nwhen [2 v] key pressed\nset [weapon v] to [gun]\nshow\n\nwhen [r v] key pressed\nif <(bullet) < [10]> then\n wait (1) seconds\n set [bullet v] to [10]\nend\n\n@Sword button\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n forever\n if <([sword v] of [weapon v]) = [1]> then\n show\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Swing Sword v)\n\nwhen flag clicked\ngo to x: (52) y: (-46)\nhide\n\nhide\n\ngo [backward v] (1) layers\n\nwhen [s v] key pressed\nif <([sword v] of [weapon v]) = [1]> then\n go to [front v] layer\n next costume\nend\n\ngo to (weapon v)\n\n@weaponnnn\n\nwhen I receive [next level v]\nif <(Level) = [12]> then\n go to x: (6) y: (77)\n show\n point in direction (60)\n forever\n if <touching (guy v)?> then\n broadcast (got gun v)\n hide\n stop [this script v]\n end\n end\nend\n\n@Tips\n\nwhen I receive [next level v]\nif <(Level) = [14]> then\n show\n switch costume to (tips v)\n go to [front v] layer\n go to x: (-172) y: (-157)\n stop [this script v]\nend\nhide\n\nwhen this sprite clicked\ngo to x: (0) y: (0)\nswitch costume to (full tips v)\ngo to [front v] layer\ngo to [front v] layer\nwait (3) seconds\nswitch costume to (tips v)\ngo to x: (-172) y: (-157)\n\n
Part 1: https://scratch.mit.edu/projects/590261836/\nPart 2: https://scratch.mit.edu/projects/624411056/\nWASD or arrow keys to move.\nIt is mobile friendly.\nI've added UFO and gun.\nSpace to swing sword or shoot.\nR to reload.\n1 to switch to sword\n2 to switch to gun.\nSword and gun can take away enemy's weapon and kill them.\nSword can also reflect arrows.\nTips are super useful.\n800 loves for part 5.( very high :O)\nFollow me --@Tao196\n\nGame contest\nhttps://scratch.mit.edu/projects/629319208/
Kingdom Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [nextlevel v]\nnext backdrop\n\nwhen backdrop switches to [backdrop11 v]\nwait (1.6) seconds\nstop [all v]\n\n@Sprite3\n\nwhen I receive [go v]\nshow\nset [level v] to [1]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n if <(water) = [0]> then\n change [xv v] by (0.7)\n end\n end\n go to [front v] layer\n if <key (left arrow v) pressed?> then\n if <(water) = [0]> then\n change [xv v] by (-0.7)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n set [yv v] to [10]\n set [xv v] to [10]\n else\n set [yv v] to [10]\n set [xv v] to [-10]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <touching color (#000000)?> then\n if <(water) = [0]> then\n set [yv v] to [8]\n end\n end\n end\n if <touching color (#ffff00)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [20]\n end\n end\n change y by (1)\n if <touching color (#003fff)?> then\n broadcast (nextlevel v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [nextlevel v]\ngo to x: (-200) y: (0)\ngo to [front v] layer\n\nwhen I receive [nextlevel v]\n\nwhen I receive [go v]\nforever\n if <touching color (#00ffff)?> then\n set [yv v] to [-1]\n set [water v] to [1]\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.3)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.3)\n end\n else\n set [water v] to [0]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(costume [number v]) = [2]> then\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (0)\n end\n else\n if <touching color (#002699)?> then\n go to x: (-200) y: (0)\n end\n end\n if <touching color (#006622)?> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen [space v] key pressed\nnext costume\n\nif <(costume [number v]) = [2]> then\n\nif <(costume [number v]) = [2]> then\n\nif <(costume [number v]) = [2]> then\n\nwhen flag clicked\nhide\nswitch costume to (cat1-a v)\ngo to x: (-200) y: (0)\n\nwhen I receive [new costume v]\nnext costume\n\n@Sprite2\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nbroadcast (go v)\n\nwhen I receive [nextlevel v]\nnext costume\n\n@sound\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo [backward v] (10) layers\nhide\nstart sound [04 Boulevard of Broken Dreams v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\n
You have two modes: red and blue.\nWhen you are red, you can go through red enemies.\nWhen you're blue, you can go through blue enemies.\nGreen enemies kill you either way.\nSpace to change color.\n\n\n:)
The Nether 1 a platformer! #trending #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(Level) = [10]> then\n switch backdrop to (backdrop2 v)\n else\n if <(Level) = [14]> then\n switch backdrop to (backdrop1 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Minecraft OST - Pigstep v] until done\nend\n\n@the lava player\n\nwhen flag clicked\ngo to x: (-154) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (player v)\n go to [front v] layer\n create clone of (_myself_ v)\nend\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?> or <key (d 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?> or <key (a 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 (the lava level v)?> then\n change x by (round ((x) * (-1)))\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (up arrow v) pressed?> or <key (w 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 (the lava level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (the lava 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 & water 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 (bounce 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\nhide\n\nshow\n\nwait (17) seconds\n\n@the lava 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\n@Spikes & water\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\n@TN\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
Nether 1\nNew clicker is out!\nhttps://scratch.mit.edu/projects/652127445/\nCreator: @Jaydenhoo2123\nCredits to: @EnlightenedBeing\n#23 at trending!!!!\n#12 AT GAMES!!!!\nTHX FOR SO MANY VIEWS GUYS!\nPls join my contest:\nhttps://scratch.mit.edu/projects/632196457/\nIf you win you will won a gift!\n___________________________________________\n\nIntructions\nfull screen for the best experience\nuse arrows to move, not A/D\nif you touch the water spike you die\nfull screen for the best experience\ngot fortress\n___________________________________________\n\nRules\nDon't Advertise\nNO F4f\nDO NOT SWEAR\n___________________________________________\n\nCredits\nthanks to @EnlightenedBeing for his Thumbnail coding!\nCredit project\nDawn 2\nhttps://scratch.mit.edu/projects/624529954/\nPart 2:\nhttps://scratch.mit.edu/projects/649728583/\nAnd also pls follow my Nether series studio for more!\n___________________________________________\n\nTags\n\n#Jaydenhoo2123 #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 #games #games #games #games #games #games #games #games #games #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #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 #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 #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
HACKED Massive Multiplayer Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\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 \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\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\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) < [-150]> then\n set [@player sy v] to [10]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n set [@crouching v] to [1]\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 ((15) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [20]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((20) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [30]\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) < [-1]> and <key (space v) pressed?>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) + ((5) * <(@Player SY) < [10]>))\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]>> then\n if <((key left right) * (@Player SX)) < [0]> then\n set [@player mode v] to []\n end\nelse\n if <<(@Player Mode) = [Wall jump]> and <(@Player SY) < [-6]>> then\n set [@player mode v] to []\n end\n if <<not <(key left right) = [0]>> and <<(@crouching) = [0]> and <(@On Wall) = [0]>>> then\n if <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [-15]>> then\n accelerate (((key left right) * (7)) + (on platform)) percent [0.02]\n else\n set [@player dir v] to ((key left right) * (90))\n accelerate (((key left right) * (7)) + (on platform)) percent [0.2]\n change [@walking v] by (1)\n end\n else\n if <<(@Falling) > [2]> or <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [-15]>>> then\n accelerate ((0) + (on platform)) percent [0.02]\n else\n set [@walking v] to [-1]\n if <([abs v] of ((@Player SX) - (on platform)) ) > [1]> then\n if <(@crouching) > [0]> then\n if <<(@crouching) = [2]> and <(@Falling) < [2]>> then\n if <<<(@Player SX) > [0]> = <(@Slope) < [0]>> or <(on platform) > []>> then\n set [t v] to ((@Slope) * (6))\n accelerate ((on platform) + (t)) percent [0.02]\n else\n set [t v] to ((5) * ([abs v] of (@Slope) ))\n if <(t) > [16]> then\n set [t v] to [16]\n end\n if <(t) < (player speed)> then\n set [t v] to (player speed)\n end\n change [player speed v] by ((0.05) * ((t) - (player speed)))\n if <(player speed) > [16]> then\n set [player speed v] to [16]\n end\n set [t v] to (round ((@Player Y) - (start y)))\n set [t v] to ([sqrt v] of ((0.9) * (((player speed) * (player speed)) - ((t) * (t)))) )\n if <(t) > [16]> then\n set [t v] to [16]\n end\n if <(@Slope) < [0]> then\n set [t v] to ((0) - (t))\n end\n accelerate (t) percent [0.6]\n end\n else\n accelerate (on platform) percent [0.25]\n end\n else\n accelerate (on platform) percent [0.35]\n end\n else\n set [@player sx v] to (on platform)\n end\n end\n end\nend\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 [20]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\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\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n
This is griffpatch's game but hilariously overpowered. Some new things to try:\n- hold space: you can parachute even if you haven't won!\n- parachute makes you FLY\n- try long jumping or high jumping xD\n- you can long jump/high jump on slopes\n-if you accidently long jump, you can immediately stop\n- you can wall jump over and over on the same wall\n- lava is bouncy
Tiny Tower (A platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@player\n\ndefine Run Game\nchange [speed y v] by (-1)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-3)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (3)\nend\nset [speed x v] to ((Speed X) * (0.7))\nchange x by (Speed X)\nif <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>> then\n change y by (1)\n if <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>> then\n change y by (1)\n if <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>> then\n change y by (1)\n if <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>> then\n change y by (1)\n if <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>> then\n change y by (1)\n if <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>> then\n change y by (1)\n if <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>> then\n change y by (1)\n if <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>> then\n change y by (-8)\n repeat until <not <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>>>\n change x by ((Speed X) * (-1))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [speed y v] to [10]\n if <(Speed X) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [-16]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>> then\n repeat until <not <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<touching (wall v)?> or <<touching (ground v)?> or <touching (bridge v)?>>>> then\n set [speed y v] to [14]\nend\nchange y by (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (idle v)\nshow\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-241) y: (-142)\nset rotation style [left-right v]\nforever\n Run Game\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#00ff08)?> then\n go to x: (-241) y: (-142)\n broadcast (next v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (saw v)?> or <<touching (lava v)?> or <touching (traps v)?>>> then\n go to x: (-241) y: (-142)\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nforever\n if <touching (key v)?> then\n broadcast (hide v)\n end\nend\n\n@Ground\n\nwhen I receive [next v]\nnext costume\nchange [level v] by (1)\nwait (0.2) seconds\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\n@traps\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [back v] layer\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [6]> then\n hide\n end\nend\n\n@saw\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [back v] layer\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n turn right (1) degrees\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [1]> then\n go to x: (-7) y: (55)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [2]> then\n go to x: (11) y: (-168)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [3]> then\n go to x: (223) y: (-31)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [4]> then\n go to x: (142) y: (-168)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [5]> then\n go to x: (-131) y: (57)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [6]> then\n hide\n end\nend\n\n@cover\n\nwhen flag clicked\nhide\n\n@finish\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [6]> then\n hide\n end\nend\n\nwhen I receive [start v]\nshow\n\n@wall\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [back v] layer\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [start v]\nwait until <(level) = [4]>\nshow\n\nwhen I receive [start v]\nwait until <(level) = [5]>\nshow\n\n@bridge\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [back v] layer\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait until <(level) = [2]>\ngo to x: (36) y: (6)\n\nwhen I receive [start v]\nforever\n if <(level) = [2]> then\n repeat until <(level) = [3]>\n glide (3) secs to x: (-172) y: (6)\n glide (3) secs to x: (36) y: (6)\n end\n end\nend\n\nwhen I receive [start v]\nwait until <(level) = [5]>\ngo to x: (-173) y: (-123)\n\nwhen I receive [start v]\nforever\n if <(level) = [5]> then\n repeat until <(level) = [6]>\n glide (1.5) secs to x: (-173) y: (-123)\n glide (1.5) secs to x: (41) y: (-123)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [6]> then\n hide\n end\nend\n\n@key\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [back v] layer\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n repeat (5)\n change y by (1)\n wait (0.01) seconds\n end\n repeat (5)\n change y by (-1)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [start v]\nwait until <(level) = [4]>\nshow\n\nwhen I receive [start v]\nwait until <(level) = [5]>\nshow\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [back v] layer\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [start v]\nforever\n repeat (10)\n change y by (1)\n wait (0.01) seconds\n end\n repeat (10)\n change y by (-1)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [6]> then\n hide\n end\nend\n\n
Tiny Tower 2 - Hardcore\nhttps://scratch.mit.edu/projects/683991329/\n\nGAME - Tiny Tower (A platformer)\n\nART - @RainFreeze\n\nCODE - @RainFreeze\n\nIDEA - Climb to the top of the tower to win! Avoid the deadly spikes, lava, and other traps! Don't forget to collect the keys to unlock doors! Have fun!\n\nHOW TO PLAY - \nUse arrow keys to move\nLike, Star, and Follow!\n\nMusic - @Will_Wam\n\n#All #Trending #Games #Art #Platformer\n\n1000 VIEWS?!?!?!?!?!?! - 1/18/22\n3RD PAGE ON TRENDING??!?!?!!?!? - 1/18/22\n2000 VIEWS?!?!?!?!?!?!? - 1/20/21\n2500 VIEWS!?!??!?!??!?!??! - 1/22/22\n3000 VIEWS!?!?!?!??!?!?!?! - 1/24/22\n4400 VIEWS?!?!?!?!?!?!??! - 5/5/22
Neon a platformer part 2! #all#Games#tutorials#stories
@Stage\n\nwhen flag clicked\nplay sound [Vexento - Pixel Party v] until done\n\n@Sprite4\n\nwhen flag clicked\nhide\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\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 (#0600ff)?> 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\nwhen [r v] key pressed\ngo to x: (-200) y: (0)\n\n@Sprite2\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nset [timer v] to [0]\nswitch costume to (costume1 v)\nset [level v] to (costume [number v])\n\nwhen flag clicked\nshow\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nset [☁ high score time v] to []\n\nwhen flag clicked\n\nforever\n if <(timer) > (☁ high score time)> then\n change [☁ high score time v] by (join (timer) (join [ by ] (username)))\n end\nend\n\nset [☁ high score time v] to (join [100] (join [by] [scratcher_no-1]))\n\nshow variable [☁ high score time v]\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(level) = [22]> and <touching (mouse-pointer v)?>> then\n hide list [more projects v]\n show\n else\n show list [more projects v]\n end\nend\n\n\n\n\n\nadd [https://scratch.mit.edu/projects/622838937/] to [more projects v]\n\nwhen flag clicked\n\nforever\nend\n\nif then\nelse\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nforever\nend\n\nif <<(level) = [18]> and <touching (mouse-pointer v)?>> then\n show\n hide list [sunset valley v]\nelse\n show list [sunset valley v]\nend\n\nwhen flag clicked\n\nforever\n if <touching (mouse-pointer v)?> then\n hide list [sunset valley v]\n else\n show list [sunset valley v]\n end\nend\n\nwhen flag clicked\n\nforever\n if <(level) = []> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [22]> and <touching (mouse-pointer v)?>> then\n show\n hide list [sunset valley v]\n else\n show list [sunset valley v]\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\n@Part 2!!\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n if <<(level) = [20]> or <(level) = [21]>> then\n show\n glide (1) secs to x: (-53) y: (0)\n glide (1) secs to x: (25) y: (0)\n else\n hide\n end\nend\n\nif then\nend\n\nwhen flag clicked\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nforever\n if <(level) = [21]> then\n show\n end\nend\n\nglide (1) secs to x: (-53) y: (0)\nglide (1) secs to x: (25) y: (0)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\nforever\n if <(level) = [21]> then\n show\n glide (1) secs to x: (-57) y: (0)\n glide (1) secs to x: (-18) y: (0)\n else\n hide\n end\nend\n\nglide (1) secs to x: (-53) y: (0)\nglide (1) secs to x: (25) y: (0)\n\n
──★∘∘∘★──\nHey there!! Welcome to Neon a Platformer! \n\nPart 1 - https://scratch.mit.edu/projects/622838937/\nSunset valley - https://scratch.mit.edu/projects/627018550/\n\n→ Instructions!\n✎ Arrow keys, or WASD to move.\n✎ It's a mobile friendly game\n✎Press " R" to restart.\n\n✂Updatesˊˎ-\n15/ 01/ 2022 - shared\nReshared\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 3!! if this will have 500 loves or fav then i will make part 3!! 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✎ Famous scratchers who loved/ fav or commented\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#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#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\n1#all#games#art#animations#scratcher_no-1\n1#all#games#art#animations#scratcher_no-1\n1#all#games#art#animations#scratcher_no-1\n1#all#games#art#animations#scratcher_no-1\n1#all#games#art#animations#scratcher_no-1\n1#all#games#art#animations#scratcher_no-1\n1#all#games#art#animations#scratcher_no-1\n1#all#games#art#animations#scratcher_no-1\n1#all#games#art#animations#scratcher_no-1\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\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
Sunny platformer 2 v1.0.0 サニー プラットフォーマー
@Stage\n\n@スプライト2\n\nwhen flag clicked\nshow\ngo to x: (-220) y: (-30)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [back v] layer\n if <<<mouse down?> and <(mouse x) < [0]>> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n if <<<mouse down?> and <[0] < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [x v] by (0.8)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (-5)\n change x by ((0) - (x))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (スプライト1 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <touching (スプライト1 v)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[235] < (x position)> then\n go to x: (-230) y: (0)\n broadcast (次 v)\n change [ステージ v] by (1)\n end\n if <<touching color (#ff0000)?> or <(y position) < [-178]>> then\n go to x: (-230) y: (0)\n end\nend\n\nwhen I receive [次 v]\n\nwhen I receive [次 v]\ngo to x: (-230) y: (0)\n\n@スプライト1\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n play sound [Time To Leaf v] until done\nend\n\n@スプライト4\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <<([costume # v] of [スプライト1 v]) = [3]> or <([costume # v] of [スプライト1 v]) = [10]>> then\n show\n if <([costume # v] of [スプライト1 v]) = [3]> then\n go to x: (-4) y: (-10)\n else\n go to x: (89) y: (-48)\n end\n else\n hide\n end\nend\n\n@スプライト5\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (36) y: (28)\ngo to x: (111) y: (140)\nhide\nwait (1) seconds\nwait until <([costume # v] of [スプライト1 v]) = [3]>\nswitch costume to (コスチューム1 v)\nshow\nwait until <(カギ?) = [はい]>\nswitch costume to (コスチューム2 v)\nwait until <([costume # v] of [スプライト1 v]) = [4]>\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [スプライト1 v]) = [3]> then\n show\n else\n hide\n end\nend\n\n@スプライト6\n\nwhen flag clicked\nset [カギ? v] to [いいえ]\ngo to [front v] layer\nrepeat (10)\n hide\nend\nwait until <([costume # v] of [スプライト1 v]) = [3]>\ngo to x: (-220) y: (104)\nshow\nwait until <touching (スプライト2 v)?>\nset [カギ? v] to [はい]\nrepeat until <([costume # v] of [スプライト1 v]) = [4]>\n glide (0) secs to (スプライト2 v)\nend\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [スプライト1 v]) = [3]> then\n show\n else\n hide\n end\nend\n\n@スプライト7\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@スプライト8\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (20)\n set size to ((100) - ((([sin v] of ((timer) * (50)) ) * (200)) / (10))) %\nend\n\n@スプライト9\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [回数 v] to [0]\nwait until <(回数) = [3]>\nforever\n hide\nend\n\nwhen this sprite clicked\nbroadcast (次 v)\nchange [回数 v] by (1)\n\n@スプライト3\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n
Scratch Platformer || #All #Trending # Games #Platformers
@Stage\n\nwhen flag clicked\nset [player v] to (username)\nforever\n play sound [@BroomingSKILLS is da best v] until done\nend\n\nwhen flag clicked\nif <(username) = [griffpatch]> then\n change [☁ did griffpatch play? v] by (1)\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Celling or Floor \n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platforms v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right \nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (w v) pressed?> or <<<key (up arrow v) pressed?> or <(STICK Y) > [0.5]>> or <key (space v) pressed?>>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right \nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<<key (d v) pressed?> or <(STICK X) > [0.5]>> or <key (right arrow v) pressed?>> - <<<key (a v) pressed?> or <(STICK X) < [-0.5]>> or <key (left arrow v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x ) (y)\nset [scene # v] to (scene #)\nif <(x ) > []> then\n set x to (x )\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x ) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Celling or Floor \nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(Lives) > [0]> then\n Reset and Begin Level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [jumping v] to [0]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [9]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nReset and Begin Level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\n@Level\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nStamp Outline\nStamp Shadow\n\nwhen flag clicked\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (blank v)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [3]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (200)) ))\n end\nend\n\n@Platforms\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [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@Control Stick\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nset [myself v] to [Control Stick]\nset size to (100) %\nset [max stick v] to [25]\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\n
Universe / platformer
@Stage\n\n@player\n\nwhen flag clicked\npoint in direction (90)\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 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 (#766ffa)?> then\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 [10]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n end\n else\n set [x v] to [0]\n end\n end\n if <touching color (#0b00fa)?> then\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 [10]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n end\n else\n set [x v] to [0]\n end\n end\n if <touching (ufo v)?> 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 [10]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n end\n else\n set [x v] to [0]\n end\n end\n if <touching color (#79cbff)?> then\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 [10]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [10]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\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 (#0b00fa)?> 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 [13]\n end\n end\n if <touching (ufo v)?> 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 [15]\n end\n end\n if <touching color (#79cbff)?> 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 [13]\n end\n end\n if <touching color (#999999)?> then\n start sound [Rip v]\n 初期化\n end\n if <touching color (#626262)?> then\n start sound [Rip v]\n 初期化\n end\n if <touching (岩 v)?> then\n start sound [Rip v]\n 初期化\n end\n if <(x position) > [240]> then\n hide\n broadcast (次! v)\n wait (3) 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 [20]\n end\nend\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-186) y: (-30)\n\nwhen [timer v] > (0)\nset rotation style [all around v]\nshow\npoint in direction (83)\ngo to x: (44) y: (-17)\nset size to (200) %\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\n\nwhen I receive [表示してくれー v]\nforever\n play sound [Electro-Light - Symbolism _NCS Release_ v] until done\n wait (148.10) seconds\nend\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\nif <(costume [number v]) = [2]> then\n broadcast (2表示 v)\nend\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\nshow variable [☁ 世界記録 v]\nshow variable [タイム v]\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: (39) y: (21)\nswitch backdrop to (背景3 v)\nset size to (100) %\n\nset [☁ 世界記録 v] to [66]\n\nwhen [timer v] > (0)\nshow\ngo to x: (-118) y: (89)\nset size to (130) %\nswitch costume to (コスチューム7 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 (背景3 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\nwhen [timer v] > (0)\nhide\n\n@Next!\n\nwhen I receive [次! v]\nif <([costume # v] of [地面 v]) = [7]> then\n broadcast (変えろ v)\nend\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n broadcast (次いくでー v)\n delete this clone\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@バネ\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nhide\ngo to [back v] layer\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\n if <([costume # v] of [地面 v]) = [6]> then\n show\n go to x: (19) y: (190)\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n repeat until <[-187] > (y position)>\n change y by (-7)\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n end\n go to x: (19) y: (190)\n hide\n wait (1) seconds\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n else\n hide\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@タイトル\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to [front v] layer\n\n@ぴょん\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nshow\n\n@Yzx\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nshow\n\n@岩\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\ngo to x: (51) y: (-74)\nhide\ngo to [back v] layer\nforever\n if <([costume # v] of [地面 v]) = [4]> then\n go to x: (51) y: (196)\n show\n repeat until <(y position) < [-70]>\n turn right (15) degrees\n change y by (-8)\n if <not <([costume # v] of [地面 v]) = [4]>> then\n hide\n end\n end\n hide\n wait (0.5) seconds\n else\n hide\n end\nend\n\n@ラストの表示\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [10]> then\n show\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
~宇宙に飛び立とう!~\n~ Let's fly into space! ~\n__________日本語___________\n<使い方>\n矢印キー、WASDキー、タップで移動。\n針か、下に落ちるとゲームオーバーです。\n面白かったら、❤と★を押してね!\n__________English___________\n<How to use>\nMove with the arrow keys, WASD key, and tap.\nThe game is over when the needle or falls down.\nIf you find it interesting, press ❤ and ★!
Minecraft a Platformer Mobile friendly #Games #all #minecraft #10ontrending
@Stage\n\nwhen flag clicked\nforever\n play sound [minecraft song v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(Part) = [Nether]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Part) = [end]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\n@HITBOX\n\ndefine Jump\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yvel v] to [15]\n repeat until <touching (level v)?>\n set [old y v] to (y position)\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching (level v)?> then\n set y to (Old Y)\n set [yvel v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n Jump\n end\n end\n end\n end\nend\n\nwhen flag clicked\nJump\n\ndefine Move x (joystickx)\nchange [speed x v] by ((joystickx) * (0.9))\nset [speed x v] to ((Speed X) * (0.9))\nchange x by (Speed X)\n\nwhen flag clicked\nforever\n Move x (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>>)\nend\n\ndefine Collisions\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n forever\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change x by ((0) - (Speed X))\n set [speed x v] to [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nCollisions\n\nwhen flag clicked\ngo to x: (-242) y: (-105)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nRespawn\nforever\n if <<(x position) > [239]> and <not <<(LEVEL) = [7]> or <(LEVEL) = [12]>>>> then\n change [level v] by (1)\n Respawn\n end\n if <<<touching (mob v)?> or <<touching (danger v)?> or <<touching (ender man v)?> or <touching (bomb v)?>>>> or <<touching (fireball v)?> and <<(LEVEL) = [8]> or <(LEVEL) = [10]>>>> then\n change [hp v] by (-1)\n Respawn\n broadcast (die v)\n end\nend\n\ndefine Respawn\npoint in direction (90)\ngo to x: (-242) y: (-97)\nGROUND\n\ndefine GROUND\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n set [touching v] to <touching (level v)?>\nend\n\nwhen flag clicked\nforever\n if <<<(LEVEL) = [7]> or <(LEVEL) = [12]>> and <<touching (nether portal v)?> or <touching (end portal v)?>>> then\n change [level v] by (1)\n Respawn\n if <touching (nether portal v)?> then\n broadcast (NETHER v)\n end\n end\nend\n\nwhen I receive [die v]\nrepeat (5)\n set [brightness v] effect to (100)\n wait (0.05) seconds\n set [brightness v] effect to (0)\n wait (0.05) seconds\nend\n\nrepeat (4)\n go to (nether portal v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <not <<key (any v) pressed?> or <mouse down?>>> then\n switch costume to (a1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <(Y) > [0]>> then\n repeat until <(Yvel) = [0]>\n if <touching (level v)?> then\n set [y vel2 v] to [0]\n repeat until <touching (level v)?>\n set [old y 2 v] to (y position)\n change y by (y vel2)\n change [y vel2 v] by (-1)\n if <touching (level v)?> then\n set [yvel v] to [0]\n set y to (old y 2)\n end\n end\n end\n end\n end\nend\n\n@level\n\nwhen flag clicked\ngo to [back v] layer\nset [part v] to [Overworld]\nset [level v] to [1]\nforever\n switch costume to (join [LEVEL] (LEVEL))\n if <(LEVEL) = [8]> then\n set [part v] to [Nether]\n end\n if <(LEVEL) = [13]> then\n set [part v] to [end]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [13]> then\n set [hp v] to [3]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [8]> then\n set [hp v] to [3]\n stop [this script v]\n end\nend\n\n@End Portal\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [12]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (hitbox v)?> then\n set [hp v] to [3]\n stop [this script v]\n end\nend\n\n@Nether portal\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [7]> then\n show\n else\n hide\n end\nend\n\n@DANGER\n\nwhen flag clicked\ngo to x: (27) y: (-113)\nforever\n go to [back v] layer\n switch costume to (LEVEL)\nend\n\nset y to ((-121) + (([sin v] of ((timer) * (180)) ) * (8)))\n\n@220px-Ghast\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <<(LEVEL) = [8]> or <(LEVEL) = [10]>> then\n show\n repeat until <<(LEVEL) = [9]> or <(LEVEL) = [11]>>\n go to x: (0) y: (98)\n point in direction (-90)\n repeat (50)\n next costume\n change x by (4)\n end\n point in direction (90)\n repeat (50)\n next costume\n change x by (-4)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(LEVEL) = [8]> or <(LEVEL) = [10]>> then\n show\n repeat until <<(LEVEL) = [9]> or <(LEVEL) = [11]>>\n wait (pick random (1) to (3)) seconds\n create clone of (fireball v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [9]> or <(LEVEL) = [11]>> then\n hide\n end\nend\n\ndelete (1) of [banned v]\n\n@fireball\n\nwhen flag clicked\nhide\nforever\n if <<(LEVEL) = [9]> or <(LEVEL) = [11]>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <<(LEVEL) = [8]> or <(LEVEL) = [10]>> then\n show\nelse\n hide\n delete this clone\nend\ngo to (220px-ghast v)\nset [x v] to ([x position v] of [hitbox v])\nset [y v] to ([y position v] of [hitbox v])\nglide (pick random (0.3) to (1)) secs to x: (x) y: (y)\ndelete this clone\n\n@ENDER MAN\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(LEVEL) = [13]> then\n repeat until <(LEVEL) = [14]>\n go to x: (42) y: (-35)\n show\n point in direction (90)\n repeat (50)\n move (1) steps\n end\n point in direction (-90)\n repeat (50)\n move (1) steps\n end\n end\n end\n if <(LEVEL) = [14]> then\n repeat until <(LEVEL) = [15]>\n go to x: (42) y: (-35)\n show\n point in direction (90)\n repeat (50)\n move (1) steps\n end\n point in direction (-90)\n repeat (50)\n move (1) steps\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [15]> then\n hide\n end\nend\n\n@mob\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(LEVEL) = [3]> then\n repeat until <(LEVEL) = [4]>\n go to x: (42) y: (-6)\n show\n switch costume to (zombie1 v)\n repeat (50)\n move (1) steps\n end\n switch costume to (zombie2 v)\n repeat (50)\n move (-1) steps\n end\n end\n end\n if <(LEVEL) = [4]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [4]> or <(LEVEL) = [8]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(LEVEL) = [3]> or <(LEVEL) = [7]>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (diamond sword v)?> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [7]> then\n repeat until <(LEVEL) = [8]>\n go to x: (0) y: (-71)\n show\n switch costume to (zombie1 v)\n repeat (100)\n move (1) steps\n end\n switch costume to (zombie2 v)\n repeat (100)\n move (-1) steps\n end\n end\n end\n if <(LEVEL) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [8]> then\n forever\n hide\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (174) y: (200)\nhide\nforever\n wait (pick random (5) to (10)) seconds\n show\n repeat (10)\n change y by (-4)\n end\n repeat (3)\n change y by (3)\n end\n repeat (2)\n change y by (-4.5)\n end\n wait (1) seconds\n repeat until <(y position) > [190]>\n change y by (4)\n end\n hide\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(HP) = [0]> then\n show\n switch costume to (dcw9acc-4dc94824-5e0d-4922-835e-6807f8f720f8 v)\n create clone of (_myself_ v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(HP) = [0]> then\n show\n switch costume to (dcw9acc-4dc94824-5e0d-4922-835e-6807f8f720f8 v)\n create clone of (_myself_ v)\n stop [all v]\n end\nend\n\n@Sprite2\n\nwhen I receive [nether v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (30)\nrepeat (40)\n change [whirl v] effect by (40)\nend\nhide\n\nwhen flag clicked\nclear graphic effects\n\n@Steve bomb\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [16]> then\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to (hitbox v)\nset [steve x v] to ([x position v] of [ender dragon v])\nset [steve y v] to ([y position v] of [ender dragon v])\nglide (0.7) secs to x: (STEVE X) y: (STEVE Y)\ndelete this clone\n\n@HP\n\nwhen flag clicked\nset [hp v] to [3]\nforever\n if <(HP) = [0]> then\n switch costume to (0 v)\n end\n if <(HP) = [1]> then\n switch costume to (1 v)\n end\n if <(HP) = [2]> then\n switch costume to (2 v)\n end\n if <(HP) = [3]> then\n switch costume to (3 v)\n end\nend\n\nset [hp v] to [3]\n\nwhen I receive [die v]\nset [shake v] to [10]\nrepeat (10)\n go to x: ((pick random ((0) - (shake)) to (shake)) + (-187)) y: ((pick random ((0) - (shake)) to (shake)) + (159))\n change [shake v] by (-1)\nend\ngo to x: (-187) y: (159)\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [yes v]\n\ngo to [front v] layer\n\n@ender dragon\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nhide\ngo to x: (-100) y: (81)\nforever\n if <(LEVEL) = [16]> then\n show\n point in direction (-90)\n repeat (50)\n change x by (4)\n end\n point in direction (90)\n repeat (50)\n change x by (-4)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-100) y: (81)\nforever\n if <(LEVEL) = [16]> then\n repeat until <(health) = [0]>\n wait (1) seconds\n create clone of (bomb v)\n end\n end\nend\n\nwhen flag clicked\nset [health v] to [5]\n\nwhen flag clicked\nforever\n if <touching (steve bomb v)?> then\n wait until <not <touching (steve bomb v)?>>\n change [health v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <(health) = [0]> then\n hide\n broadcast (yes v) and wait\n end\nend\n\n@Bomb\n\nwhen I start as a clone\nif <(health) = [0]> then\n hide\nelse\n show\nend\ngo to (ender dragon v)\nset [x v] to ([x position v] of [hitbox v])\nset [y v] to ([y position v] of [hitbox v])\nglide (1) secs to x: (X) y: (Y)\ndelete this clone\n\nwhen flag clicked\nhide\n\n@health bar\n\nwhen flag clicked\nforever\n hide\n if <(LEVEL) = [16]> then\n show\n if <(health) = [5]> then\n switch costume to (5 v)\n end\n if <(health) = [4]> then\n switch costume to (4 v)\n end\n if <(health) = [3]> then\n switch costume to (3 v)\n end\n if <(health) = [2]> then\n switch costume to (2 v)\n end\n if <(health) = [1]> then\n switch costume to (1 v)\n end\n if <(health) = [0]> then\n switch costume to (0 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [ender dragon v]) y: ([y position v] of [ender dragon v])\n if <(health) = [0]> then\n hide\n end\nend\n\ngo to (ender dragon v)\n\nwhen flag clicked\nforever\n if <(LEVEL) = [16]> then\n set [hp v] to [3]\n stop [this script v]\n end\nend\n\n@YOU MADE IT\n\nwhen I receive [yes v]\ngo to [front v] layer\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@you died\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [hp v] to [3]\nhide\nforever\n go to [front v] layer\n if <(HP) = [0]> then\n show\n switch costume to (dcw9acc-4dc94824-5e0d-4922-835e-6807f8f720f8 v)\n create clone of (_myself_ v)\n stop [all v]\n end\nend\n\n@you died 2\n\nwhen flag clicked\nset [hp v] to [3]\nhide\nforever\n if <(HP) = [0]> then\n show\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n stop [all v]\n end\nend\n\n@cloud\n\nwhen flag clicked\nreset timer\nrepeat until <<(health) = [0]> and <(LEVEL) = [16]>>\n set [your time v] to (timer)\nend\n\nwhen flag clicked\nforever\n if <<(your time) < (☁ record)> and <<(LEVEL) = [16]> and <(health) = [0]>>> then\n set [☁ record v] to (your time)\n end\nend\n\n@Banned\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to [front v] layer\n if <[banned v] contains (username)?> then\n show\n go to [front v] layer\n stop [all v]\n else\n hide\n end\nend\n\n@Sprite3\n\ndefine Jump\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yvel v] to [15]\n repeat until <touching (level v)?>\n set [old y v] to (y position)\n change [yvel v] by (-2.7)\n change y by (Yvel)\n if <touching (level v)?> then\n set y to (Old Y)\n set [yvel v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n Jump\n end\n end\n end\n end\nend\n\n
https://scratch.mit.edu/projects/781413489 join my contest\nReshared again\nNote: i will not allow advertising anymore!\npretty easy game\nDOUBLE CLICK FLAG\nHow to defeat the ender dragon.\n----------------------------------------------------------------------------\nYou can only shoot bombs when you reach the ender-dragon. The ender dragon has 5 lives. So you have to press space to shoot at him.
Pirate - A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (home v)\nforever\n if <(Game) = [Unstart]> then\n play sound [MP3 Song 30 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Game) = [Unstart]> then\n play sound [rain falling v] until done\n end\nend\n\nstop all sounds\n\nstop all sounds\n\nwhen I receive [next v]\nwait (0.5) seconds\nforever\n if <(LEVEL) = [8]> then\n switch backdrop to (gamestart v)\n play sound [Ocean Wave v] until done\n end\nend\n\nwhen I receive [game start v]\nstop all sounds\nset volume to (90) %\nforever\n play sound [GameMusic1 v] until done\n play sound [GameMusic2 v] until done\n play sound [GameMusic2 v] until done\nend\n\nwhen I receive [game start v]\nswitch backdrop to (started v)\n\n@Thumb\n\nwhen flag clicked\nhide\n\n@Start Button\n\nwhen flag clicked\nset [game v] to [Unstart]\ngo to x: (-121) y: (-51)\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change [ghost v] effect by (-4)\n change size by (((125) - (size)) / (6))\n if <mouse down?> then\n play sound [Pick v] until done\n repeat (13)\n change size by (((10) - (size)) / (8))\n change [ghost v] effect by (8)\n end\n broadcast (Screen v)\n hide\n wait (0.3) seconds\n stop [this script v]\n end\n end\n else\n change size by (((100) - (size)) / (12))\n end\nend\n\n@Weapons\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nforever\n go to (pirate v)\nend\n\nwhen I receive [game start v]\nset [use gun? v] to [False]\nforever\n if <<(Use gun?) = [Yes]> and <(Weapon) = [Gun]>> then\n if <<mouse down?> or <key (space v) pressed?>> then\n switch costume to (pistol v)\n show\n wait (0.05) seconds\n switch costume to (pistol2 v)\n broadcast (Bullet v)\n wait (0.05) seconds\n switch costume to (pistol v)\n wait (0.5) seconds\n hide\n end\n else\n if <(Weapon) = [Sword]> then\n if <<mouse down?> or <key (space v) pressed?>> then\n show\n switch costume to (sword v)\n wait (0.05) seconds\n switch costume to (sword2 v)\n wait (0.05) seconds\n switch costume to (sword3 v)\n wait (0.05) seconds\n switch costume to (sword4 v)\n wait (0.05) seconds\n switch costume to (sword3 v)\n wait (0.05) seconds\n switch costume to (sword2 v)\n wait (0.05) seconds\n switch costume to (sword v)\n wait (0.05) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [game start v]\nforever\n if <(Weapon) = [Sword]> then\n if <<mouse down?> or <key (space v) pressed?>> then\n play sound [Low Whoosh v] until done\n end\n end\n if <<(Use gun?) = [Yes]> and <(Weapon) = [Gun]>> then\n if <<mouse down?> or <key (space v) pressed?>> then\n play sound [Gun v] until done\n end\n end\nend\n\nwhen I receive [game start v]\nforever\n if <([direction v] of [pirate v]) = [90]> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\n@LEVEL\n\nwhen flag clicked\nswitch costume to (1 v)\nset [level v] to [1]\nhide\n\nwhen I receive [game start v]\nshow\n\nwhen I receive [next v]\nchange [level v] by (1)\nwait (0.5) seconds\nnext costume\n\ngo to x: (0) y: (0)\n\n@Pirate\n\ndefine action\nshow\npoint in direction (90)\nshow\nset [xj v] to [0]\nset [yj v] to [0]\nforever\n set [xj v] to ((XJ) * (0.9))\n change x by (XJ)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n end\n end\n end\n end\n end\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change x by ((XJ) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(XJ) > [0]> then\n set [xj v] to [-5]\n else\n set [xj v] to [5]\n end\n set [yj v] to [12]\n else\n set [xj v] to [0]\n end\n end\n change [yj v] by (-1)\n change y by (YJ)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by ((YJ) * (-1))\n set [yj v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yj v] to [12]\n switch costume to (g9 v)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n switch costume to (g v)\n end\n end\n end\n change y by (1)\n if <touching (level changer v)?> then\n broadcast (NEXT v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to (characterpos v)\n clear graphic effects\n end\n if <<touching (skulls v)?> or <<<touching (spike v)?> or <touching (breaker v)?>> or <touching (canon ball v)?>>> then\n set [brightness v] effect to (100)\n play sound [Crunch v] until done\n go to (characterpos v)\n clear graphic effects\n end\nend\n\ndefine action2\nshow\nwait (1) seconds\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xj v] by (-1)\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xj v] by (1)\n point in direction (90)\n end\nend\n\nwhen I receive [game start v]\naction2\n\nwhen I receive [game start v]\naction\n\nwhen I receive [game start v]\nswitch costume to (1 v)\nforever\n if <not <<<<<<key (up arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> or <key (d v) pressed?>> or <key (w v) pressed?>>> then\n next costume\n if <(costume [number v]) = [4]> then\n wait (0.08) seconds\n switch costume to (1 v)\n end\n wait (0.08) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (-176) y: (-120)\nhide\n\nwhen I receive [game start v]\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <key (a v) pressed?>> or <key (left arrow v) pressed?>> then\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (walk1 v)\n end\n wait (0.07) seconds\n end\nend\n\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n repeat until <touching (level v)?>\n switch costume to (jump v)\n end\nend\n\nwhen I receive [next v]\nset [xj v] to [0]\nset [yj v] to [0]\n\nbroadcast (NEXT v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to (characterpos v)\nclear graphic effects\n\nrepeat (10)\n set [ghost v] effect to (50)\n wait (0.1) seconds\n clear graphic effects\n wait (0.1) seconds\nend\n\n@Transition\n\nwhen I receive [screen v]\ngo to [front v] layer\nshow\nswitch costume to (sizebypass v)\nset size to (8000) %\nswitch costume to (hole v)\ngo to x: (130) y: (115)\nrepeat (55)\n switch costume to (sizebypass v)\n change size by (((size) / (50)) * (-1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (-70)\n switch costume to (hole v)\nend\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (allblack v)\nset [game v] to [Start]\nbroadcast (Game Start v)\nwait (1) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\n\nwhen flag clicked\nhide\n\ngo to (start button v)\n\n@Logo\n\nwhen I receive [game start v]\nhide\n\nwhen flag clicked\ngo to x: (63) y: (-128)\npoint in direction (90)\nset [titlerot v] to [0]\nset [titlesize v] to [0]\nset size to (100) %\nshow\nforever\n turn right (([cos v] of (TitleRot) ) / (2)) degrees\n change size by ([cos v] of (TitleSize) )\n change [titlerot v] by (2)\n change [titlesize v] by (4)\nend\n\n@rain\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (50)\nforever\n next costume\n wait (.0) seconds\nend\n\nwhen I receive [game start v]\nhide\n\n@Weapon(Select)\n\nwhen flag clicked\ngo to x: (207) y: (145)\nhide\n\nwhen I receive [game start v]\nshow\nforever\n if <(Use gun?) = [yes]> then\n if <key (x v) pressed?> then\n next costume\n wait (0.2) seconds\n end\n end\nend\n\nwhen I receive [game start v]\nswitch costume to (모양 1 v)\nshow\nforever\n if <(costume [number v]) = [1]> then\n set [weapon v] to [Sword]\n else\n set [weapon v] to [Gun]\n end\nend\n\nwhen I receive [next v]\ngo to [front v] layer\n\n@Water\n\n@Bullet\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nforever\n go to (weapons v)\n point towards (weapons v)\nend\n\nwhen I receive [bullet v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to (weapons v)\nshow\nforever\n move (15) steps\n if <<touching (_edge_ v)?> or <<touching (skulls v)?> or <<touching (breaker v)?> or <touching (level v)?>>>> then\n wait (0.05) seconds\n delete this clone\n end\nend\n\nwhen I receive [game start v]\nforever\n if <([direction v] of [weapons v]) = [90]> then\n switch costume to (모양 1 v)\n point in direction (90)\n else\n switch costume to (모양 2 v)\n point in direction (-90)\n end\nend\n\nwait <touching (level v)?> seconds\n\n@Setence\n\nwhen I receive [game start v]\ngo to [front v] layer\nshow\nswitch costume to (player v)\nforever\n if <key (z v) pressed?> then\n play sound [click v] until done\n next costume\n if <(costume [number v]) = [4]> then\n hide\n stop [this script v]\n end\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (123)\nhide\n\nwhen I receive [next v]\nswitch costume to (player4 v)\nhide\n\n@Back\n\nset [pixelate v] effect to (10)\n\ngo [backward v] (2) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.5) seconds\ngo to [back v] layer\nforever\n if <(LEVEL) = [8]> then\n show\n go to x: (0) y: (0)\n switch costume to (level 8 v)\n else\n if <(LEVEL) = [9]> then\n show\n go to x: (0) y: (0)\n switch costume to (level 2 v)\n end\n end\nend\n\n@Level Changer\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo to x: (221) y: (-64)\n\nwhen I receive [next v]\nswitch costume to (모양 1 v)\n\nwhen I receive [game start v]\n\ndefine Htt\nforever\n if <<touching (weapons v)?> or <touching (bullet v)?>> then\n play sound [Crunch v] until done\n switch costume to (모양 2 v)\n wait (0.1) seconds\n switch costume to (모양 3 v)\n stop [this script v]\n end\nend\n\nwait (0.5) seconds\n\nwait (1) seconds\n\nwhen I receive [next v]\nswitch costume to (모양 1 v)\nwait (0.5) seconds\nforever\n if <(LEVEL) = [2]> then\n show\n go to x: (-211) y: (50)\n Htt\n end\n if <(LEVEL) = [3]> then\n show\n go to x: (208) y: (94)\n Htt\n end\n if <(LEVEL) = [4]> then\n show\n go to x: (208) y: (94)\n Htt\n end\n if <(LEVEL) = [5]> then\n show\n go to x: (208) y: (-65)\n Htt\n end\n if <(LEVEL) = [6]> then\n show\n go to x: (208) y: (57)\n Htt\n end\n if <(LEVEL) = [7]> then\n show\n go to x: (208) y: (-132)\n Htt\n end\n if <(LEVEL) = [8]> then\n show\n set [cloud v] to [On]\n go to x: (208) y: (-125)\n Htt\n end\n if <(LEVEL) = [10]> then\n hide\n end\nend\n\n@CharacterPos\n\nwhen I receive [next v]\nforever\n hide\n if <(LEVEL) = [2]> then\n go to x: (-194) y: (-107)\n else\n if <(LEVEL) = [3]> then\n go to x: (-194) y: (-107)\n else\n if <(LEVEL) = [4]> then\n go to x: (0) y: (-105)\n else\n if <(LEVEL) = [5]> then\n go to x: (-193) y: (-44)\n else\n if <(LEVEL) = [6]> then\n go to x: (-193) y: (-124)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Skulls\n\ndefine Clone Skull at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Set skull\nif <(LEVEL) = [2]> then\n set [sd v] to [70]\n Clone Skull at x: [-115] y: [-95]\nelse\n if <(LEVEL) = [3]> then\n set [sd v] to [50]\n Clone Skull at x: [-55] y: [-130]\n Clone Skull at x: [-155] y: [-12]\n Clone Skull at x: [-148] y: [100]\n else\n if <(LEVEL) = [6]> then\n set [sd v] to [30]\n Clone Skull at x: [-202] y: [-5]\n Clone Skull at x: [34] y: [-130]\n else\n if <(LEVEL) = [8]> then\n set [sd v] to [30]\n Clone Skull at x: [34] y: [-130]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nforever\n point in direction (90)\n repeat (SD)\n change x by (5)\n end\n point in direction (-90)\n repeat (SD)\n change x by (-5)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <not <(SD) = [0]>> then\n next costume\n if <(costume [number v]) = [5]> then\n switch costume to (모양 1 \(4\) v)\n end\n wait (0.05) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.5) seconds\nSet skull\n\nwhen I start as a clone\nforever\n if <<touching (weapons v)?> or <touching (bullet v)?>> then\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (weapons v)?> or <touching (bullet v)?>> then\n play sound [Crunch v] until done\n set [brightness v] effect to (100)\n switch costume to (dead v)\n repeat (10)\n change [pixelate v] effect by (10)\n end\n delete this clone\n end\nend\n\nchange y by (10)\n\nrepeat until <touching (level v)?>\n turn right (15) degrees\n change y by (-3)\nend\n\nset [sd v] to [0]\n\n@Coin\n\ndefine Coin 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 next costume\n wait (0.075) seconds\nend\n\ndefine Set coin\nif <(LEVEL) = [1]> then\n Coin at x: [-45] y: [35]\n Coin at x: [115] y: [-55]\n Coin at x: [135] y: [-55]\nelse\n if <(LEVEL) = [2]> then\n Coin at x: [213] y: [4]\n Coin at x: [40] y: [60]\n Coin at x: [0] y: [90]\n Coin at x: [-40] y: [60]\n else\n if <(LEVEL) = [3]> then\n Coin at x: [194] y: [-115]\n Coin at x: [-212] y: [0]\n Coin at x: [130] y: [115]\n else\n if <(LEVEL) = [4]> then\n Coin at x: [-3] y: [-56]\n Coin at x: [75] y: [20]\n Coin at x: [-20] y: [50]\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<<touching (pirate v)?> or <touching (weapons v)?>> or <touching (bullet v)?>> then\n start sound [CoinSound v]\n delete this clone\n else\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nSet coin\n\nwhen I receive [next v]\nwait (0.5) seconds\nSet coin\n\nwhen I receive [next v]\ndelete this clone\n\n@Breaker\n\nset [brightness v] effect to (-10)\n\ndefine Set Breaker at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Set B\nif <(LEVEL) = [7]> then\n Set Breaker at x: [13] y: [-20]\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [brightness v] effect to (-10)\nshow\nforever\n next costume\n wait (0.06) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [next v]\nwait (0.5) seconds\nSet B\n\n@Cannon\n\ndefine Clone Canon at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Set Canon\nif <(LEVEL) = [4]> then\n Clone Canon at x: [-106] y: [99]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.5) seconds\nSet Canon\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (모양 1 v)\nshow\nforever\n if <<touching (weapons v)?> or <touching (bullet v)?>> then\n switch costume to (killed v)\n wait (0.03) seconds\n switch costume to (killed2 v)\n wait (0.03) seconds\n switch costume to (killed3 v)\n wait (0.03) seconds\n switch costume to (killed4 v)\n wait (0.03) seconds\n switch costume to (killed5 v)\n wait (0.03) seconds\n switch costume to (killed6 v)\n wait (0.03) seconds\n switch costume to (killed7 v)\n wait (0.03) seconds\n switch costume to (killed8 v)\n wait (0.5) seconds\n repeat (20)\n change [pixelate v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n wait (pick random (2) to (4)) seconds\n broadcast (Canon Ball v)\nend\n\n@Canon ball\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (costume1 v)\nshow\ngo to (cannon v)\npoint in direction ([direction v] of [cannon v])\nturn left (3) degrees\nset [xvel v] to (([sin v] of (direction) ) * (25))\nset [yvel v] to (([cos v] of (direction) ) * (16.5))\nrepeat until <<<touching (level v)?> or <touching (weapons v)?>> or <touching (pirate v)?>>\n turn right (3) degrees\n change x by ((xvel) / (1.2))\n change y by (yvel)\n change [yvel v] by (-1.1)\nend\n\ndelete this clone\n\nwhen I receive [canon ball v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nplay sound [155235__zangrutz__bomb-small v] until done\n\nwhen I start as a clone\nforever\n if <<<touching (level v)?> or <touching (weapons v)?>> or <touching (pirate v)?>> then\n set size to (20) %\n switch costume to (expl1-0 v)\n wait (0.05) seconds\n switch costume to (expl1-1 v)\n wait (0.05) seconds\n switch costume to (expl1-2 v)\n wait (0.05) seconds\n switch costume to (expl1-3 v)\n wait (0.05) seconds\n switch costume to (expl1-4 v)\n wait (0.05) seconds\n switch costume to (expl1-5 v)\n wait (0.05) seconds\n switch costume to (expl1-6 v)\n wait (0.05) seconds\n switch costume to (expl1-7 v)\n wait (0.05) seconds\n delete this clone\n end\nend\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.5) seconds\ngo to [back v] layer\nforever\n hide\n if <(LEVEL) = [2]> then\n show\n switch costume to (2 v)\n go to x: (0) y: (45)\n else\n if <(LEVEL) = [4]> then\n show\n go to x: (-160) y: (-70)\n switch costume to (1 v)\n else\n if <(LEVEL) = [5]> then\n show\n go to x: (0) y: (0)\n switch costume to (3 v)\n else\n if <(LEVEL) = [9]> then\n show\n go to x: (0) y: (0)\n switch costume to (4 v)\n else\n if <(LEVEL) = [10]> then\n show\n go to x: (0) y: (0)\n switch costume to (4 v)\n end\n end\n end\n end\n end\nend\n\ngo to x: (0) y: (0)\n\n@Pistol\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nswitch costume to (모양 1 v)\nwait (1) seconds\nforever\n if <(LEVEL) = [5]> then\n show\n go to x: (-16) y: (-38)\n if <touching (pirate v)?> then\n hide\n switch costume to (모양 2 v)\n play sound [Gun v] until done\n set [use gun? v] to [Yes]\n stop [this script v]\n end\n end\nend\n\n@Bomb\n\n@Ins\n\n@Big coin\n\ndefine BIg Coin at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nwait (0.5) seconds\nSet BIG coin\n\nwhen I start as a clone\nshow\nforever\n next costume\n wait (0.07) seconds\nend\n\nwhen I start as a clone\nforever\n if <<<touching (pirate v)?> or <touching (weapons v)?>> or <touching (bullet v)?>> then\n start sound [CoinSound v]\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Set BIG coin\nif <(LEVEL) = [4]> then\n BIg Coin at x: [-207] y: [-44]\nend\n\n@Cloud\n\nwhen flag clicked\nset [cloud v] to [Off]\nhide\n\nwhen I receive [game start v]\nforever\n if <(Cloud) = [On]> then\n create clone of (_myself_ v)\n wait (pick random (0.5) to (5)) seconds\n else\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (268) y: (pick random (156) to (90))\nforever\n repeat until <(x position) = [-268]>\n change x by (pick random (-0.5) to (-3))\n if <(x position) = [-268]> then\n delete this clone\n end\n end\nend\n\n
<>-=(PIRATE)=-<>\nAhoy mates! I recently watched the movie <Pirates of Caribbean>. So, I think I should make a cool Pirate Game. (But, this is not Pirates of Caribbean Game). You guys gonna love it!\nHere's the instruction. -\n-Arrow or WASD key to move\n-Click or Space to attack\n-X to change weapon\n-Goal: collect the coins, kill the evil skulls, and find the treasure chest.\nEnjoy! Love and favorite and follows! Yoho!\n===========\nObjects are from the itch.io\nMusic by @Jameshan0308 and @Blade_Music\nGame music is Pirates of Caribbean Soundtrack; <Jack Sparrow> (composed by Hans Zimmer, played, arranged by @Jameshan0308, if you like the music, pls go and follow him :D )\nSome help from other Scratcher! Thank you.\n@Will_Wam\n@xamuil2\n- # Game # Adventure # Sea # Skull
Super Mario Bros 3 - A Scrolling Platformer
@Stage\n\nwhen I receive [game v]\nforever\n if <<([costume # v] of [background v]) = [10]> or <([costume # v] of [background v]) = [11]>> then\n switch backdrop to (light blue v)\n else\n if <<([costume # v] of [background v]) = [6]> or <([costume # v] of [background v]) = [7]>> then\n switch backdrop to (sky blue v)\n else\n if <<([costume # v] of [background v]) = [8]> or <([costume # v] of [background v]) = [9]>> then\n switch backdrop to (castle grey v)\n else\n if <<([costume # v] of [background v]) = [2]> or <([costume # v] of [background v]) = [3]>> then\n switch backdrop to (blue v)\n else\n if <<([costume # v] of [background v]) = [14]> or <([costume # v] of [background v]) = [15]>> then\n switch backdrop to (dessert yellow v)\n else\n if <<([costume # v] of [background v]) = [16]> or <([costume # v] of [background v]) = [17]>> then\n switch backdrop to (marine blue v)\n else\n if <<([costume # v] of [background v]) = [18]> or <([costume # v] of [background v]) = [19]>> then\n switch backdrop to (thunder blue v)\n else\n if <<([costume # v] of [background v]) = [20]> or <([costume # v] of [background v]) = [21]>> then\n switch backdrop to (cabin brown v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (mainemenu v)\nwait (2.5) seconds\nswitch backdrop to (mainemenu2 v)\n\nwhen flag clicked\nwait until <(LEVEL #) = [6]>\nbroadcast (End v)\n\n@Blank\n\n@Mario\n\ndefine limit camera edge x: (edge x) edge y: (edge y)\nif <(CAMERA X) < (edge x)> then\n set [camera x v] to (edge x)\nend\nif <(CAMERA Y) < (edge y)> then\n set [camera y v] to (edge y)\nend\nif <(CAMERA X) > (((32) * (GRID WIDTH)) - (edge x))> then\n set [camera x v] to (((32) * (GRID WIDTH)) - (edge x))\nend\nif <(CAMERA Y) > (((32) * (GRID HEIGHT)) - (edge y))> then\n set [camera y v] to (((32) * (GRID HEIGHT)) - (edge y))\nend\n\ndefine move camera\nset [camera x v] to (x)\nchange [camera y v] by (((y) - (CAMERA Y)) / (4))\nif <(EDITOR) > [0]> then\n limit camera edge x: [240] edge y: [180]\nelse\n limit camera edge x: [272] edge y: [180]\nend\n\ndefine reset player\nset [-tiny v] to [-0.000001]\nif <(spawn index) > [0]> then\n set [x v] to ([floor v] of (((spawn index) - (1)) / (GRID HEIGHT)) )\n set [y v] to (((spawn index) - (1)) mod (GRID HEIGHT))\nelse\n set [x v] to (((x) * (32)) + (16))\n set [y v] to (((y) * (32)) + (height))\nend\nset [x v] to [100]\nset [y v] to [100]\nset [width v] to [8]\nset [height v] to [24]\nset [camera x v] to (x)\nset [camera y v] to (y)\nset [jumping v] to [99]\nset [falling v] to [99]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [mario v] to [Mini]\nset [invunlerable v] to [0]\nset [fireballs v] to [0]\npoint in direction (90)\nmove camera\n\ndefine game loop\nset [mario time v] to [300]\nset size to (200) %\nbroadcast (TIME CHANGE v)\nforever\n broadcast (check controls v)\n broadcast (move player v)\n broadcast (move enemy v)\n broadcast (move player after enemy v)\n broadcast (hide fireballs v)\n broadcast (check fireballs v)\n broadcast (position tiles v)\nend\n\nwhen I receive [move player v]\nset [bump index v] to []\nif <(EDITOR) > [0]> then\n handle - God Mode\nelse\n if <<(falling) > [2]> and <(speed y) < [-1]>> then\n set [bop y v] to (y)\n else\n set [bop y v] to []\n end\n check speed\n handle keys - left right\n handle keys - jump / crouch\n move sprite x\n move sprite y\n check around player\n handle keys - fire\nend\npaint sprite\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nrepeat (2)\n fix collision at point x: ((x) - (width)) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) - (width)) y: (y) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: (y) part: []\n if <not <<(player action) = [crouch]> or <(MARIO) = [Mini]>>> then\n fix collision at point x: ((x) - (width)) y: ((y) + (height)) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) + (height)) part: []\n end\n if <(solid) < [1]> then\n stop [this script v]\n end\nend\n\ndefine fix collision at point x: (x) y: (y) part: (part)\nget tile at x: (x) y: (y)\nif <(tile shape) = []> then\n stop [this script v]\nend\nset [mod x v] to ((x) mod (32))\nset [mod y v] to ((y) mod (32))\nset [temp v] to (letter (1) of (tile shape))\nif <<(temp) = [\]> or <(temp) = [/]>> then\n set [m v] to ((1) / (letter (2) of (tile shape)))\n set [c v] to ((letter (3) of (tile shape)) * ((32) * (m)))\n if <(temp) = [\]> then\n set [m v] to ((0) - (m))\n set [c v] to ((32) - (c))\n end\n set [offset y v] to ((mod y) - (((mod x) * (m)) + (c)))\n if <not <(offset y) < [0]>> then\n stop [this script v]\n end\n if <(fix dy) < [0]> then\n change [y v] by ((0) - (offset y))\n set [solid v] to [10]\n stop [this script v]\n end\n if <<(fix dy) = [0]> and <<(fix dx) > [0]> = <(m) > [0]>>> then\n change [x v] by ((offset y) / (m))\n set [solid v] to [10]\n stop [this script v]\n end\nend\nif <(tile shape) = [=]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\nend\nset [solid v] to [10]\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\nend\nif <(fix dy) > [0]> then\n change [y v] by ((-TINY) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((-TINY) - (mod x))\nend\n\ndefine handle keys - left right\nif <<(player action) = [crouch]> or <(player action) = [slide]>> then\n if <(player action) = [crouch]> then\n if <([abs v] of (speed x) ) > [0.4]> then\n change [speed x v] by ((-0.4) * (([abs v] of (speed x) ) / (speed x)))\n make skid smoke\n else\n set [speed x v] to [0]\n set [player frame v] to [0]\n end\n else\n if <([down v] of [controls v]) > [0]> then\n stop [this script v]\n end\n set [player action v] to [walk]\n end\nelse\n set [player action v] to [walk]\n set [key walk v] to ([x axis v] of [controls v])\n if <(KEY WALK) = [0]> then\n if <(falling) < [2]> then\n if <(speed x) > [0.4]> then\n change [speed x v] by (-0.4)\n else\n if <(speed x) < [-0.4]> then\n change [speed x v] by (0.4)\n else\n set [speed x v] to [0]\n set [player frame v] to [0]\n end\n end\n end\n else\n point in direction ((90) * (KEY WALK))\n if <((KEY WALK) * (speed x)) < [10]> then\n if <((KEY WALK) * (speed x)) < [0]> then\n change [speed x v] by ((KEY WALK) * (0.8))\n if <(falling) < [2]> then\n set [player action v] to [turn]\n make skid smoke\n end\n else\n change [speed x v] by ((KEY WALK) * (0.4))\n end\n end\n end\n set [temp v] to (([abs v] of (speed x) ) / (19))\n if <(temp) < [0.2]> then\n set [temp v] to [0.2]\n end\n change [player frame v] by (temp)\nend\n\ndefine handle keys - jump / crouch\nchange [speed y v] by (-2)\nif <(speed y) < [-22]> then\n set [speed y v] to [-22]\nend\nif <<([down v] of [controls v]) > [0]> and <not <(MARIO) = [Mini]>>> then\n if <(falling) < [2]> then\n if <<(temp) = [/]> or <(temp) = [\]>> then\n set [player action v] to [slide]\n if <(temp) = [/]> then\n change [speed x v] by (-0.3)\n end\n if <(temp) = [\]> then\n change [speed x v] by (0.3)\n end\n set [bop y v] to (y)\n make skid smoke\n else\n set [player action v] to [crouch]\n end\n end\nelse\n if <(player action) = [crouch]> then\n handle - get up\n else\n if <([up v] of [controls v]) > [0]> then\n if <<(falling) < [2]> or <(jumping) > [0]>> then\n change [jumping v] by (1)\n if <(jumping) < [11]> then\n if <(PLAYER) = [Luigi]> then\n set [speed y v] to [16]\n else\n set [speed y v] to [13]\n end\n if <(jumping) = [1]> then\n start sound [Jump v]\n if <(MARIO) = [Mini]> then\n set [jumping v] to [3]\n end\n end\n end\n end\n else\n set [jumping v] to [0]\n end\n end\nend\n\ndefine move sprite x\nset [orig y v] to (y)\nchange [x v] by (speed x)\nfix collision in direction dx: [0] dy: [-1]\nif <(y) > ((orig y) + (([abs v] of (speed x) ) + (4)))> then\n set [y v] to (orig y)\n fix collision in direction dx: (speed x) dy: [0]\n if <(solid) > [0]> then\n set [speed x v] to [0]\n end\nelse\n if <(y) > (orig y)> then\n set [speed x v] to ((speed x) * (0.85))\n end\nend\n\ndefine move sprite y\nchange [y v] by (speed y)\nchange [falling v] by (1)\nfix collision in direction dx: [0] dy: (speed y)\nif <(solid) > [0]> then\n if <(speed y) < [0]> then\n set [falling v] to [0]\n else\n set [jumping v] to [99]\n bump head\n end\n set [speed y v] to [0]\nend\n\ndefine paint sprite\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <(throw) > [0]> then\n switch costume to (join (PLAYER) (join (MARIO) (join [Throw] ([ceiling v] of (throw) ))))\n change [throw v] by (-0.25)\n stop [this script v]\nend\nif <(player action) = [crouch]> then\n switch costume to (join (PLAYER) (join (MARIO) [Crouch]))\n stop [this script v]\nend\nif <(player action) = [slide]> then\n switch costume to (join (PLAYER) (join (MARIO) [Slide]))\n stop [this script v]\nend\nif <(player action) = [lose life]> then\n switch costume to (join (PLAYER) (join (MARIO) [Death]))\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (join (PLAYER) (join (MARIO) [Jump]))\n if <(MARIO SPEED) = [7]> then\n switch costume to (join (PLAYER) (join (MARIO) [RunJump]))\n end\n else\n switch costume to (join (PLAYER) (join (MARIO) [Walk3]))\n if <(MARIO SPEED) = [7]> then\n switch costume to (join (PLAYER) (join (MARIO) [RunJump]))\n end\n end\n stop [this script v]\nend\nif <(player action) = [turn]> then\n switch costume to (join (PLAYER) (join (MARIO) [Turn]))\n stop [this script v]\nend\nswitch costume to (join (PLAYER) (join (MARIO) [Walk1]))\nif <(MARIO SPEED) = [7]> then\n start sound [PMeter1 v]\n switch costume to (join (PLAYER) (join (MARIO) [Run1]))\nend\nswitch costume to ((costume [number v]) + (([floor v] of (player frame) ) mod (4)))\n\ndefine make skid smoke\nchange [player frame v] by (1)\nif <((player frame) mod (3)) < [1]> then\n add [smoke] to [particles v]\n add (x) to [particles v]\n add ((y) - (20)) to [particles v]\n start sound [Skid v]\nend\n\ndefine handle - God Mode\nchange [speed x v] by ((6) * ([x axis v] of [controls v]))\nchange [speed y v] by ((6) * ([y axis v] of [controls v]))\nset [speed x v] to ((0.7) * (speed x))\nset [speed y v] to ((0.7) * (speed y))\nchange [x v] by (speed x)\nchange [y v] by (speed y)\n\ndefine check around player\nif <(y) < [0]> then\n broadcast (mario - lose life v)\nend\ncheck around player at x: (x) y: ((y) - (8))\nif <not <(MARIO) = [Mini]>> then\n check around player at x: (x) y: ((y) + (8))\nend\n\nwhen I receive [level - stop!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [level - start game loop v]\nset [coins v] to [0]\ngame loop\n\ndefine check around player at x: (x) y: (y)\nget tile at x: (x) y: (y)\nif <(tile) = [24]> then\n replace item (tile index) of [tile grid v] with [2]\n change [score v] by (100)\n change [coins v] by (1)\n start sound [Coin v]\nend\nif <(tile) = [143]> then\n broadcast (mario - lose life v)\nend\nif <(tile) = [259]> then\n broadcast (mario - hurt v)\nend\n\nwhen I receive [level - start game loop - respawn v]\nreset player\nset [coins v] to [0]\ngame loop\n\nwhen I receive [level - done loading... v]\nset [spawn index v] to (item # of [28] in [tile grid v])\nif <(EDITOR) < [1]> then\n replace item (spawn index) of [tile grid v] with [2]\nend\n\nwhen I receive [move player after enemy v]\nif <(BOUNCE PLAYER) > [0]> then\n change [bounce player v] by (-1)\n set [speed y v] to [13]\n set [falling v] to [2]\n set [jumping v] to [1]\nend\nmove camera\npaint sprite\n\ndefine bump head\nget tile at x: (x) y: (((y) + (height)) + (8))\nif <(tile) = [20]> then\n set [bump index v] to (tile index)\nend\n\nwhen I receive [mario - lose life v]\nstart sound [Mammamia v]\nstart sound [Lose Life v]\nchange [mario lives v] by (-1)\nif <(MARIO LIVES) = [0]> then\n broadcast (GAME OVER v)\n stop [all v]\nend\nset [player action v] to [lose life]\nstop [other scripts in sprite v]\nrepeat (25)\n paint sprite\n broadcast (position tiles v)\nend\nset [speed y v] to [17]\nrepeat until <((y) - (CAMERA Y)) < [-200]>\n change [speed y v] by (-1)\n change [y v] by (speed y)\n paint sprite\n broadcast (position tiles v)\nend\nrepeat (30)\n broadcast (position tiles v)\nend\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen I receive [mario - level complete v]\nstop [other scripts in sprite v]\nset [mario speed v] to [0]\nset [speed x v] to [0]\nrepeat until <(falling) < [1]>\n handle keys - jump / crouch\n move sprite x\n move sprite y\n paint sprite\n broadcast (position tiles v)\nend\npoint in direction (90)\nrepeat until <(x position) > [260]>\n change [x v] by (5)\n change [player frame v] by (0.6)\n paint sprite\n broadcast (position tiles v)\nend\nrepeat (30)\n broadcast (position tiles v)\nend\nchange [level # v] by (1)\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\ndefine handle - get up\nset [player action v] to []\nset [orig y v] to (y)\nfix collision in direction dx: [0] dy: [1]\nif <(solid) > [0]> then\n set [player action v] to [crouch]\n set [y v] to (orig y)\n change [speed x v] by ((direction) / (-200))\nend\n\nwhen I receive [collect 1up v]\nif <not <(MARIO) = [Mini]>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nstart sound [Power Up v]\nwait (0) seconds\nLoop Transformation\nset [mario v] to [Mario]\nLoop Transformation\nbroadcast (LEVEL Continue Game Loop v)\n\ndefine Loop Transformation\nrepeat (3)\n switch costume to (join (PLAYER) [Transform])\n repeat (2)\n broadcast (position tiles v)\n end\n switch costume to (join (PLAYER) (join (MARIO) [Walk1]))\n repeat (3)\n broadcast (position tiles v)\n end\nend\n\nwhen I receive [level continue game loop v]\ngame loop\n\nwhen I receive [mario - hurt v]\nif <(invunlerable) > [0]> then\n stop [this script v]\nend\nif <(MARIO) = [Mini]> then\n broadcast (mario - lose life v)\n stop [this script v]\nend\nstop [other scripts in sprite v]\nstart sound [Oh No v]\nstart sound [Power Down v]\nwait (0) seconds\nset [invunlerable v] to [70]\nset [throw v] to [0]\nif <[super powerups v] contains (MARIO)?> then\n set [mario v] to [Mario]\n paint sprite\n repeat (30)\n broadcast (position tiles v)\n end\nelse\n Loop Transformation\n set [mario v] to [Mini]\n Loop Transformation\nend\nbroadcast (LEVEL Continue Game Loop v)\n\nwhen I receive [position tiles v]\nif <(invunlerable) > [0]> then\n change [invunlerable v] by (-1)\nend\nif <((invunlerable) mod (2)) < [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (99)\nend\n\nwhen I receive [time change v]\nforever\n if <(EDITOR) = [0]> then\n wait (1) seconds\n change [mario time v] by (-1)\n end\n if <(MARIO TIME) = [0]> then\n broadcast (mario - instant kill v)\n end\nend\n\nwhen I receive [mario - instant kill v]\nbroadcast (mario - lose life v)\n\nwhen I receive [mario speed change up v]\nchange [speed x v] by (1)\n\nwhen I receive [mario speed change down v]\nchange [speed x v] by (-1)\n\ndefine check speed\nif <[-10] > (speed x)> then\n if <(MARIO SPEED) = [0]> then\n set [speed x v] to [-10]\n end\nend\nif <[-11] > (speed x)> then\n if <(MARIO SPEED) = [2]> then\n set [speed x v] to [-11]\n end\nend\nif <[-12] > (speed x)> then\n if <(MARIO SPEED) = [3]> then\n set [speed x v] to [-12]\n end\nend\nif <[-13] > (speed x)> then\n if <(MARIO SPEED) = [4]> then\n set [speed x v] to [-13]\n end\nend\nif <[-14] > (speed x)> then\n if <(MARIO SPEED) = [5]> then\n set [speed x v] to [-14]\n end\nend\nif <[-15] > (speed x)> then\n if <(MARIO SPEED) = [6]> then\n set [speed x v] to [-15]\n end\nend\nif <[-15] > (speed x)> then\n if <<(MARIO SPEED) = [7]> or <(MARIO SPEED) = [8]>> then\n set [speed x v] to [-16]\n end\nend\nif <(speed x) > [10]> then\n if <(MARIO SPEED) = [0]> then\n set [speed x v] to [10]\n end\nend\nif <(speed x) > [11]> then\n if <(MARIO SPEED) = [2]> then\n set [speed x v] to [11]\n end\nend\nif <(speed x) > [12]> then\n if <(MARIO SPEED) = [3]> then\n set [speed x v] to [12]\n end\nend\nif <(speed x) > [13]> then\n if <(MARIO SPEED) = [4]> then\n set [speed x v] to [13]\n end\nend\nif <(speed x) > [14]> then\n if <(MARIO SPEED) = [5]> then\n set [speed x v] to [14]\n end\nend\nif <(speed x) > [15]> then\n if <(MARIO SPEED) = [6]> then\n set [speed x v] to [15]\n end\nend\nif <(speed x) > [16]> then\n if <<(MARIO SPEED) = [7]> or <(MARIO SPEED) = [8]>> then\n set [speed x v] to [16]\n end\nend\n\nwhen [n v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nif <(PLAYER) = [Mario]> then\n set [player v] to [Luigi]\nelse\n if <(PLAYER) = [Luigi]> then\n set [player v] to [Mario]\n end\nend\n\nwhen I receive [level - start game loop v]\nforever\n if <(EDITOR) = [0]> then\n if <[0] < <<<(item # of ((tile index) - ((MARIO) + (1))) in [object idx v]) and (item (item # of ((tile index) - ((MARIO) + (1))) in [object idx v]) of [object type v])> = [143]> and <[0] = [0]>>> then\n if <([down v] of [controls v]) > [0]> then\n broadcast (Mario - Pipe Down v)\n end\n end\n if <[0] < <<(item # of ((tile index) + (1)) in [object idx v]) and (item (item # of ((tile index) + (1)) in [object idx v]) of [object type v])> = [143]>> then\n if <([up v] of [controls v]) > [0]> then\n broadcast (Mario - Pipe Up v)\n end\n end\n end\nend\n\nwhen I receive [boss end v]\nstop [other scripts in sprite v]\nrepeat (100)\n broadcast (position tiles v)\nend\n\ndefine handle keys - fire\nif <([button b v] of [controls v]) = [1]> then\n if <(MARIO) = [Fire]> then\n if <(FIREBALLS) < [2]> then\n change [fireballs v] by (1)\n set [throw v] to [2]\n start sound [Fireball v]\n broadcast ( Mario - Fireball v)\n end\n end\nend\n\nwhen I receive [powerup score v]\nadd [Score 1000] to [particles v]\nadd (x) to [particles v]\nadd (((y) + (height)) + (16)) to [particles v]\nchange [score v] by (1000)\n\nwhen I receive [time change v]\nforever\n if <(EDITOR) = [0]> then\n if <(MARIO TIME) = [100]> then\n start sound [Hurry v]\n end\n end\nend\n\nwhen I receive [game v]\nshow\nbroadcast (generate level v) and wait\nbroadcast (clone level tiles v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nbroadcast (Game v)\n\n@Tiles\n\ndefine setup\nshow\nset [tile index v] to [1]\nset [tile x v] to [16]\nrepeat (CLONE COUNT X)\n set [tile y v] to [16]\n repeat (CLONE COUNT Y)\n create clone of (_myself_ v)\n change [tile y v] by (32)\n change [tile index v] by (1)\n end\n change [tile x v] by (32)\n change [tile index v] by ((GRID HEIGHT) - (CLONE COUNT Y))\nend\nhide\nset [tile index v] to []\n\nwhen I receive [position tiles v]\nif <(tile index) = []> then\n editor brush\nelse\n if <([abs v] of ((tile x) - (CAMERA X)) ) > ((CLONE COUNT X) * (16))> then\n if <(tile x) < (CAMERA X)> then\n loop tile x (CLONE COUNT X)\n else\n loop tile x ((0) - (CLONE COUNT X))\n end\n end\n if <([abs v] of ((tile y) - (CAMERA Y)) ) > ((CLONE COUNT Y) * (16))> then\n if <(tile y) < (CAMERA Y)> then\n loop tile y (CLONE COUNT Y)\n else\n loop tile y ((0) - (CLONE COUNT Y))\n end\n end\n set [tile v] to (item (tile index) of [tile grid v])\nend\nswitch costume to (big v)\ngo to x: ((tile x) - (CAMERA X)) y: ((tile y) - (CAMERA Y))\nif <(tile) < [2]> then\n set [tile v] to [2]\nelse\n if <(tile) = [239]> then\n if <(EDITOR) > [0]> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\n end\n if <(EDITOR) < [1]> then\n set [tile v] to [9]\n if <(BUMP INDEX) = (tile index)> then\n replace item (tile index) of [tile grid v] with [9]\n set [bumped v] to [180]\n if <(item (tile index) of [object idx v]) = [0]> then\n add [coin] to [particles v]\n add (tile x) to [particles v]\n add ((tile y) + (32)) to [particles v]\n change [coins v] by (1)\n change [score v] by (100)\n end\n end\n end\n end\n if <(tile) = [259]> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\n end\n if <(tile) = [235]> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\n if <(EDITOR) < [1]> then\n if <(BUMP INDEX) = (tile index)> then\n if <(item # of (tile index) in [object idx v]) = [0]> then\n if <(MARIO) = [Mini]> then\n start sound [Mini Brick Hit v]\n set [bumped v] to [180]\n else\n start sound [BrickShatter v]\n start sound [Mini Brick Hit v]\n replace item (tile index) of [tile grid v] with [2]\n add [brick1] to [particles v]\n add (tile x) to [particles v]\n add ((tile y) + (32)) to [particles v]\n add [brick2] to [particles v]\n add (tile x) to [particles v]\n add ((tile y) + (32)) to [particles v]\n change [score v] by (100)\n end\n else\n replace item (tile index) of [tile grid v] with [9]\n start sound [Mini Brick Hit v]\n set [bumped v] to [180]\n end\n end\n end\n end\n if <<(tile) = [143]> or <(tile) = [146]>> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\n end\n if <<(tile) = [20]> or <(tile) = [24]>> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\n if <(EDITOR) < [1]> then\n if <(BUMP INDEX) = (tile index)> then\n set [bump index v] to (tile index)\n replace item (tile index) of [tile grid v] with [9]\n set [bumped v] to [180]\n if <(item # of (tile index) in [object idx v]) = [0]> then\n add [coin] to [particles v]\n add (tile x) to [particles v]\n add ((tile y) + (32)) to [particles v]\n change [coins v] by (1)\n change [score v] by (100)\n end\n end\n end\n end\nend\nif <(item (tile index) of [tile grid v]) = [239]> then\n if <(EDITOR) = [0]> then\n set [tile v] to [2]\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nelse\n if <(EDITOR) = [0]> then\n set [ghost v] effect to (0)\n end\nend\nif <(bumped) > [0]> then\n change [bumped v] by (-30)\n change y by ((24) * ([sin v] of (bumped) ))\nend\nswitch costume to (tile)\n\ndefine loop tile x (tile skip)\nchange [tile x v] by ((tile skip) * (32))\nchange [tile index v] by ((tile skip) * (GRID HEIGHT))\n\ndefine loop tile y (tile skip)\nchange [tile y v] by ((tile skip) * (32))\nchange [tile index v] by (tile skip)\n\nwhen I receive [clone level tiles v]\nset size to (200) %\nset [clone count x v] to [16]\nset [clone count y v] to [13]\nsetup\n\ndefine editor brush\nif <<(EDITOR) < [1]> or <mouse down?>> then\n hide\n stop [this script v]\nend\nset [tile x v] to (((32) * ([tile grid x v] of [editor v])) + (16))\nset [tile y v] to (((32) * ([tile grid y v] of [editor v])) + (16))\nset [tile v] to ([chosen brush v] of [editor v])\nset [ghost v] effect to (50)\nshow\n\nwhen I receive [level - done loading... v]\nif <(tile index) > []> then\n set [tile index v] to ((1) + ([floor v] of ((tile y) / (32)) ))\n change [tile index v] by ((GRID HEIGHT) * ([floor v] of ((tile x) / (32)) ))\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Enemy\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine fix collision at point x: (x) y: (y) part: (part)\nget tile at x: (x) y: (y)\nif <(tile shape) = []> then\n stop [this script v]\nend\nif <<(type) = [Boo]> or <(type) = [Leaf]>> then\n stop [this script v]\nend\nset [mod x v] to ((x) mod (32))\nset [mod y v] to ((y) mod (32))\nset [temp v] to (letter (1) of (tile shape))\nif <<(temp) = [\]> or <(temp) = [/]>> then\n set [m v] to ((1) / (letter (2) of (tile shape)))\n set [c v] to ((letter (3) of (tile shape)) * ((32) * (m)))\n if <(temp) = [\]> then\n set [m v] to ((0) - (m))\n set [c v] to ((32) - (c))\n end\n set [offset y v] to ((mod y) - (((mod x) * (m)) + (c)))\n if <not <(offset y) < [0]>> then\n stop [this script v]\n end\n if <(fix dy) < [0]> then\n change [y v] by ((0) - (offset y))\n set [solid v] to [10]\n stop [this script v]\n end\n if <<(fix dy) = [0]> and <<(fix dx) > [0]> = <(m) > [0]>>> then\n change [x v] by ((offset y) / (m))\n set [solid v] to [10]\n stop [this script v]\n end\nend\nif <(tile shape) = [=]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\nend\nset [solid v] to [10]\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\nend\nif <(fix dy) > [0]> then\n change [y v] by ((-TINY) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((-TINY) - (mod x))\nend\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nrepeat (2)\n fix collision at point x: ((x) - (width)) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) - (width)) y: (y) part: []\n fix collision at point x: ((x) - (width)) y: ((y) + (height)) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) + ((width) + (-TINY))) y: (y) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) + (height)) part: []\n if <(solid) < [1]> then\n stop [this script v]\n end\nend\n\ndefine move sprite x\nset [orig y v] to (y)\nchange [x v] by (speed x)\nfix collision in direction dx: [0] dy: [-1]\nif <(y) > ((orig y) + (([abs v] of (speed x) ) + (4)))> then\n set [y v] to (orig y)\n fix collision in direction dx: (speed x) dy: [0]\n if <(solid) > [0]> then\n set [speed x v] to [0]\n turn right (180) degrees\n end\nelse\n if <(y) > (orig y)> then\n set [speed x v] to ((speed x) * (0.85))\n end\nend\n\ndefine move sprite y\nchange [y v] by (speed y)\nchange [falling v] by (1)\nfix collision in direction dx: [0] dy: (speed y)\nif <(solid) > [0]> then\n if <(speed y) < [0]> then\n set [falling v] to [0]\n else\n set [jumping v] to [99]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nset size to (200) %\nhide\nset [type v] to []\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [visible v] to []\n\ndefine paint sprite\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nswitch costume to (costume)\n\nwhen I receive [position tiles v]\nif <(type) > []> then\n paint sprite\nend\n\nwhen [g v] key pressed\nif <(type) = []> then\n set [spawn index v] to ([tile index v] of [editor v])\n spawn type [29]\nend\n\nwhen I receive [move enemy v]\nif <<(EDITOR) > [0]> or <(type) = []>> then\n stop [this script v]\nend\nMove Enemy\nif <(visible) = [1]> then\n hide\nend\n\ndefine Tick - Goomba\nchange [speed y v] by (-1)\nmove sprite y\nif <(direction) > [0]> then\n if <(speed x) < [1]> then\n change [speed x v] by (0.1)\n end\nelse\n if <(speed x) > [-1]> then\n change [speed x v] by (-0.1)\n end\nend\nmove sprite x\nchange [frame v] by (0.25)\nset [costume v] to ((root costume) + ([floor v] of ((frame) mod (2)) ))\npaint sprite\nif <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n point in direction (90)\n set [frame v] to [0]\n set [bounce player v] to [5]\n if <(type) = [Goomba]> then\n set [type v] to [squish]\n set [costume v] to [Goomba Squish]\n else\n if <(type) = [Koopa]> then\n set [type v] to [Koopa Shell]\n set [root costume v] to [26]\n set [height v] to [15]\n end\n end\n change [score v] by (100)\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n else\n broadcast (mario - hurt v)\n end\nend\nCheck Flip\n\ndefine spawn type (tile type)\nset [frame v] to []\nif <(tile type) = [29]> then\n Set Type [Goomba] costume [2] width [14] height [14]\nend\nif <(tile type) = [30]> then\n set [frame v] to [-1]\n Set Type [Life] costume [Life] width [16] height [16]\nend\nif <(tile type) = [47]> then\n Set Type [EndBox] costume [EndBox] width [16] height [16]\nend\nif <(tile type) = [68]> then\n Set Type [Piranha] costume [9] width [16] height [32]\nend\nif <(tile type) = [69]> then\n Set Type [Koopa] costume [5] width [16] height [24]\nend\nif <(tile type) = [148]> then\n set [frame v] to [-1]\n Set Type [Life] costume [1up] width [16] height [16]\nend\nif <(tile type) = [149]> then\n set [enemy health v] to [3]\n Set Type [BoomBoom Start] costume [44] width [32] height [24]\nend\nif <(tile type) = [233]> then\n set [frame v] to [-1]\n Set Type [Life] costume [FireFlower] width [16] height [16]\nend\nif <(tile type) = [234]> then\n Set Type [Drybones] costume [47] width [14] height [28]\nend\nif <(tile type) = [245]> then\n Set Type [Lava Bubble] costume [53] width [14] height [14]\nend\nif <(tile type) = [247]> then\n Set Type [Fire Disk] costume [59] width [64] height [16]\nend\nif <(tile type) = [257]> then\n Set Type [Boo] costume [62] width [16] height [16]\nend\nif <(tile type) = [258]> then\n Set Type [Nipper Plant] costume [63] width [14] height [14]\nend\nif <(tile type) = [263]> then\n set [frame v] to [-1]\n Set Type [Leaf] costume [leaf] width [16] height [16]\nend\n\nwhen I receive [level - done loading... v]\nbroadcast (ENTITY - clear v)\nbroadcast (ENTITY - setup v)\n\nwhen I receive [entity - clear v]\ndelete this clone\n\nwhen I receive [entity - setup v]\nSpawn Loop\n\ndefine Spawn Loop\nset [object item # v] to [1]\nrepeat (length of [object idx v])\n set [spawn index v] to (item (object item #) of [object idx v])\n spawn type (item (object item #) of [object type v])\n hide\n change [object item # v] by (1)\nend\nset [object item # v] to []\nset [type v] to []\n\ndefine Set Type (type) costume (costume) width (width) height (height)\nset [type v] to (type)\nset [costume v] to (costume)\nset [root costume v] to (costume)\nset [width v] to (width)\nset [height v] to (height)\nset [x v] to ([floor v] of (((spawn index) - (1)) / (GRID HEIGHT)) )\nset [y v] to (((spawn index) - (1)) mod (GRID HEIGHT))\nset [x v] to (((x) * (32)) + (16))\nset [y v] to (((y) * (32)) + (height))\npoint in direction ([direction v] of [mario v])\npaint sprite\nif <(type) = [Thwomp]> then\n set [thowmp y v] to (y)\nend\nif <<(EDITOR) > [0]> or <(frame) = []>> then\n set [visible v] to [1]\nend\ncreate clone of (_myself_ v)\nset [visible v] to []\n\ndefine Tick - Life\nif <(frame) > [-1]> then\n change [frame v] by (1)\nend\nif <(frame) < [16]> then\n go to [back v] layer\n hide\n stop [this script v]\nend\nif <([player action v] of [mario v]) = [lose life]> then\n go to [back v] layer\n hide\n stop [this script v]\nend\nif <(frame) < [48]> then\n if <(frame) = [24]> then\n show\n go [forward v] (LAYERS - BACKGROUND) layers\n start sound [ItemSprout v]\n end\n set [visible v] to [1]\n change [y v] by (1)\nelse\n if <<touching (mario v)?> and <(frame) > [32]>> then\n start sound [Just What I Needed v]\n broadcast (Powerup Score v)\n if <<(root costume) = [FireFlower]> and <not <(MARIO) = [Mini]>>> then\n set [mario v] to [Fire]\n else\n if <(root costume) = [1up]> then\n start sound [1up v]\n change [mario lives v] by (1)\n else\n broadcast (Collect 1up v)\n end\n end\n delete this clone\n end\n if <<(root costume) = [Life]> or <(root costume) = [1up]>> then\n go to [front v] layer\n change [speed y v] by (-1)\n move sprite y\n if <(direction) > [0]> then\n if <(speed x) < [3]> then\n change [speed x v] by (1)\n end\n else\n if <(speed x) > [-3]> then\n change [speed x v] by (-1)\n end\n end\n move sprite x\n end\nend\n\ndefine Check Flip\nif <(BUMP INDEX) < [1]> then\n stop [this script v]\nend\nget tile at x: ((x) - (width)) y: (((y) - (height)) - (8))\nif <not <(tile index) = (BUMP INDEX)>> then\n get tile at x: ((x) + (width)) y: (((y) - (height)) - (8))\n if <not <(tile index) = (BUMP INDEX)>> then\n stop [this script v]\n end\nend\nFlip\n\nwhen I start as a clone\nif <(type) = [Piranha]> then\n change [x v] by (16)\n if <(EDITOR) < [1]> then\n change [y v] by (-64)\n go to [back v] layer\n go [forward v] (LAYERS - BACKGROUND) layers\n end\nend\nif <(type) = [Fireball]> then\n set [root costume v] to [Flame]\n set [costume v] to (root costume)\n set [width v] to [8]\n set [height v] to [8]\n set [x v] to ([x v] of [mario v])\n set [y v] to (([y v] of [mario v]) + (14))\n set rotation style [all around v]\n if <([direction v] of [mario v]) > [0]> then\n set [speed x v] to [10]\n else\n set [speed x v] to [-10]\n end\n set [speed y v] to [-6]\n paint sprite\n set [visible v] to [2]\n set [frame v] to [0]\nend\n\ndefine Tick - Piranha\nchange [frame v] by (1)\nset [costume v] to ((9) + (([floor v] of ((frame) / (4)) ) mod (2)))\nset [temp v] to (((frame) / (16)) mod (8))\nif <([floor v] of (temp) ) = [4]> then\n change [y v] by (4)\nend\nif <([floor v] of (temp) ) = [7]> then\n change [y v] by (-4)\nend\nif <(temp) > [4.2]> then\n if <touching (mario v)?> then\n broadcast (mario - hurt v)\n end\nend\n\ndefine Tick - Shell\nset [costume v] to (root costume)\nchange [speed y v] by (-1)\nmove sprite y\nif <(frame) < [3]> then\n change [frame v] by (1)\n stop [this script v]\nend\nif <(frame) = [3]> then\n if <not <touching (mario v)?>> then\n stop [this script v]\n end\n start sound [KickShell v]\n if <([x v] of [mario v]) < (x)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set [visible v] to [2]\nend\nchange [frame v] by (0.5)\nset [speed x v] to ((direction) / (9))\nmove sprite x\nchange [costume v] by ([floor v] of ((frame) mod (4)) )\npaint sprite\nif <<(frame) > [10]> and <touching (mario v)?>> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n change [score v] by (100)\n set [frame v] to [0]\n set [bounce player v] to [5]\n set [visible v] to [1]\n else\n broadcast (mario - hurt v)\n end\nend\nCheck Flip\ncheck around player at x: (x) y: (y)\n\nwhen I receive [position tiles v]\nif <(visible) > [0]> then\n show\nend\n\ndefine Move Enemy\nif <(type) = [flip]> then\n change [x v] by (speed x)\n change [speed y v] by (-1)\n change [y v] by (speed y)\n if <(y) < ((CAMERA Y) - (200))> then\n Delete Clone\n end\n stop [this script v]\nend\nif <(y) < [32]> then\n Delete Clone\nend\nif <(type) = [squish]> then\n change [frame v] by (1)\n if <(frame) > [10]> then\n Delete Clone\n end\nend\nif <(frame) < [0]> then\n if <(frame) = [-1]> then\n if <(BUMP INDEX) = (spawn index)> then\n set [frame v] to [0]\n point in direction ([direction v] of [mario v])\n go to [back v] layer\n go [forward v] (LAYERS - BACKGROUND) layers\n end\n stop [this script v]\n end\n if <(([abs v] of (x) ) - (CAMERA X)) > [260]> then\n stop [this script v]\n end\n if <(([abs v] of (y) ) - (CAMERA Y)) > [200]> then\n stop [this script v]\n end\n if <(x) > ([x v] of [mario v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\nend\nif <(type) = [Goomba]> then\n Tick - Goomba\n stop [this script v]\nend\nif <(type) = [Life]> then\n Tick - Life\n stop [this script v]\nend\nif <(type) = [Piranha]> then\n Tick - Piranha\n stop [this script v]\nend\nif <(type) = [EndBox]> then\n change [frame v] by (0.15)\n set [costume v] to ((23) + (([floor v] of (frame) ) mod (3)))\n if <touching (mario v)?> then\n if <(distance to [mario v]) < [20]> then\n broadcast (mario - level complete v)\n set [type v] to [costume]\n set [costume v] to [EndBox]\n end\n end\n stop [this script v]\nend\nif <(type) = [Koopa]> then\n Tick - Goomba\n stop [this script v]\nend\nif <(type) = [Koopa2]> then\n Tick - Goomba\n stop [this script v]\nend\nif <(type) = [Koopa Shell]> then\n Tick - Shell\n stop [this script v]\nend\nif <(type) = [Koopa2 Shell]> then\n Tick - Shell\n stop [this script v]\nend\nif <(type) = [BoomBoom Start]> then\n Tick - Boom Boom Start\n stop [this script v]\nend\nif <(type) = [BoomBoom Stomp]> then\n Tick - Boom Boom Stomp\n stop [this script v]\nend\nif <(type) = [BoomBoom Move]> then\n Tick - Boom Boom Move\n stop [this script v]\nend\nif <(type) = [? Ball]> then\n Tick - ? Ball\n stop [this script v]\nend\nif <(type) = [Fireball]> then\n Tick - Fireball\n stop [this script v]\nend\nif <(type) = [Drybones]> then\n Tick - Dry Bones\n stop [this script v]\nend\nif <(type) = [Dry Bones Fall]> then\n Tick - Drybones Fall\n stop [this script v]\nend\nif <(type) = [Lava Bubble]> then\n Tick - Lava Bubble\n stop [this script v]\nend\nif <(type) = [Fire Disk]> then\n Tick - Fire Disk\n stop [this script v]\nend\nif <(type) = [Boo]> then\n Tick - Boo\n stop [this script v]\nend\nif <(type) = [Nipper Plant]> then\n Tick - Nipper Plant\n stop [this script v]\nend\nif <(type) = [Leaf]> then\n Tick - Leaf\n stop [this script v]\nend\n\nwhen I receive [move player after enemy v]\nif <(type) = [Flip]> then\n stop [this script v]\nend\nif <<(EDITOR) < [1]> and <(visible) = [1]>> then\n show\n if <touching (enemy v)?> then\n Flip\n end\n hide\nend\n\ndefine Flip\nif <<<not <(type) = [EndBox]>> and <not <(type) = [Life]>>> and <not <(type) = [Boo]>>> then\n start sound [KickShell v]\n set [speed y v] to [14]\n set [speed x v] to (([direction v] of [mario v]) / (45))\n set [type v] to [flip]\n set rotation style [all around v]\n point in direction (-90)\nend\n\ndefine check around player at x: (x) y: (y)\nget tile at x: (x) y: (y)\nif <(tile) = [24]> then\n replace item (tile index) of [tile grid v] with [2]\n change [coins v] by (1)\n start sound [Coin v]\nend\n\ndefine Tick - Boom Boom Move\nchange [speed y v] by (-1)\nchange [frame v] by (1)\nset [costume v] to ((35) + (([floor v] of ((frame) / (4)) ) mod (4)))\nif <([x position v] of [mario v]) < (x position)> then\n set [speed x v] to [-3]\nelse\n set [speed x v] to [3]\nend\nif <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n set [frame v] to [1]\n set [bounce player v] to [5]\n start sound [Stomped v]\n if <(enemy health) = [3]> then\n add [Score 1000] to [particles v]\n add (x) to [particles v]\n add (((y) + (height)) + (16)) to [particles v]\n change [score v] by (1000)\n else\n if <(enemy health) = [2]> then\n add [Score 2000] to [particles v]\n add (x) to [particles v]\n add (((y) + (height)) + (16)) to [particles v]\n change [score v] by (2000)\n else\n add [Score 4000] to [particles v]\n add (x) to [particles v]\n add (((y) + (height)) + (16)) to [particles v]\n change [score v] by (4000)\n end\n end\n set [type v] to [BoomBoom Stomp]\n else\n broadcast (mario - hurt v)\n end\nend\nmove sprite x\nmove sprite y\n\ndefine Tick - Boom Boom Start\nchange [speed y v] by (-1)\nchange [frame v] by (1)\nif <touching (mario v)?> then\n broadcast (mario - hurt v)\nend\nif <(frame) > [30]> then\n set [costume v] to ((35) + (([floor v] of ((frame) / (4)) ) mod (4)))\n set [speed y v] to [10]\n set [type v] to [BoomBoom Move]\nelse\n if <[6] > (frame)> then\n set [costume v] to [43]\n else\n set [costume v] to [44]\n end\nend\nmove sprite x\nmove sprite y\n\ndefine Tick - Boom Boom Stomp\nchange [speed y v] by (-1)\nchange [frame v] by (1)\nset [costume v] to ((39) + (([floor v] of ((frame) / (2)) ) mod (4)))\nset [speed x v] to [0]\nif <(frame) > [10]> then\n change [enemy health v] by (-1)\n if <(enemy health) = [0]> then\n set [frame v] to [1]\n set [type v] to [? ball]\n star particle\n else\n set [frame v] to [1]\n set [type v] to [BoomBoom Start]\n end\nend\nmove sprite x\nmove sprite y\n\ndefine Tick - ? Ball\npoint in direction (90)\nset [height v] to [16]\nset [width v] to [16]\nchange [frame v] by (1)\nset [costume v] to [45]\nchange [speed y v] by (-1)\nset [speed x v] to [0]\nif <(frame) = [2]> then\n set [speed y v] to [10]\nend\nmove sprite x\nmove sprite y\nif <touching (mario v)?> then\n broadcast (Boss End v)\n delete this clone\nend\n\nwhen I receive [ mario - fireball v]\nif <(type) = []> then\n set [type v] to [FireBall]\n create clone of (_myself_ v)\n set [type v] to []\nend\n\ndefine Tick - Fireball\nchange [frame v] by (1)\nif <(frame) > [2]> then\n turn right (90) degrees\n set [frame v] to [0]\nend\nmove sprite x\nif <(speed x) = [0]> then\n Delete Clone\nend\nif <([abs v] of ((x) - (CAMERA X)) ) > [240]> then\n Delete Clone\nend\nif <(speed y) > [-12]> then\n change [speed y v] by (-1.5)\nend\nmove sprite y\nif <(falling) = [0]> then\n set [speed y v] to [11]\nend\n\ndefine Delete Clone\nif <(type) = [Fireball]> then\n change [fireballs v] by (-1)\nend\ndelete this clone\n\nwhen I receive [hide fireballs v]\nif <(type) = [FireBall]> then\n hide\n stop [this script v]\nend\nif <(visible) > [0]> then\n show\nend\n\nwhen I receive [check fireballs v]\nif <(type) = [FireBall]> then\n show\n if <touching (enemy v)?> then\n Delete Clone\n end\n hide\nend\n\ndefine Tick - Dry Bones\nchange [speed y v] by (-1)\nmove sprite y\nget tile at x: (x) y: ((y) - ((height) + (8)))\nif <(item (tile) of [tile shape v]) = []> then\n if <(direction) > [0]> then\n point in direction (-90)\n change [x v] by (-5)\n else\n point in direction (90)\n change [x v] by (5)\n end\nend\nif <(direction) > [0]> then\n if <(speed x) < [1]> then\n change [speed x v] by (1)\n end\nelse\n if <[-1] < (speed x)> then\n change [speed x v] by (-1)\n end\nend\nmove sprite x\nchange [frame v] by (0.25)\nset [costume v] to ((47) + ([floor v] of ((frame) mod (2)) ))\npaint sprite\nif <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n if <not <([player action v] of [mario v]) = [slide]>> then\n start sound [Dry Bones v]\n point in direction (90)\n set [frame v] to [1]\n set [bounce player v] to [5]\n set [type v] to [Dry Bones Fall]\n change [score v] by (100)\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n end\n else\n if <not <([player action v] of [mario v]) = [slide]>> then\n broadcast (mario - hurt v)\n end\n end\nend\ncheck flip\n\ndefine Tick - Drybones Fall\nchange [frame v] by (0.25)\nif <[2] > (frame)> then\n set [costume v] to [49]\nelse\n if <(frame) > [49]> then\n if <(frame) > [52]> then\n set [costume v] to [52]\n else\n set [costume v] to [51]\n set [frame v] to [1]\n set [type v] to [Drybones]\n end\n else\n set [costume v] to [50]\n end\nend\n\ndefine Tick - Lava Bubble\ngo to [back v] layer\ngo [forward v] (LAYERS - BACKGROUND) layers\nchange [frame v] by (1)\nif <(frame) = [53]> then\n set [speed y v] to [0]\nend\nif <touching (mario v)?> then\n broadcast (mario - hurt v)\nend\nif <(frame) < [52]> then\n set [costume v] to ((56) + (([floor v] of ((frame) / (4)) ) mod (3)))\n if <(speed y) > [-7]> then\n change [speed y v] by (-0.2)\n end\n move sprite y\n stop [this script v]\nelse\n if <(frame) < [100]> then\n set [costume v] to ((53) + (([floor v] of ((frame) / (4)) ) mod (3)))\n if <[7] > (speed y)> then\n change [speed y v] by (0.2)\n end\n move sprite y\n stop [this script v]\n end\nend\nset [speed y v] to [0]\nset [frame v] to [1]\n\ndefine Tick - Fire Disk\nset rotation style [all around v]\nturn right (5) degrees\nif <touching (mario v)?> then\n broadcast (mario - hurt v)\nend\n\nwhen I receive [mario - level complete v]\nif <[all enemies v] contains (type)?> then\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n change [score v] by (100)\n delete this clone\nend\nif <<(type) = [flip]> or <(type) = [squish]>> then\n delete this clone\nend\n\ndefine Tick - Boo\nif <(x) > ([x v] of [mario v])> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nif <([direction v] of [mario v]) = (direction)> then\n set [costume v] to [61]\nelse\n set [costume v] to [62]\n if <(x) > ([x v] of [mario v])> then\n change [x v] by (-1.5)\n else\n change [x v] by (1.5)\n end\n move sprite x\n if <(y) > ([y v] of [mario v])> then\n change [y v] by (-1.5)\n else\n change [y v] by (1.5)\n end\n move sprite y\nend\nif <touching (mario v)?> then\n broadcast (mario - hurt v)\nend\n\ndefine Tick - Nipper Plant\nchange [speed y v] by (-1.5)\nmove sprite y\nchange [frame v] by (0.2)\nif <not <(falling) > [0]>> then\n set [costume v] to ((63) + ([floor v] of ((frame) mod (2)) ))\n if <(x) > ([x v] of [mario v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\nelse\n set [costume v] to ((65) + ([floor v] of ((frame) mod (2)) ))\nend\npaint sprite\nif <touching (mario v)?> then\n broadcast (mario - hurt v)\nend\nif <<<<(falling) < [2]> and <(distance to [mario v]) < [150]>> and <([falling v] of [mario v]) > [5]>> and <([y v] of [mario v]) > (y)>> then\n set [speed y v] to [14]\nend\nCheck Flip\n\ndefine Tick - Leaf\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Editor\n\ndefine generate level\ndelete all of [tile grid v]\ndelete all of [object idx v]\ndelete all of [object type v]\nadd wall column\nrepeat ((GRID WIDTH) - (2))\n add boxed column\nend\nadd wall column\n\ndefine add wall column\nrepeat (GRID HEIGHT)\n add [10] to [tile grid v]\nend\n\ndefine add boxed column\nadd [7] to [tile grid v]\nrepeat ((GRID HEIGHT) - (2))\n add [2] to [tile grid v]\nend\nadd [10] to [tile grid v]\n\nwhen I receive [generate level v]\nset [editor v] to [0]\nset [level # v] to [1]\ndelete all of [tile grid v]\nbroadcast (LEVEL - Load v) and wait\nset [brush v] to [0]\nset [chosen brush v] to [10]\nif <(length of [tile grid v]) = [0]> then\n set [grid width v] to [100]\n set [grid height v] to [40]\n generate level\nend\n\nwhen I receive [move player v]\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nget tile at x: ((mouse x) + (CAMERA X)) y: ((mouse y) + (CAMERA Y))\nif <not <mouse down?>> then\n set [brush v] to [0]\n delete all of [edited indexes v]\n stop [this script v]\nend\nif <(item (chosen brush) of [tile keymap v]) = [9]> then\n Paint Entity\n stop [this script v]\nend\nPaint Tile\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nset [tile v] to (item (tile index) of [tile grid v])\n\nwhen [1 v] key pressed\nnext brush [1]\n\nwhen [2 v] key pressed\nnext brush [2]\n\nif <(STOP!!!!!) < [1]> then\n set [fireballs v] to [0]\n if <(EDITOR) > [0]> then\n broadcast (LEVEL - STOP!!! v) and wait\n broadcast (LEVEL - Save v) and wait\n set [editor v] to [0]\n hide variable [level # v]\n hide variable [auto arranging v]\n broadcast (LEVEL - Done Loading... v) and wait\n broadcast (LEVEL - Start Game Loop v)\n else\n broadcast (LEVEL - STOP!!! v) and wait\n set [editor v] to [1]\n show variable [level # v]\n show variable [auto arranging v]\n broadcast (LEVEL - Load v) and wait\n broadcast (LEVEL - Start Game Loop v)\n end\nend\n\ndefine next brush (key)\nrepeat (length of [tile keymap v])\n if <(chosen brush) < (length of [tile keymap v])> then\n change [chosen brush v] by (1)\n else\n set [chosen brush v] to [1]\n end\n if <(item (chosen brush) of [tile keymap v]) = (key)> then\n set [tile group v] to (item (chosen brush) of [tile groups v])\n if <<(Auto Arranging) < [On]> or <(tile group) = []>> then\n stop [this script v]\n end\n if <(item # of (tile group) in [tile groups v]) = (chosen brush)> then\n stop [this script v]\n end\n end\nend\n\nwhen [3 v] key pressed\nnext brush [3]\n\nwhen [4 v] key pressed\nnext brush [4]\n\nwhen [e v] key pressed\nset [obj # v] to (item # of (tile index) in [object idx v])\nif <(obj #) > [0]> then\n set [chosen brush v] to (item (obj #) of [object type v])\nelse\n set [chosen brush v] to (tile)\nend\n\nwhen [l v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask (join [Enter Level Number \(Current ] (join (LEVEL #) [\)])) and wait\nif <(round (answer)) < [1]> then\n stop [this script v]\nend\nbroadcast (LEVEL - STOP!!! v) and wait\nbroadcast (LEVEL - Save v) and wait\nset [level # v] to (round (answer))\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen [r v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask [Reset Level - Are you sure? \[Y|N\]] and wait\nif <not <(answer) = [Y]>> then\n stop [this script v]\nend\nbroadcast (LEVEL - STOP!!! v) and wait\nask (join [Enter Level Width \(Current ] (join (GRID WIDTH) [\)])) and wait\nif <not <(answer) = []>> then\n set [grid width v] to (answer)\nend\nask (join [Enter Level Height \(Current ] (join (GRID HEIGHT) [\)])) and wait\nif <not <(answer) = []>> then\n set [grid height v] to (answer)\nend\ngenerate level\nbroadcast (LEVEL - Done Loading... v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen [9 v] key pressed\nnext brush [9]\n\ndefine Paint Entity\nif <(brush) > [0]> then\n stop [this script v]\nend\nset [brush v] to (chosen brush)\nset [found index v] to (item # of (tile index) in [object idx v])\nif <(found index) > [0]> then\n delete (found index) of [object idx v]\n delete (found index) of [object type v]\nelse\n add (tile index) to [object idx v]\n add (brush) to [object type v]\nend\nbroadcast (ENTITY - clear v)\nbroadcast (ENTITY - setup v)\n\ndefine Paint Tile\nif <(brush) = [0]> then\n if <(tile) = (chosen brush)> then\n set [brush v] to [2]\n else\n set [brush v] to (chosen brush)\n if <(Auto Arranging) > [Off]> then\n set [tile group v] to (item (chosen brush) of [tile groups v])\n if <(tile group) > [0]> then\n if <(tile group) = (item (tile) of [tile groups v])> then\n set [brush v] to [2]\n end\n end\n end\n end\nend\nif <(brush) = [28]> then\n set [found index v] to (item # of (brush) in [tile grid v])\n replace item (found index) of [tile grid v] with [2]\nend\nreplace item (tile index) of [tile grid v] with (brush)\nif <(Auto Arranging) > [Off]> then\n if <not <[edited indexes v] contains (tile index)?>> then\n add (tile index) to [edited indexes v]\n end\n Fix costume at (tile index)\n Fix costume at ((tile index) + (1))\n Fix costume at ((tile index) + (GRID HEIGHT))\n Fix costume at ((tile index) - (1))\n Fix costume at ((tile index) - (GRID HEIGHT))\nend\n\ndefine Fix costume at (idx)\nif <key (space v) pressed?> then\n if <not <[edited indexes v] contains (idx)?>> then\n stop [this script v]\n end\nend\nset [tile v] to (item (idx) of [tile grid v])\nif <(item (tile) of [tile recipes v]) = []> then\n stop [this script v]\nend\nset [tile group v] to (item (tile) of [tile groups v])\nif <(tile group) < [1]> then\n stop [this script v]\nend\nset [recipe v] to []\nBuild recipe ((idx) + (1))\nBuild recipe ((idx) + (GRID HEIGHT))\nBuild recipe ((idx) - (1))\nBuild recipe ((idx) - (GRID HEIGHT))\nset [tile v] to [1]\nrepeat (length of [tile groups v])\n if <(item (tile) of [tile groups v]) = (tile group)> then\n if < (item (tile) of [tile recipes v]) contains (recipe)?> then\n replace item (idx) of [tile grid v] with (tile)\n stop [this script v]\n end\n end\n change [tile v] by (1)\nend\n\ndefine Build recipe (edge index)\nif <key (space v) pressed?> then\n if <not <[edited indexes v] contains (edge index)?>> then\n set [recipe v] to (join (recipe) [0])\n stop [this script v]\n end\nend\nset [edge tile v] to (item (edge index) of [tile grid v])\nif <(tile group) = (item (edge tile) of [tile groups v])> then\n set [recipe v] to (join (recipe) [1])\nelse\n set [recipe v] to (join (recipe) [0])\nend\n\nwhen [q v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nif <(Auto Arranging) = [On]> then\n set [auto arranging v] to [Off]\nelse\n if <(Auto Arranging) = [Off]> then\n set [auto arranging v] to [On]\n end\nend\n\nwhen [5 v] key pressed\nnext brush [5]\n\nwhen [m v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nif <(MARIO) = [Mini]> then\n set [mario v] to [Mario]\nelse\n if <(MARIO) = [Mario]> then\n set [mario v] to [Fire]\n else\n if <(MARIO) = [Fire]> then\n set [mario v] to [Tanooki]\n else\n if <(MARIO) = [Tanooki]> then\n set [mario v] to [Mini]\n end\n end\n end\nend\n\nwhen [6 v] key pressed\nnext brush [6]\n\nwhen [7 v] key pressed\nnext brush [7]\n\nwhen [t v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask (join [Set Lives \(Current ] (join (MARIO LIVES) [\)])) and wait\nif <(round (answer)) < [1]> then\n stop [this script v]\nend\nset [mario lives v] to (round (answer))\n\n@particles\n\nwhen flag clicked\ndelete all of [particles v]\nset [frame v] to []\nset size to (200) %\nhide\n\nwhen I start as a clone\nset [frame v] to [1]\nif <(type) = [coin]> then\n set [speed y v] to [12]\n start sound [Coin v]\n change [score v] by (100)\nend\n\nwhen I receive [position tiles v]\nif <(frame) = []> then\n Spawn Particles\n stop [this script v]\nend\nif <(type) = [coin]> then\n Tick - Coin\n stop [this script v]\nend\nif < (type) contains [score]?> then\n Tick - Score\n stop [this script v]\nend\nif <(type) = [brick1]> then\n Tick - Brick1\n stop [this script v]\nend\nif <(type) = [brick2]> then\n Tick - Brick2\n stop [this script v]\nend\nTick - Smoke\n\ndefine Tick - Smoke\nif <not <(frame) < [3]>> then\n delete this clone\nend\nPosition with Costume ([floor v] of (frame) )\nchange [frame v] by (0.4)\n\ndefine Spawn Particles\nrepeat until <(length of [particles v]) = [0]>\n set [type v] to (item (1) of [particles v])\n set [x v] to (item (2) of [particles v])\n set [y v] to (item (3) of [particles v])\n create clone of (_myself_ v)\n repeat (3)\n delete (1) of [particles v]\n end\nend\n\ndefine Tick - Coin\nchange [speed y v] by (-1)\nif <(speed y) < [-12]> then\n delete this clone\nend\nchange [y v] by (speed y)\nPosition with Costume ((3) + (([floor v] of (frame) ) mod (4)))\nchange [frame v] by (0.5)\n\ndefine Position with Costume (costume)\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nswitch costume to (costume)\nshow\n\ndefine Tick - Score\nchange [y v] by (1)\nPosition with Costume (type)\nchange [frame v] by (1)\nif <(frame) > [60]> then\n delete this clone\nend\n\ndefine Tick - Brick1\nif <[1] < (speed x)> then\n change [speed x v] by (-0.75)\nend\nchange [speed y v] by (-1.5)\nchange [x v] by (speed x)\nchange [y v] by (speed y)\nif <(speed y) < [-24]> then\n delete this clone\nend\nPosition with Costume [brick]\nturn right (15) degrees\n\ndefine Tick - Brick2\nif <(speed x) < [1]> then\n change [speed x v] by (0.75)\nend\nchange [speed y v] by (-1.5)\nchange [x v] by (speed x)\nchange [y v] by (speed y)\nif <(speed y) < [-24]> then\n delete this clone\nend\nPosition with Costume [brick]\nturn right (15) degrees\n\n@Controls\n\nwhen I receive [check controls v]\nset [left v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\nset [right v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nset [down v] to <<key (down arrow v) pressed?> or <key (s v) pressed?>>\nset [up v] to <<key (up arrow v) pressed?> or <key (j v) pressed?>>\nset [x axis v] to ((right) - (left))\nset [y axis v] to ((up) - (down))\nif <<key (b v) pressed?> or <key (l v) pressed?>> then\n change [button b v] by (1)\nelse\n set [button b v] to []\nend\nif <<key (x v) pressed?> or <key (k v) pressed?>> then\n change [button x v] by (1)\nelse\n set [button x v] to []\nend\n\n@Title Screen\n\nwhen flag clicked\nbroadcast (Game - Title v)\n\nwhen I receive [game - title v]\nset [player v] to [Mario]\nset size to (100) %\nset [id v] to [0]\nshow\nswitch costume to (logo v)\ngo to x: (0) y: (252)\nrepeat (100)\n change y by (((round (68)) - (y position)) / (30))\nend\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n switch costume to (playe button v)\n go to x: (0) y: (-106)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (Game v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [2]> then\n go to x: (-224) y: (171)\n set size to (200) %\n switch costume to (mario v)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [3]> then\n switch costume to (luigi v)\n set [player v] to [Luigi]\n play sound [Luigi v] until done\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <(costume [number v]) = [4]> then\n switch costume to (mario v)\n set [player v] to [Mario]\n play sound [Mario v] until done\n end\n end\n end\nend\n\n@Level Store\n\nwhen [i v] key pressed\nask [Paste your level code here to import] and wait\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nif <[0] < (length of (answer))> then\n replace item (LEVEL #) of [level store v] with (answer)\nend\nbroadcast (LEVEL - Load v) and wait\n\nwhen [u v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nbroadcast (LEVEL - Save v) and wait\nhide list [export level code v]\ndelete all of [export level code v]\nadd [To copy code double click the level code and copy it ] to [export level code v]\nadd (item (LEVEL #) of [level store v]) to [export level code v]\nadd [Press Y to hide] to [export level code v]\nwait until <key (y v) pressed?>\nshow list [export level code v]\n\ndefine write value (value) delimiter (letter)\nset [encoded v] to (join (encoded) (join (value) (letter)))\n\ndefine save level (level #)\nset [encoded v] to []\nwrite value [1] delimiter [_]\nSave - Tile Grid\nSave - Objects\nrepeat ((level #) - (length of [level store v]))\n add [] to [level store v]\nend\nreplace item (level #) of [level store v] with (encoded)\n\ndefine load level (level #)\nset [encoded v] to (item (level #) of [level store v])\nset [read index v] to [1]\nread value\nif <not <(value) = [1]>> then\n stop [this script v]\nend\nLoad - Tile Grid\nLoad - Objects\nLoad - Auto Scroll\n\ndefine read letter\nset [letter v] to (letter (read index) of (encoded))\nchange [read index v] by (1)\n\ndefine read value\nset [value v] to []\nread letter\nrepeat until <<(letter) > [9]> or <(letter) = []>>\n set [value v] to (join (value) (letter))\n read letter\nend\n\nwhen I receive [level - save v]\nsave level (LEVEL #)\n\nwhen I receive [level - load v]\nload level (LEVEL #)\nbroadcast (LEVEL - Done Loading... v) and wait\n\ndefine Save - Tile Grid\nwrite value (GRID WIDTH) delimiter [_]\nwrite value (GRID HEIGHT) delimiter [_]\nset [tile index v] to [1]\nset [tile v] to (item (tile index) of [tile grid v])\nset [length v] to [0]\nrepeat (GRID HEIGHT)\n repeat (GRID WIDTH)\n if <<(length) < [26]> and <(tile) = (item (tile index) of [tile grid v])>> then\n change [length v] by (1)\n else\n if <(tile) = [2]> then\n set [tile v] to []\n end\n write value (tile) delimiter (item (length) of [a to z v])\n set [tile v] to (item (tile index) of [tile grid v])\n set [length v] to [1]\n end\n change [tile index v] by (GRID HEIGHT)\n end\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\nend\nwrite value (tile) delimiter (item (length) of [a to z v])\n\ndefine Load - Tile Grid\ndelete all of [tile grid v]\nread value\nset [grid width v] to (value)\nread value\nset [grid height v] to (value)\nrepeat ((GRID WIDTH) * (GRID HEIGHT))\n add [] to [tile grid v]\nend\nset [tile index v] to [1]\nrepeat until <(read index) > (length of (encoded))>\n read value\n if <(value) = []> then\n set [value v] to [2]\n end\n repeat (item # of (letter) in [a to z v])\n replace item (tile index) of [tile grid v] with (value)\n change [tile index v] by (GRID HEIGHT)\n if <(tile index) > ((GRID WIDTH) * (GRID HEIGHT))> then\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\n if <(tile index) > (GRID HEIGHT)> then\n stop [this script v]\n end\n end\n end\nend\n\ndefine Save - Objects\nset [row v] to [1]\nwrite value (length of [object idx v]) delimiter [_]\nrepeat (length of [object idx v])\n write value (item (row) of [object idx v]) delimiter [_]\n write value (item (row) of [object type v]) delimiter [_]\n change [row v] by (1)\nend\n\ndefine Load - Objects\ndelete all of [object idx v]\ndelete all of [object type v]\nread value\nrepeat (value)\n read value\n add (value) to [object idx v]\n read value\n add (value) to [object type v]\nend\n\ndefine Save - Autoscroll\nwrite value (AUTOSCROLL) delimiter [_]\n\ndefine Load - Auto Scroll\nread value\nset [autoscroll v] to (value)\n\n@Sounds\n\nwhen I receive [level - start game loop v]\nmusic\n\nwhen I receive [level - start game loop - respawn v]\nmusic\n\ndefine music\nstop all sounds\nstop [other scripts in sprite v]\nif <(EDITOR) < [1]> then\n forever\n if <(LEVEL #) = [1]> then\n play sound [Music L1 v] until done\n end\n if <(LEVEL #) = [2]> then\n play sound [SMA4 World 1-2 v] until done\n end\n if <(LEVEL #) = [3]> then\n play sound [Music L1 v] until done\n end\n if <(LEVEL #) = [4]> then\n play sound [SMA4 World 1-2 v] until done\n end\n if <(LEVEL #) = [5]> then\n play sound [Fortress v] until done\n end\n if <(LEVEL #) = [6]> then\n play sound [Fortress v] until done\n end\n if <(LEVEL #) = [7]> then\n play sound [Boss Music v] until done\n end\n if <(LEVEL #) = [8]> then\n play sound [Underground v] until done\n end\n if <(LEVEL #) = [11]> then\n play sound [Bonus v] until done\n end\n if <(LEVEL #) = [12]> then\n play sound [Bonus v] until done\n end\n if <(LEVEL #) = [13]> then\n play sound [Music L1 v] until done\n end\n end\nend\n\nwhen I receive [level - stop!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [mario - level complete v]\nstop [other scripts in sprite v]\nplay sound [GoalCard1 v] until done\n\nwhen I receive [pipe level transition v]\nstart sound [Power Down v]\n\nwhen I receive [mario - lose life v]\nstop [other scripts in sprite v]\n\nwhen I receive [boss end v]\nstop [other scripts in sprite v]\nplay sound [34 Fortress Clear v] until done\nchange [level # v] by (1)\nbroadcast (LEVEL - Load v)\nbroadcast (LEVEL - Start Game Loop v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [level # v] to [0]\nrepeat until <(LEVEL #) = [1]>\n play sound [Super Mario Bros v] until done\nend\n\n@Background\n\nwhen flag clicked\nset [layers - background v] to [2]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [position tiles v]\ngo to [back v] layer\nset [screen x v] to ((x) - ((CAMERA X) / (2)))\nset x to (((screen x) mod ((sprite width) * (2))) - (sprite width))\nset y to ((244) - ((CAMERA Y) / (2)))\n\nwhen I receive [level - start game loop - respawn v]\nshow\nwait (0) seconds\nbackground set\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\ndefine background set\nswitch costume to (size 100% v)\nset size to (200) %\nif <(LEVEL #) = [1]> then\n switch costume to (overworld1 v)\nend\nif <(LEVEL #) = [2]> then\n switch costume to (athletic1 v)\nend\nif <(LEVEL #) = [3]> then\n switch costume to (overworld1 v)\nend\nif <(LEVEL #) = [4]> then\n switch costume to (sky1 v)\nend\nif <(LEVEL #) = [5]> then\n switch costume to (fortress1 v)\nend\nif <(LEVEL #) = [6]> then\n switch costume to (fortress1 v)\nend\nif <(LEVEL #) = [7]> then\n switch costume to (fortress1 v)\nend\nif <(LEVEL #) = [8]> then\n switch costume to (underground1 v)\nend\nif <(LEVEL #) = [11]> then\n switch costume to (bonus1 v)\nend\nif <(LEVEL #) = [12]> then\n switch costume to (bonus1 v)\nend\nif <(LEVEL #) = [13]> then\n switch costume to (overworld1 v)\nend\nset [sprite width v] to ((256) * ((size) / (100)))\nset [x v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (sprite width)\n\nwhen I receive [level - start game loop - respawn v]\ndelete this clone\n\nwhen [b v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask [What Background do you want?] and wait\nswitch costume to (size 100% v)\nset size to (200) %\nif <(answer) = [Overworld]> then\n switch costume to (overworld1 v)\nend\nif <(answer) = [Athletic]> then\n switch costume to (athletic1 v)\nend\nif <(answer) = [Sky]> then\n switch costume to (sky1 v)\nend\nif <(answer) = [Fortress]> then\n switch costume to (fortress1 v)\nend\nif <(answer) = [Underground]> then\n switch costume to (underground1 v)\nend\nif <(answer) = [Vines]> then\n switch costume to (vines1 v)\nend\nif <(answer) = [Dessert]> then\n switch costume to (dessert1 v)\nend\nif <(answer) = [Underwater]> then\n switch costume to (underwater1 v)\nend\nif <(answer) = [Thunderstorm]> then\n switch costume to (thunderstorm1 v)\nend\nif <(answer) = [Cabin]> then\n switch costume to (cabin1 v)\nend\nif <(answer) = [Bonus]> then\n switch costume to (bonus1 v)\nend\nset [background v] to (costume [number v])\nset [sprite width v] to ((256) * ((size) / (100)))\nset [x v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (sprite width)\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (ep 19 part 2 v)\ngo to x: (0) y: (0)\nhide variable [coins v]\nhide variable [level # v]\nhide variable [auto arranging v]\nhide\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (timer)\nswitch costume to (ep 19 part 2 v)\nset [ghost v] effect to (100)\nshow\nhide variable [coins v]\nhide variable [level # v]\nrepeat (20)\n change [ghost v] effect by (-20)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Mario Score\n\nwhen I start as a clone\nforever\n life\nend\n\nwhen I start as a clone\nforever\n if <(type) = [score]> then\n go to x: (-85) y: (160)\n switch costume to (type)\n end\nend\n\nwhen I start as a clone\nforever\n coin\nend\n\nwhen I start as a clone\nforever\n time\nend\n\nwhen I start as a clone\nforever\n score\nend\n\ndefine score\nif <[2] > (length of (SCORE))> then\n set [score v] to (join [0] (SCORE))\nend\nif <[3] > (length of (SCORE))> then\n set [score v] to (join [0] (SCORE))\nend\nif <[4] > (length of (SCORE))> then\n set [score v] to (join [0] (SCORE))\nend\nif <[5] > (length of (SCORE))> then\n set [score v] to (join [0] (SCORE))\nend\nif <[6] > (length of (SCORE))> then\n set [score v] to (join [0] (SCORE))\nend\nif <[7] > (length of (SCORE))> then\n set [score v] to (join [0] (SCORE))\nend\nif <(type) = [game score]> then\n switch costume to ((12) + (letter (num) of (SCORE)))\n go to x: (120) y: (160)\n change x by (((num) - (1)) * (16))\nend\n\ndefine life\nif <[2] > (length of (MARIO LIVES))> then\n set [mario lives v] to (join [0] (MARIO LIVES))\nend\nif <(type) = [life]> then\n switch costume to ((12) + (letter (num) of (MARIO LIVES)))\n go to x: (-72) y: (160)\n change x by (((num) - (1)) * (16))\nend\n\ndefine time\nif <[2] > (length of (MARIO TIME))> then\n set [mario time v] to (join [0] (MARIO TIME))\nend\nif <[3] > (length of (MARIO TIME))> then\n set [mario time v] to (join [0] (MARIO TIME))\nend\nif <(type) = [time]> then\n switch costume to ((2) + (letter (num) of (MARIO TIME)))\n go to x: (0) y: (160)\n change x by (((num) - (1)) * (16))\nend\n\ndefine coin\nif <[2] > (length of (COINS))> then\n set [coins v] to (join [0] (COINS))\nend\nif <(type) = [coin]> then\n switch costume to ((12) + (letter (num) of (COINS)))\n go to x: (72) y: (160)\n change x by (((num) - (1)) * (16))\nend\nif <(COINS) > [99]> then\n start sound [1up v]\n change [mario lives v] by (1)\n change [coins v] by (-100)\nend\n\ndefine write\nset [num v] to [0]\nrepeat (1)\n change [num v] by (1)\n set [type v] to [score]\n create clone of (_myself_ v)\nend\nset [num v] to [0]\nrepeat (2)\n change [num v] by (1)\n set [type v] to [life]\n create clone of (_myself_ v)\nend\nset [num v] to [0]\nrepeat (2)\n change [num v] by (1)\n set [type v] to [coin]\n create clone of (_myself_ v)\nend\nset [num v] to [0]\nrepeat (3)\n change [num v] by (1)\n set [type v] to [time]\n create clone of (_myself_ v)\nend\nset [num v] to [0]\nrepeat (7)\n change [num v] by (1)\n set [type v] to [game score]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [mario lives v] to [5]\n\nwhen flag clicked\nset [mario time v] to [300]\n\nwhen flag clicked\nset [score v] to [0]\nhide\n\nwhen I receive [game v]\nforever\n if <(PLAYER) = [Mario]> then\n show\n else\n if <(PLAYER) = [Luigi]> then\n hide\n end\n end\nend\n\nwhen I receive [game v]\nwrite\n\n@Luigi Score\n\nwhen I start as a clone\nforever\n life\nend\n\nwhen I start as a clone\nforever\n if <(type) = [score]> then\n go to x: (-85) y: (160)\n switch costume to (type)\n end\nend\n\nwhen I start as a clone\nforever\n coin\nend\n\nwhen I start as a clone\nforever\n time\nend\n\nwhen I start as a clone\nforever\n score\nend\n\ndefine score\nif <[2] > (length of (SCORE))> then\n set [score v] to (join [0] (SCORE))\nend\nif <[3] > (length of (SCORE))> then\n set [score v] to (join [0] (SCORE))\nend\nif <[4] > (length of (SCORE))> then\n set [score v] to (join [0] (SCORE))\nend\nif <[5] > (length of (SCORE))> then\n set [score v] to (join [0] (SCORE))\nend\nif <[6] > (length of (SCORE))> then\n set [score v] to (join [0] (SCORE))\nend\nif <[7] > (length of (SCORE))> then\n set [score v] to (join [0] (SCORE))\nend\nif <(type) = [game score]> then\n switch costume to ((12) + (letter (num) of (SCORE)))\n go to x: (120) y: (160)\n change x by (((num) - (1)) * (16))\nend\n\ndefine life\nif <[2] > (length of (MARIO LIVES))> then\n set [mario lives v] to (join [0] (MARIO LIVES))\nend\nif <(type) = [life]> then\n switch costume to ((12) + (letter (num) of (MARIO LIVES)))\n go to x: (-72) y: (160)\n change x by (((num) - (1)) * (16))\nend\n\ndefine time\nif <[2] > (length of (MARIO TIME))> then\n set [mario time v] to (join [0] (MARIO TIME))\nend\nif <[3] > (length of (MARIO TIME))> then\n set [mario time v] to (join [0] (MARIO TIME))\nend\nif <(type) = [time]> then\n switch costume to ((2) + (letter (num) of (MARIO TIME)))\n go to x: (0) y: (160)\n change x by (((num) - (1)) * (16))\nend\n\ndefine coin\nif <[2] > (length of (COINS))> then\n set [coins v] to (join [0] (COINS))\nend\nif <(type) = [coin]> then\n switch costume to ((12) + (letter (num) of (COINS)))\n go to x: (72) y: (160)\n change x by (((num) - (1)) * (16))\nend\nif <(COINS) > [99]> then\n start sound [1up v]\n change [mario lives v] by (1)\n change [coins v] by (-100)\nend\n\ndefine write\nset [num v] to [0]\nrepeat (1)\n change [num v] by (1)\n set [type v] to [score]\n create clone of (_myself_ v)\nend\nset [num v] to [0]\nrepeat (2)\n change [num v] by (1)\n set [type v] to [life]\n create clone of (_myself_ v)\nend\nset [num v] to [0]\nrepeat (2)\n change [num v] by (1)\n set [type v] to [coin]\n create clone of (_myself_ v)\nend\nset [num v] to [0]\nrepeat (3)\n change [num v] by (1)\n set [type v] to [time]\n create clone of (_myself_ v)\nend\nset [num v] to [0]\nrepeat (7)\n change [num v] by (1)\n set [type v] to [game score]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [mario lives v] to [5]\n\nwhen flag clicked\nset [mario time v] to [300]\n\nwhen flag clicked\nset [score v] to [0]\nhide\n\nwhen I receive [game v]\nforever\n if <(PLAYER) = [Mario]> then\n hide\n else\n if <(PLAYER) = [Luigi]> then\n show\n end\n end\nend\n\nwhen I receive [game v]\nwrite\n\n@GAME OVER SCREEN\n\nwhen flag clicked\nset [stop!!!!! v] to [0]\nforever\n set y to (-10)\n go to [front v] layer\n hide\nend\n\nwhen I receive [game over v]\nstop all sounds\nforever\n show\n go to [front v] layer\n stop [all v]\nend\n\nwhen I receive [game over v]\nbroadcast (mario - stop music v)\nplay sound [GameOver v] until done\nstop [all v]\n\nwhen I receive [game over v]\nset [stop!!!!! v] to [1]\nif <(PLAYER) = [Mario]> then\n switch costume to (mario game over v)\nelse\n if <(PLAYER) = [Luigi]> then\n switch costume to (luigi game over v)\n end\nend\n\n@speedbar\n\nwhen flag clicked\nhide\nset [mario speed v] to [0]\nset [flash v] to [0]\nset [wait v] to [0]\ngo to x: (-90) y: (-170)\n\nwhen I receive [level - done loading... v]\nshow\nset [mario speed v] to [0]\nset [flash v] to [0]\nset [wait v] to [0]\nbroadcast (SPEEDBAR v)\n\nwhen I receive [speedbar v]\nforever\n change [flash v] by (-1)\n change [wait v] by (-1)\n if <(MARIO SPEED) > [6]> then\n if <<(MARIO SPEED) = [7]> and <[0] > (flash)>> then\n set [flash v] to [10]\n end\n if <(flash) = [10]> then\n switch costume to (8 v)\n end\n if <(flash) = [5]> then\n switch costume to (9 v)\n end\n else\n switch costume to ((MARIO SPEED) + (1))\n end\n if <<[0] > (wait)> and <([button x v] of [controls v]) > [0]>> then\n if <<[0] < ([button x v] of [controls v])> or <[0] < ([right v] of [controls v])>> then\n if <([falling v] of [mario v]) < [1]> then\n if <not <[7] = (MARIO SPEED)>> then\n change [mario speed v] by (1)\n set [wait v] to [9]\n broadcast (MARIO SPEED CHANGE UP v)\n end\n end\n end\n end\n if <<[0] > (wait)> and <<not <[0] < ([left v] of [controls v])>> and <not <[0] < ([right v] of [controls v])>>>> then\n if <not <[0] = (MARIO SPEED)>> then\n change [mario speed v] by (-1)\n set [wait v] to [16]\n broadcast (MARIO SPEED CHANGE DOWN v)\n end\n else\n if <<[0] > (wait)> and <([button x v] of [controls v]) < [1]>> then\n if <not <[0] = (MARIO SPEED)>> then\n change [mario speed v] by (-1)\n set [wait v] to [16]\n broadcast (MARIO SPEED CHANGE DOWN v)\n end\n else\n if <<[0] > (wait)> and <[2] < ([falling v] of [mario v])>> then\n if <not <[0] = (MARIO SPEED)>> then\n change [mario speed v] by (-1)\n set [wait v] to [16]\n broadcast (MARIO SPEED CHANGE DOWN v)\n end\n end\n end\n end\nend\n\nwhen I receive [mario - stop music v]\nset [mario speed v] to [0]\nset [flash v] to [0]\nset [wait v] to [0]\nhide\n\nwhen I receive [mario - level complete v]\nhide\nset [mario speed v] to [0]\nset [flash v] to [0]\nset [wait v] to [0]\n\nwhen I receive [game v]\nforever\n if <(EDITOR) = [1]> then\n hide\n else\n show\n end\nend\n\n@The End\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
Use right/left arrow keys for run. Press l for throw fire. Press up arrow for jump. Click to mario icon in title screen for change player to luigi or if then player luigi to mario.\n\nIf you have an opinion that this is stolen, do not write stolen, write that it seems to you that this is a copy, I will answer you.\n\n@CreatorWindowsLove 2021 - 2022
☁Winter Wonderland | A Multiplayer Scrolling Platformer☁ #games #all #trending #art
@Stage\n\nwhen flag clicked\nforever\n if <(pick random (1) to (4)) = [1]> then\n play sound [Nebula v] until done\n end\n if <(pick random (1) to (4)) = [2]> then\n play sound [Popsicle v] until done\n end\n if <(pick random (1) to (4)) = [3]> then\n play sound [Vexento - Masked Heroes v] until done\n end\n if <(pick random (1) to (4)) = [4]> then\n play sound [Unlimited v] until done\n end\nend\n\n@Player\n\nwhen I receive [personal chat v]\nadd (answer) to [chat for you v]\nsay (item (length of [chat for you v]) of [chat for you v])\nwait (3) seconds\nsay []\nset [chat words v] to [0]\nset [personal chat v] to [0]\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat for you v]\nforever\n Chat\nend\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat for you v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat for you v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item (3) of [chat for you v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat for you v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat for you v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat for you v])\n broadcast (Chat Close v)\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat for you v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat for you v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat for you v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (0 v) pressed?> then\n set [chat words v] to [10]\n say (item (10) of [chat v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (p v) pressed?> then\n set [chat words v] to [11]\n say (item (11) of [chat v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (r v) pressed?> and <(username) = [akiosan]>> then\n set [chat words v] to [12]\n say (item (12) of [chat v])\n broadcast (Chat Close v)\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (death v)?> then\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <touching color (#5aff41)?> then\n broadcast (You Win! v)\n hide\n end\nend\n\nwhen flag clicked\nadd [Hi!] to [chat for you v]\nadd [Follow me! :\)] to [chat for you v]\nadd [I have to go, bye!] to [chat for you v]\nadd [xD] to [chat for you v]\nadd [LOL] to [chat for you v]\nadd [Yes!] to [chat for you v]\nadd [Be careful!] to [chat for you v]\nadd [Sure!] to [chat for you v]\nadd [Bye! :D] to [chat for you v]\nadd [Hi!] to [chat v]\nadd [Follow me! :\)] to [chat v]\nadd [I have to go, bye!] to [chat v]\nadd [xD] to [chat v]\nadd [LOL] to [chat v]\nadd [Yes!] to [chat v]\nadd [Be careful!] to [chat v]\nadd [Sure!] to [chat v]\nadd [Bye! :D] to [chat v]\n\ndefine Chat\n\nif <(Chat) = [1]> then\n show list [chat for you v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\nwhen I receive [chat hide quiick v]\nhide\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Death\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Arrows\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@WIN\n\nwhen I receive [you win! v]\nbroadcast (chat hide quiick v)\nstart sound [Ding Sound Effect v]\nswitch costume to (win screen v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@FLAG\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen [t v] key pressed\n\nbroadcast (Chat Open v)\nhide\nwait until <not <mouse down?>>\n\nwhen I receive [tick v]\nif <key (t v) pressed?> then\n broadcast (Chat Open v)\n hide\nend\n\nwhen I receive [chat hide quiick v]\nhide\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\nwhen I receive [tick v]\ngo [forward v] (2) layers\nwait (1) seconds\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 else\n change [score v] by (100)\n wait until <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>>\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\n\n@Snow\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (0) to (30))\nforever\n set [rotate v] to (pick random (-50) to (50))\n set [rotatenum v] to (pick random (3) to (10))\n repeat (Rotatenum)\n turn right ((Rotate) / (Rotatenum)) degrees\n wait (0.05) seconds\n end\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nset size to (pick random (75) to (250)) %\nshow\nglide (pick random (2) to (10)) secs to x: ((x position) + (pick random (-30) to (30))) y: (-180)\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n go to x: (pick random (-240) to (240)) y: (180)\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [147]> then\n delete this clone\n end\nend\n\n
===❄Winter Wonderland ❄====================\n==❄A Multiplayer Scrolling Platformer❄===========\n\nPlease ❤️ and ⭐ if you enjoyed!\nThis is kinda generic... BUT it's multiplayer!\n\nFollow me at @TrentonTNT for more games :D\nInstructions below (⬇)\n\n===INSTRUCTIONS==========================\n\n❄ Use WASD, arrow keys, or move (drag) your mouse to move the icon\n❄ Jump with W, up arrow key, or move (drag) your mouse up to jump\n❄ Dodge spikes, lava, or holes to survive\n❄ Make it to the very end, and like and fav!\n\n===CREDITS===============================\n\n❄ @JTHEJET for real project engine\n❄ @CaptainJosh1 and @2098324d for cloud engine \n❄ @-SilverClaw- for platformer engine\n❄ @epikcoding for ground\n\n===TAGS==================================\n\n#games #all #trending #art #music #trentontnt #winter #wonderland
炎?氷? Flame or Ice? Platformer!
@Stage\n\nwhen flag clicked\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nforever\n play sound [Unlimited v] until done\nend\n\nwhen I receive [スタート v]\nset [ステージ v] to [1]\nset [敵キャラ召喚 v] to [1]\nset [乙返し v] to [0]\nwait (0) seconds\nforever\n if <<(ステージ) = [2]> and <(敵キャラ召喚) < [2]>> then\n set [敵キャラ召喚 v] to [2]\n set [召喚番号 v] to [1]\n create clone of (敵キャラ v)\n else\n if <<(ステージ) = [3]> and <(敵キャラ召喚) < [3]>> then\n set [敵キャラ召喚 v] to [3]\n create clone of (敵キャラ v)\n else\n if <<(ステージ) = [4]> and <(敵キャラ召喚) < [4]>> then\n set [敵キャラ召喚 v] to [4]\n create clone of (敵キャラ v)\n else\n if <<(ステージ) = [5]> and <(敵キャラ召喚) < [5]>> then\n set [敵キャラ召喚 v] to [5]\n create clone of (敵キャラ v)\n else\n if <<(ステージ) = [6]> and <(敵キャラ召喚) < [6]>> then\n set [敵キャラ召喚 v] to [6]\n create clone of (敵キャラ v)\n else\n if <<(ステージ) = [8]> and <(敵キャラ召喚) < [8]>> then\n set [敵キャラ召喚 v] to [8]\n create clone of (敵キャラ v)\n end\n end\n end\n end\n end\n end\nend\n\n@空白\n\n@プレイヤー\n\nwhen I receive [スタート v]\ngo to x: (-200) y: (-50)\nset rotation style [don't rotate v]\nswitch costume to (上前向き v)\nset drag mode [not draggable v]\ngo to [front v] layer\ngo [forward v] (1) layers\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\npoint in direction (90)\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n if <<touching (障害物 v)?> and <<(モード) = [Flame]> and <touching color (#d80000)?>>> then\n change [y v] by (-0.25)\n else\n change [y v] by (-1)\n end\n すぐやろうか。\n if <(動けない?) = [0]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<[50] < (mouse x)> and <mouse down?>>>> then\n set [左右 v] to [右]\n change [x v] by (1)\n point in direction (90)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [-50]> and <mouse down?>>>> then\n set [左右 v] to [左]\n change [x v] by (-1)\n point in direction (-90)\n else\n set [左右 v] to [前]\n end\n end\n else\n set [左右 v] to [前]\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\n if <<touching (地面 v)?> or <touching (敵キャラ v)?>> then\n if <touching (地面 v)?> then\n x座標補正 [地面]\n end\n if <<touching (敵キャラ v)?> and <touching color (#33edff)?>> then\n x座標補正 [敵キャラ]\n end\n end\n change y by (y)\n if <<touching (地面 v)?> or <touching (敵キャラ v)?>> then\n if <touching (地面 v)?> then\n y座標補正 [地面]\n end\n if <<touching (敵キャラ v)?> and <touching color (#33edff)?>> then\n y座標補正 [敵キャラ]\n end\n end\n if <touching (バネ v)?> then\n set [y v] to [22]\n end\n if <<<<<(リトライ) = [1]> or <<touching (障害物 v)?> and <not <<(モード) = [Flame]> and <touching color (#d80000)?>>>>> or <<touching (敵キャラ v)?> and <touching color (#000000)?>>> or <(乙返し) = [1]>> or <<<(costume [number v]) < [4]> and <(y position) < [-180]>> or <<[3] < (costume [number v])> and <(y position) < [-165]>>>> then\n set [x v] to [0]\n set [y v] to [0]\n set [乙返し v] to [0]\n change [敵キャラ召喚 v] by (-1)\n if <(リトライ) = [0]> then\n start sound [crashed oof 2 v]\n end\n go to x: (-200) y: (-50)\n point in direction (90)\n set [判定 v] to [1]\n wait until <(判定) = [0]>\n set [リトライ v] to [0]\n end\n if <[240] < (x position)> then\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n start sound [High Whoosh v]\n go to x: (-200) y: (-50)\n point in direction (90)\n if <(ステージ) < [8]> then\n set [判定 v] to [1]\n wait until <(判定) = [0]>\n end\n end\nend\n\ndefine y座標補正 (誰)\nif <[0] < (y)> then\n repeat until <not <touching ((誰) v)?>>\n change y by (-1)\n end\nelse\n repeat until <not <touching ((誰) v)?>>\n change y by (1)\n end\nend\nすぐやろうか。\nset [y v] to [0]\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <(動けない?) = [0]>> then\n set [y v] to [15]\nend\n\ndefine x座標補正 (誰)\nif <[0] < (x)> then\n repeat until <not <touching ((誰) v)?>>\n change x by (-1)\n end\nelse\n repeat until <not <touching ((誰) v)?>>\n change x by (1)\n end\nend\nすぐやろうか。\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <(動けない?) = [0]>> then\n set [y v] to [14]\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\nelse\n set [x v] to [0]\nend\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nset [固有ステージ v] to (ステージ)\nwait until <not <(固有ステージ) = (ステージ)>>\nrepeat (2)\n change size by (-10)\n change [ghost v] effect by (30)\nend\ndelete this clone\n\nwhen I receive [スタート v]\nforever\n switch costume to (join (join (上下) (左右)) [向き])\nend\n\nwhen I receive [スタート v]\nforever\n if <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < [-120]> and <mouse down?>>> and <(動けない?) = [0]>> then\n set [上下 v] to [下]\n else\n set [上下 v] to [上]\n end\nend\n\nwhen I receive [スタート v]\nset [モード v] to [Flame]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n if <(モード) = [Flame]> then\n set [モード v] to [Ice]\n else\n set [モード v] to [Flame]\n end\n wait until <not <<mouse down?> or <key (space v) pressed?>>>\n end\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nforever\n set [color v] effect to (<(モード) = [Ice]> * (100))\nend\n\nwhen I receive [スタート v]\nforever\n if then\n broadcast (乙ベイベー v)\n end\nend\n\nwhen I receive [スタート v]\nset [動けない? v] to [0]\nforever\n wait until <not <mouse down?>>\n wait until <mouse down?>\n if <<<[135] < (mouse y)> and <mouse down?>> or <touching (mouse-pointer v)?>> then\n set [動けない? v] to [1]\n else\n set [動けない? v] to [0]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<touching (障害物 v)?> and <<(モード) = [Flame]> and <touching color (#d80000)?>>> then\n if <<[0] < (mouse y)> and <mouse down?>> then\n set [y v] to [8]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n すぐやろうか。\nend\n\ndefine すぐやろうか。\nif <<<<<[135] < (mouse y)> and <([abs v] of (mouse x) ) < [240]>> or <touching (mouse-pointer v)?>> and <mouse down?>> and <(ステージ) < [9]>> then\n set [動けない? v] to [1]\nelse\n set [動けない? v] to [0]\nend\n\n@地面\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset size to (100) %\npoint in direction (90)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@障害物\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset size to (100) %\npoint in direction (90)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@バネ\n\nwhen I receive [スタート v]\ngo to x: (0) y: (5)\nswitch costume to (1 v)\nset size to (100) %\npoint in direction (90)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@敵キャラ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [クローンか v] to [0]\nswitch costume to (1 v)\nset size to (100) %\nhide\n\nwhen I start as a clone\nset [クローンか v] to [1]\nset [クローン v] to (敵キャラ召喚)\nset [固有召喚番号 v] to (召喚番号)\nset [動けないぜ v] to [0]\ngo [forward v] (5) layers\nwait (0) seconds\nwait until <(判定) = [0]>\nif <<(ステージ) = [2]> or <<(ステージ) = [3]> or <(ステージ) = [4]>>> then\n go to x: (200) y: (-100)\n switch costume to (普通 v)\n 記憶喪失w\n show\n forever\n point in direction (-90)\n repeat (90)\n change x by (-4)\n 確認!\n end\n point in direction (90)\n repeat (90)\n change x by (4)\n 確認!\n end\n end\nelse\n if <(ステージ) = [5]> then\n go to x: (200) y: (-100)\n switch costume to (トゲ v)\n 記憶喪失w\n show\n forever\n point in direction (-90)\n repeat (85)\n change x by (-4)\n 確認!\n end\n point in direction (90)\n repeat (85)\n change x by (4)\n 確認!\n end\n end\n else\n if <(ステージ) = [6]> then\n go to x: (160) y: (-100)\n switch costume to (トゲ v)\n show\n forever\n point in direction (-90)\n repeat (80)\n change x by (-4)\n end\n point in direction (90)\n repeat (80)\n change x by (4)\n end\n end\n else\n go to x: (175) y: (-100)\n switch costume to (トゲ v)\n show\n forever\n point in direction (-90)\n repeat (70)\n change x by (-4)\n end\n point in direction (90)\n repeat (70)\n change x by (4)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (0) seconds\nwait until <(判定) = [0]>\nwait until <<not <(ステージ) = (クローン)>> or <(判定) = [1]>>\ndelete this clone\n\nwhen I start as a clone\nset [俺様y v] to [0]\nwait (0) seconds\nwait until <(判定) = [0]>\nforever\n change [俺様y v] by (-1)\n change y by (俺様y)\n if <touching (地面 v)?> then\n change y by ((0) - (俺様y))\n set [俺様y v] to [0]\n end\n if <touching (バネ v)?> then\n set [俺様y v] to [20]\n end\n 確認!\nend\n\nwhen I receive [乙ベイベー v]\nif <(クローンか) = [1]> then\n if <touching (プレイヤー v)?> then\n if <(costume [number v]) = [3]> then\n set [乙返し v] to [1]\n else\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n set [y v] to [14]\n else\n set [y v] to [10]\n end\n start sound [Coin v]\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nwait (0) seconds\nforever\n if <touching (技 v)?> then\n if <not <(costume [name v]) = [トゲ]>> then\n if <(モード) = [Flame]> then\n start sound [Coin v]\n wait (0) seconds\n delete this clone\n else\n switch costume to (join [固まった] (君の名は))\n set [動けないぜ v] to [1]\n end\n end\n end\nend\n\ndefine 確認!\nwait until <(動けないぜ) = [0]>\n\ndefine 記憶喪失w\nset [君の名は v] to (costume [name v])\n\n@背景\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (100) %\npoint in direction (90)\nshow\n言語は?\nforever\n switch costume to ((ステージ) + (<(言語) = [English]> * (9)))\nend\n\ndefine 言語は?\nif <(language::translate) = [日本語]> then\n set [言語 v] to [日本語]\nelse\n set [言語 v] to [English]\nend\n\n@太陽\n\nwhen I receive [スタート v]\ngo to x: (210) y: (140)\nswitch costume to (太陽 v)\nset [cos v] to [0]\ngo to [back v] layer\nset size to (90) %\npoint in direction (90)\nforever\n change [cos v] by (8)\n change size by ([cos v] of (cos) )\nend\n\n@クローン\n\nwhen I receive [スタート v]\nswitch costume to (click to start v)\ngo to x: (0) y: (0)\nset drag mode [not draggable v]\nset size to (100) %\npoint in direction (90)\nhide\nset [id v] to [1]\n\nwhen I start as a clone\nif <(ID) = [1]> then\n set [雑用 v] to [0]\n go to [front v] layer\n show\n forever\n change [雑用 v] by (8)\n turn right ([cos v] of (雑用) ) degrees\n change size by ([sin v] of (雑用) )\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n set [ghost v] effect to (100)\n repeat (2)\n change [ghost v] effect by (-50)\n end\n wait until <<mouse down?> or <key (any v) pressed?>>\n stop [other scripts in sprite v]\n set [判定 v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nelse\n show\nend\n\nwhen I receive [スタート v]\nset [判定 v] to [1]\nforever\n wait until <(判定) = [1]>\n create clone of (_myself_ v)\n wait until <(判定) = [0]>\nend\n\nwhen I receive [スタート v]\nset [time v] to [0]\nforever\n if <(判定) = [0]> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [スタート v]\nwait (0) seconds\nwait until <(ステージ) = [9]>\nstop [other scripts in sprite v]\nif <<(Time) < (☁ Best Time)> and <(ハイスコアに掲載されないよ君) = [0]>> then\n set [☁ best time v] to (Time)\nend\nset [id v] to [2]\nクローン (Time) [-155] [160]\nクローン (☁ Best Time) [-155] [138]\ngo to x: (-200) y: (160)\nswitch costume to ((11) + <(言語) = [English]>)\nset size to (60) %\nshow\n\ndefine クローン (何?) (x) (y)\ngo to x: (x) y: (y)\nset [雑用 v] to [0]\nset size to (50) %\nrepeat (length of (何?))\n change [雑用 v] by (1)\n switch costume to (letter (雑用) of (何?))\n create clone of (_myself_ v)\n change x by (13)\nend\n\n@色々カウンター\n\nwhen I receive [スタート v]\nset [ハイスコアに掲載されないよ君 v] to [0]\nset [リトライ v] to [0]\nforever\n if <<<<[135] < (mouse y)> and <([abs v] of (mouse x) ) < [240]>> and <mouse down?>> and <(ステージ) < [9]>> then\n wait until <<not <mouse down?>> or <not <[135] < (mouse y)>>>\n if <[135] < (mouse y)> then\n if <<(mouse x) < [-175]> and <(玉発射数) < [2]>> then\n broadcast (技 v)\n else\n if <<(mouse x) < [-75]> and <[-152] < (mouse x)>> then\n set [リトライ v] to [1]\n else\n if <<(mouse x) < [25]> and <[-52] < (mouse x)>> then\n set [ハイスコアに掲載されないよ君 v] to [1]\n change [敵キャラ召喚 v] by (1)\n change [ステージ v] by (1)\n set [リトライ v] to [1]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nswitch costume to (色々カウンター v)\nset [ghost v] effect to (5)\nset size to (100) %\nhide\nforever\n if <<<<[135] < (mouse y)> and <([abs v] of (mouse x) ) < [240]>> and <mouse down?>> and <(ステージ) < [9]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [スタート v]\ngo to [back v] layer\nforever\n go [forward v] (1) layers\nend\n\n@技\n\nwhen flag clicked\nset [クローンか v] to [0]\nset [玉発射数 v] to [0]\nhide\n\nwhen I receive [技 v]\nif <(クローンか) = [0]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [クローンか v] to [1]\nchange [玉発射数 v] by (1)\ngo to (プレイヤー v)\nif <(モード) = [Flame]> then\n switch costume to (flame ball v)\nelse\n switch costume to (ice ball v)\nend\ngo to [front v] layer\nset size to (40) %\nshow\nif <([direction v] of [プレイヤー v]) = [90]> then\n set [x v] to [7]\nelse\n set [x v] to [-7]\nend\nset [俺様y v] to [6]\nrepeat until <<[238] < ([abs v] of (x position) )> or <<(y position) < [-178]> or <touching (敵キャラ v)?>>>\n change x by (x)\n change y by (俺様y)\n change [俺様y v] by (-1)\n if <touching (地面 v)?> then\n set [俺様y v] to [6]\n めんどい\n end\n turn right (5) degrees\nend\nchange [玉発射数 v] by (-1)\nrepeat (2)\n change [ghost v] effect by (50)\nend\ndelete this clone\n\ndefine めんどい\nset [回数 v] to [0]\nrepeat until <<not <touching (地面 v)?>> or <[178] < (y position)>>\n change [回数 v] by (1)\n change y by (1)\nend\nif <[30] < (回数)> then\n repeat (回数)\n change y by (-1)\n end\n change [玉発射数 v] by (-1)\n delete this clone\nend\n\nwhen I start as a clone\nwait (0) seconds\nwait until <(判定) = [1]>\nchange [玉発射数 v] by (-1)\ndelete this clone\n\n@雲\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\n wait (pick random (1.5) to (2)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [必需品 v] to (pick random (50) to (120))\ngo to x: (280) y: ((170) - (必需品))\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (pick random (0) to (50))\ngo to [back v] layer\ngo [forward v] (5) layers\nset rotation style [left-right v]\npoint in direction (pick random (-90) to (90))\nset size to ((85) + ((必需品) / (2))) %\nshow\nrepeat until <(x position) < [-260]>\n change x by ((0) - (round ((必需品) / (15))))\nend\nrepeat (5)\n change [ghost v] effect by (20)\n change x by ((0) - (round ((必需品) / (15))))\nend\ndelete this clone\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (サムネ v)\nset size to (100) %\nshow\nforever\n go to [front v] layer\nend\n\n
English is below!\n一応タイムあるから速くゴールしてね!\nステージ少なくてごめん。\nちなみにスキップ使うとクラウド変数に\n保存されないよ。  続編作りました↓\nhttps://scratch.mit.edu/projects/636618311/\nI have time, so please finish immediately!\nI'm sorry I didn't have enough stages.\nI made a sequel↓\nhttps://scratch.mit.edu/projects/636618311/
Space Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nreset timer\n初期化\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1.75)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1.75)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <<touching (ステージ v)?> or <touching (移動ステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (移動ステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (移動ステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (移動ステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (移動ステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (移動ステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (移動ステージ v)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n start sound [Jump v]\n set [x v] to [-15]\n else\n start sound [Jump v]\n set [x v] to [15]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching (ステージ v)?> or <touching (移動ステージ v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<touching (ステージ v)?> or <touching (移動ステージ v)?>> and <key (up arrow v) pressed?>> then\n start sound [Jump v]\n change [y v] by (16)\n end\n if <<(y position) < [-180]> or <touching (マグマ v)?>> then\n 初期化\n start sound [Disconnect v]\n end\n if <(x position) > [240]> then\n broadcast (NEXT STAGE v)\n 初期化\n wait (3) seconds\n end\nend\n\nwhen flag clicked\nset [タイマー v] to [0]\nrepeat until <([costume # v] of [ステージ v]) = [11]>\n if <(timer) > (タイマー)> then\n change [タイマー v] by (1)\n end\nend\n\ndefine 初期化\nset size to (80) %\ngo to x: (-210) y: (-52)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next stage v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (NOマグマ v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (マグマ1 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (マグマ2 v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (マグマ3 v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (マグマ4 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (マグマ5 v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (NOマグマ v)\n broadcast (移動ステージ v)\n wait until <(costume [number v]) = [11]>\n end\n if <(costume [number v]) = [7]> then\n broadcast (マグマ6 v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (マグマ7 v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (マグマ8 v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (goal v)\n end\nend\n\n@マグマ\n\nwhen I receive [マグマ1 v]\nswitch costume to (マグマ1 v)\nset size to (100) %\ngo to x: (-96) y: (-141)\nshow\n\nwhen I receive [noマグマ v]\nhide\n\nwhen I receive [マグマ2 v]\nswitch costume to (マグマ2 v)\nset size to (100) %\ngo to x: (-107) y: (151)\nshow\n\nwhen I receive [マグマ3 v]\nswitch costume to (マグマ3 v)\nset size to (100) %\ngo to x: (80) y: (-153)\nshow\n\nwhen I receive [マグマ4 v]\nswitch costume to (マグマ4 v)\nset size to (80) %\ngo to x: (28) y: (-87)\nshow\n\nwhen I receive [マグマ5 v]\nswitch costume to (マグマ5 v)\nset size to (80) %\ngo to x: (28) y: (-100)\nshow\n\nwhen I receive [マグマ6 v]\nswitch costume to (マグマ6 v)\nset size to (100) %\ngo to x: (-35) y: (-13)\nshow\n\nwhen I receive [マグマ7 v]\nswitch costume to (マグマ7 v)\nset size to (100) %\ngo to x: (6) y: (13)\nshow\n\nwhen I receive [マグマ8 v]\nswitch costume to (マグマ8 v)\nset size to (100) %\ngo to x: (134) y: (80)\nshow\n\ngo to [front v] layer\n\n@サムネ\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\nend\n\n@タイマー\n\nwhen I start as a clone\nif <(何の数字?) = [タイム]> then\n go to x: ((120) + ((クローン何番目) * (35))) y: (140)\n show\n if <(クローン何番目) = [1]> then\n forever\n switch costume to ([ceiling v] of (((タイマー) mod (1000)) / (100)) )\n end\n end\n if <(クローン何番目) = [2]> then\n forever\n switch costume to ([ceiling v] of (((タイマー) mod (100)) / (10)) )\n end\n end\n if <(クローン何番目) = [3]> then\n forever\n switch costume to ((タイマー) mod (10))\n end\n end\nend\n\nwhen flag clicked\nhide\nset [color v] effect to (0)\nset [何の数字? v] to [タイム]\nset size to (250) %\nset [クローン何番目 v] to [0]\nrepeat (3)\n change [クローン何番目 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait until <([costume # v] of [ステージ v]) = [11]>\nchange x by (-325)\nchange y by (-178)\n\nwhen I receive [next stage v]\n\n@移動ステージ\n\nwhen flag clicked\ngo to x: (134) y: (-77)\nset size to (100) %\nhide\n\nwhen I receive [移動ステージ v]\nshow\nforever\n repeat (40)\n change y by (-3)\n end\n repeat (102)\n change y by (1)\n end\nend\n\nwhen I receive [goal v]\nhide\nstop [this script v]\n\nforever\n\nwait (100000) seconds\n\n@next\n\nwhen I receive [next stage v]\nstart sound [Rip v]\nclear graphic effects\nrepeat (4)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to x: (464) y: (0)\nrepeat (50)\n change x by ((x position) / (-10))\nend\nrepeat (30)\n change x by ((x position) / (5))\nend\ndelete this clone\n\n
※日本語は下にあります\n---English---\nThe first and original platformer!\nMove left or right with the left and right arrow keys\nJump with the up arrow key!\n❤ and ⭐, please follow us!\nHope to spread\n\n---日本語---\n初でかつオリジナルプラットフォーマー!\n左右矢印キーで左右に移動\n上矢印キーでジャンプ!\n❤と⭐、フォローお願いします!\n拡散希望
Danger - Platformer
@Stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen I receive [next lvl v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\nshow\nset [spawnx v] to [-210]\nset [spawny v] to [-90]\nset [lives v] to [20]\ngo to x: (SpawnX) y: (SpawnY)\nset [y velocity v] to [0]\nset [xvelocity v] to [0]\nforever\n Up/Down Movement [12] [-1]\n Left/Right Movement [10] [0.6]\n CheckNextLvl\n FallOffScreen\n if <touching (saws v)?> then\n go to x: (-207) y: (-81)\n change [lives v] by (-1)\n end\n if <touching (crusher v)?> then\n go to x: (-207) y: (-81)\n change [lives v] by (-1)\n end\nend\n\ndefine Up/Down Movement (jump hieght) (false speed)\nchange y by (Y velocity)\nif <touching (level v)?> then\n Lava\n Spikes\n repeat ([ceiling v] of ([abs v] of (Y velocity) ) )\n if <touching (level v)?> then\n change y by (((Y velocity) / ([abs v] of (Y velocity) )) * (-1))\n end\n end\n if <<not <(Y velocity) > [0]>> and <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y velocity v] to (jump hieght)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (false speed)\nend\n\ndefine Left/Right Movement (move speed) (drag)\nchange x by (XVelocity)\nif <touching (level v)?> then\n Lava\n Spikes\n repeat ([ceiling v] of ([abs v] of (XVelocity) ) )\n if <touching (level v)?> then\n change x by (((XVelocity) / ([abs v] of (XVelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [xvelocity v] to (move speed)\nelse\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((XVelocity) * (drag))\n\ndefine CheckNextLvl\nif <(x position) > [235]> then\n broadcast (Next lvl v)\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine Lava\nif <touching color (#ff0000)?> then\n go to x: (-207) y: (-81)\n change [lives v] by (-1)\nend\n\ndefine FallOffScreen\nif <(y position) < [-180]> then\n go to x: (-207) y: (-81)\n change [lives v] by (-1)\nend\n\ndefine Spikes\nif <touching color (#9a9a9a)?> then\n go to x: (-207) y: (-81)\n change [lives v] by (-1)\nend\n\nwhen flag clicked\nforever\n play sound [Blackway & Black Caviar - What's Up Danger \(Spider-Man Into the Spider-Verse\) \[Official Audio v] until done\nend\n\nwhen I receive [dead v]\nstop [all v]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [variable v] to [0]\nforever\n if <(costume [number v]) = [10]> then\n set [variable v] to [1]\n end\n if <(costume [number v]) = [11]> then\n set [variable v] to [2]\n end\n if <(costume [number v]) = [12]> then\n set [variable v] to [3]\n end\n if <(costume [number v]) = [13]> then\n set [variable v] to [4]\n end\n if <(costume [number v]) = [13]> then\n set [variable v] to [4]\n end\n if <(costume [number v]) = [14]> then\n set [variable v] to [0]\n end\n if <[10] > (costume [number v])> then\n set [variable v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n change [time v] by (1)\n wait (1) seconds\n if <(costume [number v]) = [14]> then\n stop [this script v]\n end\nend\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen I receive [dead v]\nstop [all v]\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nhide\n\nshow\n\nwhen I receive [dead v]\nstop [all v]\n\n@Saws\n\nwhen flag clicked\nhide\nforever\n\nwhen flag clicked\nhide\nforever\n if <(Variable) = [1]> then\n show\n turn right (20) degrees\n else\n hide\n end\nend\n\nwhen I receive [dead v]\nstop [all v]\n\n@Troll\n\nwhen flag clicked\nhide\nforever\n if <(Variable) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [dead v]\nstop [all v]\n\n@Crusher\n\nwhen flag clicked\nforever\n if <<(Variable) = [3]> or <(Variable) = [4]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Variable) = [3]> then\n switch costume to (costume1 v)\n show\n set y to (-30)\n change y by (50)\n wait (1) seconds\n change y by (-50)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Variable) = [4]> then\n switch costume to (costume2 v)\n set y to (-30)\n change y by (50)\n wait (1) seconds\n change y by (-50)\n wait (1) seconds\n end\nend\n\nwhen I receive [dead v]\nstop [all v]\n\n@ENEMY\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n if <(Variable) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (6) y: (-98)\nforever\n glide (1) secs to x: (100) y: (-98)\n glide (1) secs to x: (0) y: (-98)\nend\n\nwhen I receive [dead v]\nstop [all v]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (heart20 v)\nforever\n switch costume to (Lives)\n if <(Lives) = [0]> then\n broadcast (DEAD v)\n end\nend\n\nwhen I receive [dead v]\nstop [all v]\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [dead v]\nshow\ngo to [front v] layer\n\n
Danger-Platformer\nUse arrow keys or WASD to get to the end! This game can make you RAGE so try not to, you know, rage. You have 20 lives, and if all the lives are gone, you restart. There are 13 levels, and 20 lives, so it should be easy, right?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment\nDANGEROUS
⭐Desert Life⭐| Platformer v0.3 | #All #Games #Art #Music #Animations #trending
@Stage\n\n@Player\n\ndefine Ghost effect (set) ghost effect (change)\nset [ghost v] effect to (set)\nchange [ghost v] effect by (change)\n\nif <<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 [5]\n end\n set [y velocity v] to [15]\nelse\n set [x velocity v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nset language to (en v)::tts\nset voice to (alto v)::tts\nset [level v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-194) y: (-6)\nforever\n Ghost effect [1] ghost effect []\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 (-0.8)\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 (0.8)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (round (X Velocity))\n if <touching (ground/level v)?> then\n change y by (1)\n if <touching (ground/level v)?> then\n change y by (1)\n if <touching (ground/level v)?> then\n change y by (1)\n if <touching (ground/level v)?> then\n change y by (1)\n if <touching (ground/level v)?> then\n change y by (1)\n if <touching (ground/level v)?> then\n change y by (1)\n if <touching (ground/level v)?> then\n change y by (-6)\n change x by (round ((X Velocity) * (-1)))\n end\n end\n end\n end\n set [x velocity v] to [0]\n end\n end\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 y by (-1)\n if <touching (ground/level v)?> then\n set [y velocity v] to [15]\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/level v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n end\n if <touching (moving v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n end\n if <(x position) > [200]> then\n change [lv v] by (1)\n go to x: (-194) y: (-6)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (catus v)?> then\n start sound [Hurt v]\n repeat (5)\n Ghost effect (i) ghost effect [10]\n end\n go to x: (-194) y: (-6)\n end\nend\n\nGhost effect [0] ghost effect []\n\nwhen I receive [game v]\nforever\n play sound [both-of-us-14037 v] until done\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (Colour)\nend\n\nset [i v] to [0]\n\n@Catus\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ngo to x: (-18) y: (-17)\nshow\nforever\n if <(lv) = [1]> then\n switch costume to (1 v)\n end\n if <(lv) = [2]> then\n switch costume to (2 v)\n end\n if <(lv) = [3]> then\n switch costume to (3 v)\n end\n if <(lv) = [4]> then\n switch costume to (4 v)\n end\n if <(lv) = [5]> then\n switch costume to (5 v)\n end\n if <(lv) = [6]> then\n switch costume to (6 v)\n end\n if <(lv) = [7]> then\n switch costume to (7 v)\n end\n if <(lv) = [8]> then\n switch costume to (8 v)\n end\n if <(lv) = [9]> then\n switch costume to (9 v)\n end\n if <(lv) = [10]> then\n switch costume to (10 v)\n end\nend\n\nset [lv v] to [10]\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ngo to [back v] layer\nshow\nset [sun rotate speed v] to [0.6]\ngo to x: (150) y: (99)\nset size to (80) %\nforever\n turn right ((Sun Rotate Speed) - (0.00)) degrees\nend\n\n@Ground/Level\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ngo to x: (0) y: (0)\nshow\nset [lv v] to [1]\nforever\n switch costume to (1 v)\n if <(lv) = [1]> then\n switch costume to (1 v)\n end\n if <(lv) = [2]> then\n switch costume to (2 v)\n end\n if <(lv) = [3]> then\n switch costume to (3 v)\n end\n if <(lv) = [4]> then\n show\n switch costume to (4 v)\n end\n if <(lv) = [5]> then\n show\n switch costume to (5 v)\n end\n if <(lv) = [6]> then\n show\n switch costume to (6 v)\n end\n if <(lv) = [7]> then\n show\n switch costume to (7 v)\n end\n if <(lv) = [8]> then\n show\n switch costume to (8 v)\n end\n if <(lv) = [9]> then\n show\n switch costume to (9 v)\n end\n if <(lv) = [10]> then\n show\n switch costume to (10 v)\n end\nend\n\n@thumb\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\n@Sprite1\n\nchange [lv v] by (1)\n\n@Intro\n\nwhen flag clicked\nbroadcast (Game v)\n\n@Sprite2\n\nwhen flag clicked\nforever\n point in direction (([cos v] of ((timer) * (200)) ) + (90))\nend\n\npoint in direction ((([cos v] of ((timer) * ((i) + (lv))) ) * ((timer) / ((1) * (i)))) + (90))\n\n@a\n\nwhen flag clicked\ngo to x: (189) y: (-126)\nforever\n glide (1) secs to x: (189) y: (-116)\n glide (1) secs to x: (189) y: (-126)\nend\n\n@Drawing\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo [forward v] (10000000000000000) layers\n\n
\nYou must see this before playing this platformer\n\nhttps://scratch.mit.edu/projects/647491598\nHello Scratchers This is my 1st project \nRead full\nUnshare Misclick Sorry\nMy Favorite colour 73\n\nMobile Friendly\n\n(please dont add this project to any of your studios)\n\nPart 2 almost done~ But Not Shared\n\nSee This Must https://scratch.mit.edu/projects/630443911/\n\nArt done by me code done by me\nInstruction\nArrow/Wasd = Move\n\nAvoid Catus And Lava \nAll Levels Are Possible \nYou Can Also Change Colour By Draging Slider\n\nPart 2 100 Love and Faves and for more levels\n\n
MMO Platformer Be Like...
@Stage\n\nwhen flag clicked\nplay sound [e v] until done\n\nwhen flag clicked\nswitch backdrop to (dots2 v)\n\nwhen I receive [fin v]\nswitch backdrop to (fin v)\nstop all sounds\nstart sound [SpongeBob Trap Remix 'Krusty Krab' v]\nforever\n switch backdrop to (fin v)\n wait (0.2) seconds\n switch backdrop to (fin2 v)\n wait (0.2) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (ee v)\n\nwhen I receive [slide v]\nswitch costume to (ee v)\nrepeat (6)\n wait (0.05) seconds\n next costume\nend\n\nwhen I receive [fin v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nrepeat (4)\n wait (0.05) seconds\n next costume\nend\nwait (1) seconds\nswitch costume to (costume5 v)\nrepeat (3)\n wait (0.05) seconds\n next costume\nend\nbroadcast (rEEEE v)\n\nwhen I receive [slide v]\nswitch costume to (costume9 v)\nrepeat (5)\n wait (0.05) seconds\n next costume\nend\nbroadcast (splat v)\nswitch costume to (costume14 v)\nrepeat (3)\n wait (0.05) seconds\n next costume\nend\nswitch costume to (costume17 v)\nrepeat (3)\n wait (0.05) seconds\n next costume\nend\nwait (2) seconds\nswitch costume to (costume28 v)\nrepeat (9)\n wait (0.05) seconds\n next costume\nend\nwait (1) seconds\nbroadcast (fin v)\n\n@Sprite3\n\nwhen I receive [reeee v]\nshow\nswitch costume to (costume1 v)\nrepeat (5)\n wait (0.05) seconds\n next costume\nend\nwait (1) seconds\nbroadcast (slide v)\n\nwhen I receive [splat v]\nshow\nswitch costume to (costume7 v)\nrepeat (10)\n wait (0.03) seconds\n next costume\nend\nbroadcast (oof v)\nhide\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen I receive [oof v]\nshow\ngo to x: (55) y: (-83)\nset size to (100) %\nclear graphic effects\nrepeat (20)\n change size by (5)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\n@thumb\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Griffpatch\n\nwhen flag clicked\nif <(username) = <[Griffpatch] = [Griffpatch_Tutor]>> then\n change [☁ griffpatch sees this: v] by (1)\nelse\n set [☁ griffpatch sees this: v] to [0]\nend\n\nwhen [up arrow v] key pressed\nshow variable [☁ griffpatch sees this: v]\n\nwhen [down arrow v] key pressed\nhide variable [☁ griffpatch sees this: v]\n\n
Hey Guys!\n\nSo uh, this animation is a filler for an animation I'm making for @PaddlerGames Contest\nMaybe top loved?\nLet's make @Griffpatch see this!\nIt's taking a while so I just wanted to gift you all a short animation I made in like an hour or two.\nI gotta say I love this thumbnail too much XD\nSo hope you enjoy it!\n\nCredit:\n@Griffpatch for the game go check it out:\nhttps://scratch.mit.edu/projects/612229554/\nMy record is 1:05 :D\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n(Ps: you can check if Griffpatch has seen this by pressing the up key, down key to hide it)\n\n\n\n\n#Animation #Animations #Griffpatch #Story #Art #Game #Games #All #Music #Story #Storys #Stickmin #Stickmen #Adventure #Speedrun #Oof #Lava #Platform #Featured #Thats #All #Bye
Leaf Clicker | A Clicker #all #games #art #platformer #trending
@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (1 v)\nset [frame \(bg\) v] to [0]\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (5)) until done\nend\n\nwhen flag clicked\nset [cloud stats v] to [closed]\nset [shop v] to [closed]\nforever\n if <<(Cloud Stats) = [open]> or <(Shop) = [open]>> then\n switch backdrop to (plain v)\n else\n broadcast (BG v)\n end\nend\n\nwhen I receive [bg v]\nchange [frame \(bg\) v] by (0.35)\nswitch backdrop to ((1) + ([floor v] of ((frame \(BG\)) mod (13)) ))\n\n@Blank\n\n@Blank2\n\n@Blank3\n\n@Click This!\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [plants v] to [0]\nset [earnings per click v] to [1]\nset [earnings per second v] to [0]\nset [lag v] to [on]\nforever\n if <touching (mouse-pointer v)?> then\n set [size v] to (((Size) * (.2)) + (((105) - (size)) / (4)))\n if <mouse down?> then\n change [plants v] by (Earnings per click)\n start sound [Click Effect v]\n wait until <not <mouse down?>>\n broadcast (Click v)\n end\n else\n set [size v] to (((Size) * (.7)) + (((90) - (size)) / (4)))\n end\n change size by (Size)\nend\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [close shop v]\nset size to (50) %\nshow\n\nwhen I receive [cloud stats v]\nhide\n\nwhen I receive [close cloud stats v]\nset size to (50) %\nshow\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [plants v] by (Earnings per second)\nend\n\nwhen flag clicked\nforever\n if <key (l v) pressed?> then\n if <(Lag) = [on]> then\n set [lag v] to [off]\n else\n if <(Lag) = [off]> then\n set [lag v] to [on]\n end\n end\n wait until <not <key (l v) pressed?>>\n end\nend\n\n@Buttons\n\nwhen flag clicked\nshow\npoint in direction (90)\nset [shop v] to [closed]\ngo to x: (0) y: (0)\nclear graphic effects\nbroadcast (Start v)\n\nwhen I start as a clone\nforever\n if <(_Clone ID) = [shop]> then\n switch costume to (shop v)\n if <touching (mouse-pointer v)?> then\n set [_size v] to (((_Size) * (.2)) + (((105) - (size)) / (4)))\n if <mouse down?> then\n set [shop v] to [open]\n broadcast (Shop v)\n repeat (10)\n change x by (-20)\n turn left (2) degrees\n change [ghost v] effect by (5)\n turn right (1) degrees\n end\n wait until <(Shop) = [closed]>\n repeat (10)\n change x by (13.5)\n turn right (2) degrees\n change [ghost v] effect by (-5)\n turn left (1) degrees\n end\n end\n else\n set [_size v] to (((_Size) * (.7)) + (((100) - (size)) / (4)))\n end\n change size by (_Size)\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-175) y: (-145)\nswitch costume to (shop v)\nset [_clone id v] to [shop]\ncreate clone of (_myself_ v)\ngo to x: (195) y: (-140)\nswitch costume to (cloud button v)\nset [_clone id v] to [cloud]\ncreate clone of (_myself_ v)\nswitch costume to ( v)\nhide\n\nwhen I start as a clone\nforever\n if <(_Clone ID) = [cloud]> then\n switch costume to (cloud button v)\n if <touching (mouse-pointer v)?> then\n set [_size v] to (((_Size) * (.2)) + (((105) - (size)) / (4)))\n if <mouse down?> then\n set [cloud stats v] to [open]\n broadcast (Cloud Stats v)\n repeat (10)\n change x by (13)\n turn right (5) degrees\n change [ghost v] effect by (5)\n turn left (1) degrees\n end\n wait until <(Cloud Stats) = [closed]>\n repeat (10)\n change x by (-13)\n turn left (5) degrees\n change [ghost v] effect by (-5)\n turn right (1) degrees\n end\n end\n else\n set [_size v] to (((_Size) * (.7)) + (((90) - (size)) / (4)))\n end\n change size by (_Size)\n end\nend\n\nwhen I receive [shop v]\nforever\n if <(_Clone ID) = [cloud]> then\n switch costume to (cloud button v)\n repeat (10)\n change x by (13)\n turn right (5) degrees\n change [ghost v] effect by (5)\n turn left (1) degrees\n end\n wait until <(Shop) = [closed]>\n repeat (10)\n change x by (-13)\n turn left (5) degrees\n change [ghost v] effect by (-5)\n turn right (1) degrees\n end\n stop [this script v]\n end\nend\n\nwhen I receive [cloud stats v]\nforever\n if <(_Clone ID) = [shop]> then\n switch costume to (shop v)\n repeat (10)\n change x by (-20)\n turn left (2) degrees\n change [ghost v] effect by (5)\n turn right (1) degrees\n end\n wait until <(Cloud Stats) = [closed]>\n repeat (10)\n change x by (13.5)\n turn right (2) degrees\n change [ghost v] effect by (-5)\n turn left (1) degrees\n end\n stop [this script v]\n end\nend\n\n@Shop_Menu\n\ndefine Create Items\nswitch costume to (item 1 v)\nrepeat (12)\n create clone of (_myself_ v)\n next costume\n change [clone_id v] by (1)\nend\n\nwhen I receive [shop v]\nset [1 v] to [10]\nset [2 v] to [95]\nset [3 v] to [950]\nset [4 v] to [9000]\nset [5 v] to [90000]\nset [6 v] to [150000]\nset [7 v] to [1000000]\nset [8 v] to [50000]\nset [9 v] to [500000]\nset [10 v] to [1000000]\nset [11 v] to [50000000]\nset [12 v] to [1000000000]\nset [clone_id v] to [1]\nhide\ngo to x: (0) y: (0)\nwait (0.1) seconds\nCreate Items\ngo [backward v] (12) layers\nswitch costume to (menu v)\nshow\nset size to (100) %\n\nwhen I start as a clone\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [_size v] to (((_Size) * (.2)) + (((105) - (size)) / (4)))\n if <mouse down?> then\n change [ghost v] effect by (25)\n wait until <not <mouse down?>>\n clear graphic effects\n end\n else\n set [_size v] to (((_Size) * (.7)) + (((90) - (size)) / (4)))\n end\n change size by (_Size)\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (-30) y: ((((costume [number v]) * (-110)) + ((0) - (Scroll Y))) + (380))\n if <<(y position) > [200]> or <(y position) < [-1000]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [close shop v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Clone_ID) = [1]> then\n if <<(Plants) > (1)> or <(Plants) = (1)>> then\n change [earnings per click v] by (1)\n change [plants v] by ((1) * (-1))\n broadcast (Purchased v)\n else\n broadcast (Not enough plants v)\n end\n else\n if <(Clone_ID) = [2]> then\n if <<(Plants) > (2)> or <(Plants) = (2)>> then\n change [earnings per click v] by (10)\n change [plants v] by ((2) * (-1))\n broadcast (Purchased v)\n else\n broadcast (Not enough plants v)\n end\n else\n if <(Clone_ID) = [3]> then\n if <<(Plants) > (3)> or <(Plants) = (3)>> then\n change [earnings per click v] by (100)\n change [plants v] by ((3) * (-1))\n broadcast (Purchased v)\n else\n broadcast (Not enough plants v)\n end\n else\n if <(Clone_ID) = [4]> then\n if <<(Plants) > (4)> or <(Plants) = (4)>> then\n change [earnings per click v] by (500)\n change [plants v] by ((4) * (-1))\n broadcast (Purchased v)\n else\n broadcast (Not enough plants v)\n end\n else\n if <(Clone_ID) = [5]> then\n if <<(Plants) > (5)> or <(Plants) = (5)>> then\n change [earnings per click v] by (1000)\n change [plants v] by ((5) * (-1))\n broadcast (Purchased v)\n else\n broadcast (Not enough plants v)\n end\n else\n if <(Clone_ID) = [6]> then\n if <<(Plants) > (6)> or <(Plants) = (6)>> then\n change [earnings per click v] by (50000)\n change [plants v] by ((6) * (-1))\n broadcast (Purchased v)\n else\n broadcast (Not enough plants v)\n end\n else\n if <(Clone_ID) = [7]> then\n if <<(Plants) > (7)> or <(Plants) = (7)>> then\n change [earnings per click v] by (500000)\n change [plants v] by ((7) * (-1))\n broadcast (Purchased v)\n else\n broadcast (Not enough plants v)\n end\n else\n if <(Clone_ID) = [8]> then\n if <<(Plants) > (8)> or <(Plants) = (8)>> then\n change [earnings per second v] by (10000)\n change [plants v] by ((8) * (-1))\n broadcast (Purchased v)\n else\n broadcast (Not enough plants v)\n end\n else\n if <(Clone_ID) = [9]> then\n if <<(Plants) > (9)> or <(Plants) = (9)>> then\n change [earnings per second v] by (100000)\n change [plants v] by ((9) * (-1))\n broadcast (Purchased v)\n else\n broadcast (Not enough plants v)\n end\n else\n if <(Clone_ID) = [10]> then\n if <<(Plants) > (10)> or <(Plants) = (10)>> then\n change [earnings per second v] by (500000)\n change [plants v] by ((10) * (-1))\n broadcast (Purchased v)\n else\n broadcast (Not enough plants v)\n end\n else\n if <(Clone_ID) = [11]> then\n if <<(Plants) > (11)> or <(Plants) = (11)>> then\n change [earnings per second v] by (1000000)\n change [plants v] by ((11) * (-1))\n broadcast (Purchased v)\n else\n broadcast (Not enough plants v)\n end\n else\n if <(Clone_ID) = [12]> then\n if <<(Plants) > (12)> or <(Plants) = (12)>> then\n change [earnings per click v] by (50000000)\n change [plants v] by ((12) * (-1))\n broadcast (Purchased v)\n else\n broadcast (Not enough plants v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <(Clone_ID) = [1]> then\n say [» Hibiscus]\n else\n if <(Clone_ID) = [2]> then\n say [» Sunflower]\n else\n if <(Clone_ID) = [3]> then\n say [» Birch Tree]\n else\n if <(Clone_ID) = [4]> then\n say [» Poplar Tree]\n else\n if <(Clone_ID) = [5]> then\n say [» Fertilizer]\n else\n if <(Clone_ID) = [6]> then\n say [» Palm Tree]\n else\n if <(Clone_ID) = [7]> then\n say [» 1 Normal Worker]\n else\n if <(Clone_ID) = [8]> then\n say [» 100 Normal Workers]\n else\n if <(Clone_ID) = [9]> then\n say [» 1 Silver Worker]\n else\n if <(Clone_ID) = [10]> then\n say [» 100 Silver Workers]\n else\n if <(Clone_ID) = [11]> then\n say [» 1 Gold Worker]\n else\n if <(Clone_ID) = [12]> then\n say [» 100 Gold Workers]\n else\n say []\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 else\n say []\n end\nend\n\n@Scroll\n\nwhen I receive [shop v]\nset [scroll y v] to [0]\nshow\ngo to x: (-222) y: (150)\nforever\n go to [front v] layer\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat until <not <mouse down?>>\n go to x: (-222) y: (mouse y)\n if <(y position) > [150]> then\n set y to (150)\n end\n if <(y position) < [-150]> then\n set y to (-150)\n end\n set [scroll y v] to (((y position) - (150)) * (3.3))\n end\nend\n\nwhen I receive [close shop v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\n@Text\n\ndefine Instant Type || Font [Nunito] Write: (text) At x: (x) y (y) Size: (s) Colour (c) Brightness (b) Spacing: (sp)\nset [text v] to (text)\ngo to [front v] layer\nhide\nswitch costume to (0 v)\nset size to (s) %\ngo to x: (x) y: (y)\nset [color v] effect to (c)\nset [brightness v] effect to (b)\nset [index v] to [1]\nrepeat (length of (text))\n create clone of (_myself_ v)\n change x by ((s) * (sp))\n change [index v] by (1)\nend\n\nwhen flag clicked\nforever\n broadcast (Delete L v)\n Instant Type || Font [Nunito] Write: (join [:] (Plants)) At x: [-145] y [150] Size: [100] Colour [0] Brightness [-100] Spacing: [0.2]\nend\n\nwhen I receive [delete l v]\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (letter (Index) of (Text))\n\nwhen flag clicked\nset [text v] to [ ]\n\nwhen I receive [close shop v]\nforever\n broadcast (Delete L v)\n Instant Type || Font [Nunito] Write: (join [:] (Plants)) At x: [-145] y [150] Size: [100] Colour [0] Brightness [-100] Spacing: [0.2]\nend\n\nwhen I receive [shop v]\nstop [other scripts in sprite v]\nbroadcast (Delete L v)\n\nwhen I receive [cloud stats v]\nstop [other scripts in sprite v]\nrepeat (25)\n broadcast (Delete L v)\n broadcast (Cloud Text v)\nend\n\nwhen I receive [close cloud stats v]\nforever\n broadcast (Delete L v)\n Instant Type || Font [Nunito] Write: (join [:] (Plants)) At x: [-145] y [150] Size: [100] Colour [0] Brightness [-100] Spacing: [0.2]\nend\n\nwhen I receive [cloud text v]\nInstant Type || Font [Nunito] Write: (☁ MostPlants) At x: [-217] y [65] Size: [80] Colour [0] Brightness [-100] Spacing: [0.2]\nInstant Type || Font [Nunito] Write: (join [By: ] (MostPlantsPlayerDisplay)) At x: [-217] y [30] Size: [80] Colour [0] Brightness [-100] Spacing: [0.2]\nInstant Type || Font [Nunito] Write: (☁ World Clicks) At x: [-217] y [-55] Size: [80] Colour [0] Brightness [-100] Spacing: [0.2]\nInstant Type || Font [Nunito] Write: (Earnings per click) At x: [-18] y [-101] Size: [80] Colour [0] Brightness [-100] Spacing: [0.2]\nInstant Type || Font [Nunito] Write: (Earnings per second) At x: [-33] y [-144] Size: [80] Colour [0] Brightness [-100] Spacing: [0.2]\n\n@Close Button\n\nwhen I receive [shop v]\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [_size v] to (((_Size) * (.2)) + (((105) - (size)) / (4)))\n set [ghost v] effect to (25)\n if <mouse down?> then\n wait until <not <mouse down?>>\n hide\n broadcast (Close Shop v)\n set [shop v] to [closed]\n clear graphic effects\n end\n else\n clear graphic effects\n set [_size v] to (((_Size) * (.7)) + (((90) - (size)) / (4)))\n end\n change size by (_Size)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [cloud stats v]\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [_size v] to (((_Size) * (.2)) + (((105) - (size)) / (4)))\n set [ghost v] effect to (25)\n if <mouse down?> then\n wait until <not <mouse down?>>\n hide\n broadcast (Close Cloud Stats v)\n set [cloud stats v] to [closed]\n clear graphic effects\n end\n else\n clear graphic effects\n set [_size v] to (((_Size) * (.7)) + (((90) - (size)) / (4)))\n end\n change size by (_Size)\nend\n\n@Purchased\n\nwhen I receive [purchased v]\nbroadcast (PT v)\n\nwhen flag clicked\nset [purchase v] to [no]\nshow\ngo to [front v] layer\nswitch costume to (position hack v)\ngo to x: (0) y: (-200)\nset [ghost v] effect to (100)\n\nwhen I receive [not enough plants v]\nbroadcast (NT v)\n\nwhen I receive [pt v]\nshow\ngo to [front v] layer\nswitch costume to (purchased! v)\nrepeat (10)\n change y by (5)\n change [ghost v] effect by (-10)\nend\nwait (1.5) seconds\nrepeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\nend\nset [purchase v] to [no]\nswitch costume to (position hack v)\ngo to x: (0) y: (-200)\nhide\n\nwhen I receive [nt v]\nshow\ngo to [front v] layer\nswitch costume to (not enough plants! v)\nrepeat (10)\n change y by (5)\n change [ghost v] effect by (-10)\nend\nwait (1.5) seconds\nrepeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\nend\nset [purchase v] to [no]\nswitch costume to (position hack v)\ngo to x: (0) y: (-200)\nhide\n\n@Clicker clone2\n\nwhen I start as a clone\nchange [clones2 v] by (1)\nset [clone v] to [1]\nset [xv v] to (pick random (-15) to (15))\nrepeat until <[3] < ([abs v] of (xv) )>\n set [xv v] to (pick random (-15) to (15))\nend\nset [yv v] to (pick random (15) to (17.0))\ngo to (clicker v)\nset [clicker clone2: x v] to (x position)\nset [clicker clone2: y v] to (y position)\nshow\nset [dir v] to [90]\nrepeat until <(Clicker clone2: y) < [-210]>\n change [dir v] by (((xv) / ([abs v] of (xv) )) * (8))\n set size to (1000000000) %\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.95))\n point in direction (dir)\n go to x: (Clicker clone2: x) y: (Clicker clone2: y)\n change [clicker clone2: x v] by (xv)\n change [clicker clone2: y v] by (yv)\n set size to (200) %\nend\nchange [clones2 v] by (-1)\ndelete this clone\n\nwhen flag clicked\nswitch costume to (leaf1 v)\nset [clone v] to [0]\nhide\n\nwhen I receive [click v]\nif <(Lag) = [on]> then\n if <(clone) = [0]> then\n switch costume to (join [Leaf] (pick random (1) to (2)))\n create clone of (_myself_ v)\n end\nelse\n delete this clone\nend\n\n@Cloud_Menu\n\nwhen I receive [cloud stats v]\nset [ghost v] effect to (80)\nwait (0.1) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-8)\nend\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n change [color v] effect by (0.5)\nend\n\nwhen I receive [close cloud stats v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Cloud Highscore\n\ndefine Encode (string)\nAdd Characters\nset [~i v] to [1]\nset [☁ mostplantsplayer v] to []\nset [mostplantsplayerdisplay v] to (username)\nrepeat (length of (username))\n set [☁ mostplantsplayer v] to (join (☁ MostPlantsPlayer) (item # of (letter (~i) of (username)) in [characters v]))\n change [~i v] by (1)\nend\n\ndefine Decode\nAdd Characters\nset [~i v] to [1]\nset [decode v] to []\nrepeat ((length of (☁ MostPlantsPlayer)) / (2))\n set [decode v] to (join (Decode) (item (join (letter (~i) of (☁ MostPlantsPlayer)) (letter ((~i) + (1)) of (☁ MostPlantsPlayer))) of [characters v]))\n set [mostplantsplayerdisplay v] to (Decode)\n change [~i v] by (2)\nend\n\ndefine Add Characters\nset [char v] to [abcdefghijklmnopqrstuvwxyz1234567890-_/?!@#$%^&*\(\)]\ndelete all of [characters v]\nrepeat (9)\n add [] to [characters v]\nend\nset [~i v] to [1]\nrepeat (length of (char))\n add (letter (~i) of (char)) to [characters v]\n change [~i v] by (1)\nend\nadd [] to [characters v]\nadd [] to [characters v]\n\nwhen flag clicked\nforever\n broadcast (Encode v)\nend\n\nwhen I receive [click v]\nchange [☁ world clicks v] by (1)\n\nwhen I receive [encode v]\nif <(☁ MostPlants) < (Plants)> then\n set [☁ mostplants v] to (Plants)\n Decode\n Encode (username)\nend\n\n@TN\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (position hack v)\ngo to x: (20) y: (-200)\nset [ghost v] effect to (100)\nforever\n wait (pick random (10) to (20)) seconds\n show\n go to [front v] layer\n switch costume to (costume1 v)\n repeat (10)\n change y by (8)\n change [ghost v] effect by (-9)\n end\n wait (3) seconds\n repeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\n end\n switch costume to (position hack v)\n go to x: (20) y: (-200)\n hide\nend\n\n
------------❤️ and ⭐️ this project for more games---------Pro Tip:\nClick, click and click ( XD )\n\nInstructions:\n❯❯ Click and get more plants\n❯❯ Once you get enough plants, go to the shop and \n trade plants for power-ups\n❯❯ Get the high score and get a free shoutout on my \n profile!\n❯❯ Love, Fav and follow for more games!\n\nGoals:\n100 views \n500 views \n1000 views \n2000 views \n5000 views \n\n50 loves \n100 loves \n200 loves \n500 loves\n\n50 favs \n100 favs \n200 favs \n500 favs
Neon-Platformer IV
@Stage\n\nwhen flag clicked\nforever\n play sound [Epic v] until done\nend\n\n@player\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset [stage v] to [1]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n change x by (xv)\n set [xv v] to ((xv) * (0.75))\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((xv) * (-1.5))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [8]\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 (stage v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <touching (stage v)?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n set x to (-240)\n change [stage v] by (1)\n end\n if <touching (danger v)?> then\n go to x: (-200) y: (-100)\n end\nend\n\n@light for player\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\n@EFFECT\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (player v)\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@stage\n\nwhen flag clicked\nforever\n switch costume to (STAGE)\nend\n\n@light for stage\n\nwhen flag clicked\nforever\n switch costume to (STAGE)\nend\n\n@danger\n\nwhen flag clicked\nforever\n switch costume to (STAGE)\nend\n\n@light for danger\n\nwhen flag clicked\nforever\n switch costume to (STAGE)\nend\n\n@Sprite2\n\n@thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Neon-platformer IV:\nCó 7 lvl\nHiện tại đang khá bận (lười) nên không thể ra project thường xuyên như trước.\n\n\n\n\nNeon-platformer IV:\nThere are 7 levels\nCurrently, I'm quite busy (lazy) so I can't release projects as often as before.
My First Platformer!1!!1!!! | #all #games #platformer
@Stage\n\nwhen flag clicked\nset volume to (60) %\nforever\n play sound [Music v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (костюм 1 v)\nset [gravitation v] to [0]\nset [height v] to [0]\nset [speed v] to [0]\ngo to x: (-200) y: (-15)\nforever\n gravitation\n touch platform\n move\n game\nend\n\ndefine touch platform\nchange [height v] by (1)\nrepeat until <not <touching (platform v)?>>\n if <(gravitation) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [gravitation v] to [0]\n end\n set [height v] to [0]\nend\n\ndefine gravitation\nchange [gravitation v] by (-1)\nchange y by (gravitation)\n\ndefine move\nif <not <(<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) = [0]>> then\n point in direction ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (90))\nend\nif <([abs v] of (speed) ) < [7]> then\n change [speed v] by (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nend\nset [speed v] to ((speed) * (0.9))\nchange x by (speed)\nif <touching (platform v)?> then\n change x by ((speed) * (-1))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(height) < [3]>> then\n if <(height) < [3]> then\n set [gravitation v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (костюм 2 v)\nset [for clone v] to [0]\nset size to (80) %\nrepeat until <(for clone) > [99]>\n change size by (-5)\n set [ghost v] effect to (for clone)\n change [for clone v] by (5)\nend\ndelete this clone\n\ndefine game\nif <<<<touching (_edge_ v)?> and <(x position) > [0]>> and <(y position) > [-140]>> and <[100] > (y position)>> then\n broadcast (next level v)\n go to x: (-200) y: (-15)\nend\nif <<touching (_edge_ v)?> and <[-140] > (y position)>> then\n go to x: (-200) y: (-15)\nend\nchange y by (-2)\nif <touching (spikes v)?> then\n go to x: (-200) y: (-15)\nend\nchange y by (2)\nif <touching (springboard v)?> then\n set [gravitation v] to [20]\nend\n\nif <<<<touching (_edge_ v)?> and <(x position) > [0]>> and <(y position) > [-140]>> and <[100] > (y position)>> then\n broadcast (next level v)\n go to x: (-200) y: (-15)\nend\nif <<touching (_edge_ v)?> and <[-140] > (y position)>> then\n go to x: (-200) y: (-15)\nend\nif <touching (spikes v)?> then\n go to x: (-200) y: (-15)\nend\nif <touching (springboard v)?> then\n set [gravitation v] to [20]\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\nend\n\nwhen I receive [restart v]\ngo to x: (-200) y: (-15)\n\nif <key (right arrow v) pressed?> then\n point in direction (90)\n set [speed v] to [7]\n move (speed) steps\n if <touching (platform v)?> then\n move (join [-] (speed)) steps\n end\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n set [speed v] to [7]\n move (speed) steps\n if <touching (platform v)?> then\n move (join [-] (speed)) steps\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-15)\n\n@Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (костюм 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes & Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (костюм 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (restart v)\n end\nend\n\n@Springboard\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (костюм 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (146)\nswitch costume to (костюм 1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Preview\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Skip button\n\nwhen flag clicked\nwait (0) seconds\ngo to x: (-189) y: (-144)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\n if <([costume # v] of [platform v]) = [11]> then\n hide\n else\n end\nend\n\nwhen this sprite clicked\nif <not <([costume # v] of [platform v]) = [11]>> then\n show\n broadcast (next level v)\nelse\n hide\nend\n\n
~~~~~~~~~~~~~~~Generic Platformer!!1!!!!~~~~~~~~\nTo move use arrow keys1!1!!!!!\nI hope you will enjoy!1!!!!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n
Muddy | A Platformer /1\ █▓▒­░⡷⠂ℍomecoming⠐⢾░▒▓█
@Stage\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [end v]\nshow\nset size to (83) %\ngo to x: (-201) y: (55)\npoint in direction (90)\nchange [x v] by (-1.7)\nswitch costume to (left v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n change [x v] by (1.7)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-1.7)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up right v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up left v)\n end\n if <not > then\n switch costume to (normal 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 change x by (X)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(X) > [0]> then\n set [x v] to [-15]\n set [y v] to [10]\n else\n set [x v] to [15]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\n else\n set [x v] to ((X) * (0.8))\n end\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up v)\n if <(Jump) = [yes]> then\n set [y v] to [12]\n set [jump v] to [no]\n end\n end\n else\n change [y v] by (-1)\n set [jump v] to [yes]\n end\n if <(x position) > [225]> then\n set size to (83) %\n go to x: (-201) y: (55)\n broadcast (Next v)\n end\n if <<<touching (danger v)?> or <touching (spikes v)?>> or <touching (mud v)?>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set size to (83) %\n go to x: (-201) y: (55)\n set [ghost v] effect to (0)\n end\n if <touching (teleporters v)?> then\n wait (0.3) seconds\n go to (final arrangement of teleporter v)\n end\nend\n\nwhen I receive [end v]\nshow\nhide variable [x v]\nhide variable [y v]\nhide variable [jump v]\nswitch costume to (normal v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nforever\n play sound [yt1s v] until done\nend\n\nwhen I receive [l v]\nhide\n\n@Ground\n\nwhen flag clicked\ngo to x: (-15) y: (-76)\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [end v]\nshow\nswitch costume to (lvl 1 v)\n\n@Rain\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\nglide (1) secs to x: (x position) y: (-180)\ndelete this clone\n\ngo to [back v] layer\n\nwhen I receive [end v]\nshow\nforever\n go to x: (pick random (-240) to (240)) y: (180)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@Spikes \n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [end v]\nshow\nswitch costume to (lvl1 v)\n\n@Mud\n\nwhen flag clicked\nforever\n set y to (Magma or Teleporter)\nend\n\nwhen flag clicked\nforever\n set [magma or teleporter v] to [0]\n repeat (10)\n change [magma or teleporter v] by (1)\n end\n repeat (20)\n change [magma or teleporter v] by (-1)\n end\n repeat (10)\n change [magma or teleporter v] by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Teleporters\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Magma)\nend\n\nset x to (36)\n\n@Final Arrangement of teleporter\n\nwhen flag clicked\ngo to [front v] layer\nset [costume v] to [1]\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\ngo to x: (0) y: (0)\nchange [costume v] by (1)\n\nwhen flag clicked\nforever\n if <(costume) = [11]> then\n wait (0.000000000000000000000000000000001) seconds\n go to x: (171) y: (87)\n end\n if <(costume) = [7]> then\n wait (0.000000000000000000000000000000001) seconds\n go to x: (90) y: (131)\n end\n if <(costume) = [8]> then\n wait (0.000000000000000000000000000000001) seconds\n go to x: (90) y: (131)\n end\n if <(costume) = [13]> then\n wait (0.000000000000000000000000000000001) seconds\n go to x: (-19) y: (124)\n end\n if <(costume) = [15]> then\n wait (0.00000000000000000000000000000000001) seconds\n go to x: (184) y: (154)\n end\n if <(costume) = [17]> then\n wait (0.000000000000000000000000000000001) seconds\n go to x: (59) y: (146)\n end\n if <(costume) = [19]> then\n broadcast (dark now v)\n end\n if <(costume) = [20]> then\n wait (0.00000000000000001) seconds\n go to x: (120) y: (160)\n end\n if <(costume) = [22]> then\n broadcast (hide dark v)\n end\nend\n\n@Intro\n\nwhen flag clicked\nstart sound [Else - Mirage \(CUT\) v]\nwait (2.9) seconds\nset [id v] to [bg]\ncreate clone of (_myself_ v)\nText\nrepeat (3)\n wait (0.55) seconds\n change [lum v] by (10)\nend\nset [y v] to [20]\nset [id v] to [11]\ncreate clone of (_myself_ v)\nrepeat (3)\n wait (0.55) seconds\n change [lum v] by (10)\nend\nwait (0.55) seconds\nbroadcast (END v)\n\nwhen I start as a clone\nif <(ID) = [bg]> then\n switch costume to (bg v)\n show\n set [lum v] to [100]\n forever\n set [brightness v] effect to (lum)\n change [lum v] by ((() - (lum)) / (3))\n end\nend\n\ndefine Text\ndelete all of [x v]\nadd [-164] to [x v]\nadd [-120] to [x v]\nadd [-75] to [x v]\nadd [-28] to [x v]\nadd [3] to [x v]\nadd [34] to [x v]\nadd [77] to [x v]\nadd [123] to [x v]\nadd [166] to [x v]\nset [text v] to [yoshipaul]\nset [iii v] to [0]\nset [y v] to [0]\nrepeat (length of (Text))\n change [iii v] by (1)\n set [id v] to (letter (III) of (Text))\n set [x v] to (item (III) of [x v])\n create clone of (_myself_ v)\nend\nwait (0) seconds\nset [y2 v] to [140]\nset [id v] to [Logo]\nrepeat (5)\n set [x v] to [-280]\n repeat (7)\n change [x v] by (70)\n create clone of (_myself_ v)\n end\n change [y2 v] by (-70)\nend\n\nwhen I start as a clone\nif < (Text) contains (ID)?> then\n switch costume to (bg v)\n go to x: ((x) * (2.5)) y: (0)\n set size to (30) %\n switch costume to (ID)\n show\n forever\n switch costume to (bg v)\n change x by (((x) - (x position)) / (11))\n change y by (((y) - (y position)) / (11))\n change size by (((50) - (size)) / (11))\n switch costume to (ID)\n end\nend\n\nwhen I receive [end v]\nif << [logo] contains (ID)?> or << (Text) contains (ID)?> or < [11] contains (ID)?>>> then\n delete this clone\nend\n\nwhen I receive [end v]\nif <(ID) = [bg]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [11]> then\n switch costume to (11 v)\n go to x: (0) y: (-200)\n set size to (50) %\n show\n forever\n change y by (((-50) - (y position)) / (11))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Logo]> then\n switch costume to (bg v)\n go to x: ((x) * (1.25)) y: ((y2) * (1.25))\n set [ghost v] effect to (80)\n set size to (30) %\n switch costume to (logo v)\n show\n forever\n switch costume to (bg v)\n change x by (((x) - (x position)) / (11))\n change y by (((y2) - (y position)) / (11))\n change size by (((50) - (size)) / (11))\n switch costume to (logo v)\n end\nend\n\n@Text\n\nwhen flag clicked\nset [costume v] to [0]\nswitch costume to (0 v)\n\nwhen I receive [end v]\nswitch costume to (1 v)\nset [costume v] to [1]\n\nwhen I receive [next v]\nchange [costume v] by (1)\nnext costume\nforever\n if <(costume [name v]) = [0]> then\n switch costume to (1 v)\n end\nend\n\n@Buttons ad\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@Pigmin\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (0) y: (180)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen [timer v] > (0.0001)\nrepeat until <(y position) < [0]>\n change y by (((0) - (y position)) / (3))\n broadcast (L v)\nend\n\n@Dark cave\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\nforever\n go to (player v)\nend\n\nset [ghost v] effect to (50)\n\nif <(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)\nend\n\nwhen I receive [dark now v]\nshow\n\nwhen I receive [hide dark v]\nhide\n\n@Parallax\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\n
Welcome to my first platformer\nMUDDY | A Platformer /1\\nFinished 2 weeks ago but, I didn't want to do the descrption ( ̄▽ ̄)\nLet's get in the #10 french trendings yay\nFuture parts:\nHomecoming (actual)\nFar From Home (next)\nNo Way Home (Final)\nYeh I know, Spiderman titles xD\nTell in comments which is the best Spiderman.\n❤️Tom Holland\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nYep nothing at the end, because I wanted to do the descrpition in two minutes
Sky Platformer
@Stage\n\nwhen flag clicked\nset [音量 sound v] to [100]\nswitch backdrop to (alpha v)\n\nwhen I receive [スタート v]\nswitch backdrop to (screenshot 2022-03-10 11 v)\nwait until <(ステージ) = [10]>\nswitch backdrop to (screenshot 2022-03-10 2 v)\nwait until <(ステージ) = [15]>\nswitch backdrop to (screenshot 2022-03-10 11 v)\n\n@プレーヤー\n\nwhen I receive [さようなら v]\nchange [☁ みんなが遊んだ回数 v] by (1)\nset volume to (音量 sound) %\n初期位置\nset [ステージ v] to [1]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [動いたねチラッ v] by (1)\n change [x v] by (1.75)\n start sound [se_chakuchi01 \(1\) v]\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n point in direction (-90)\n change [動いたねチラッ v] by (1)\n change [x v] by (-1.75)\n start sound [se_chakuchi01 \(1\) v]\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n switch costume to ( v)\n start sound [se_jump1 v]\n change [動いたねチラッ v] by (1)\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-5)\n if <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n switch costume to ( v)\n change [動いたねチラッ v] by (1)\n set [y v] to [16]\n start sound [se_jump1 v]\n end\n change y by (5)\n if <<<touching (とげ・マグマ v)?> or <(y position) < [-160]>> or <touching (とげ v)?>> then\n wait (0.05) seconds\n start sound [Pew v]\n 初期位置\n end\n if <not <(ステージ) = [18]>> then\n if <(x position) > [210]> then\n broadcast (ネクストステージ v)\n wait (0.5) seconds\n wait (0.05) seconds\n start sound [Ding Sound Effect v]\n 初期位置\n end\n end\n if <key (r v) pressed?> then\n broadcast (リセッター v)\n end\n if <<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> then\n switch costume to (2 v)\n set [しゃがんでる v] to [1]\n end\n if <not <<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>>> then\n switch costume to ( v)\n set [しゃがんでる v] to [0]\n end\n if <(動くか判定) = [1]> then\n repeat until <(動くか判定) = [0]>\n 初期位置\n end\n end\nend\n\nwhen I receive [さようなら v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nif <(しゃがんでる) = [0]> then\n switch costume to (3 v)\n repeat (10)\n change size by (-4)\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n switch costume to (4 v)\n repeat (10)\n change size by (-4)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine 初期位置\nswitch costume to ( v)\nset size to (70) %\ngo to x: (-210) y: (-50)\nset rotation style [left-right v]\npoint in direction (90)\nset [動いたねチラッ v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [ステージ v] to [0]\nhide\n\nwhen I receive [初期化(リスタート) v]\n初期位置\nset [ステージ v] to [0]\nbroadcast (さようなら v)\n\nwhen I receive [リセッター v]\nwait (0.05) seconds\n初期位置\n\nwhen I receive [結果発表終了 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [intro v]\nshow\n\n@ステージ\n\nwhen I receive [さようなら v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ステージ v] to [0]\n\nwhen I receive [結果発表終了 v]\nhide\n\nwhen I receive [intro v]\nshow\n\n@とげ・マグマ\n\nwhen flag clicked\nhide\n\nwhen I receive [さようなら v]\nhide\nswitch costume to (2 v)\nforever\n wait until <(ステージ) = [2]>\n go to x: (132) y: (-6)\n show\n wait until <(ステージ) = [3]>\n next costume\n go to x: (-3) y: (50)\n show\n wait until <(ステージ) = [4]>\n hide\n wait until <(ステージ) = [5]>\n go to x: (-6) y: (-40)\n next costume\n show\n wait until <(ステージ) = [6]>\n hide\n wait until <(ステージ) = [7]>\n go to x: (113) y: (-140)\n next costume\n show\n wait until <(ステージ) = [8]>\n go to x: (-5) y: (-159)\n next costume\n show\n wait until <(ステージ) = [9]>\n hide\nend\n\n@sky platformer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to [front v] layer\nset [動くか判定 v] to [0]\ngo [backward v] (1) layers\nhide\n\nwhen I receive [ネクストステージ v]\nif <(だめ) = [1]> then\n go to x: (0) y: (348)\n set [動くか判定 v] to [1]\n show\n glide (0.5) secs to x: (0) y: (0)\n change [ステージ v] by (1)\n wait (0.5) seconds\n glide (0.5) secs to x: (0) y: (-348)\n hide\n set [動くか判定 v] to [0]\nelse\n go to [front v] layer\n go [backward v] (1) layers\n set [元タイム v] to (タイム)\n set [動くか判定 v] to [1]\n show\n go to x: (0) y: (348)\n glide (0.5) secs to x: (0) y: (0)\n change [ステージ v] by (1)\n wait (0.5) seconds\n glide (0.5) secs to x: (0) y: (-348)\n hide\n set [動くか判定 v] to [0]\n set [タイム v] to (元タイム)\nend\n\nwhen I receive [さようなら v]\nset [タイム v] to [0]\nwait (0.5) seconds\nwait until <(動いたねチラッ) > [1]>\nrepeat until <(ステージ) = [18]>\n wait (1) seconds\n change [タイム v] by (1)\n if <(だめ) = [1]> then\n set [タイム v] to [✕]\n stop [this script v]\n end\nend\n\n@スプライト2\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (-187)\nhide\n\nwhen I receive [スタート v]\nwait (2) seconds\nshow\nglide (0.1) secs to x: (0) y: (60)\n\nwhen I receive [さようなら v]\nhide\n\nwhen I receive [スタート v]\nwait (2) seconds\nshow\n\n@スプライト3\n\nwhen flag clicked\nset [音量終了 v] to [0]\ngo to x: (0) y: (-182)\nhide\n\nwhen I receive [スタート v]\npoint in direction (90)\nwait (2) seconds\nshow\nglide (0.15) secs to x: (0) y: (-60)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nbroadcast (さようなら v)\nset [音量終了 v] to [1]\nhide\n\nwhen I receive [さようなら v]\nhide\n\nwhen I receive [記録を見る v]\nhide\n\nwhen I receive [戻る v]\nshow\n\nwhen I receive [初期化(リスタート) v]\nerase all\n\n@スプライト4\n\nwhen flag clicked\ngo to x: (0) y: (230)\nhide\n\nwhen I receive [さようなら v]\nset size to (50) %\nset [id v] to [1]\nwait until <(ステージ) = [10]>\nrepeat until <(ステージ) = [12]>\n go to x: (pick random (-200) to (200)) y: (140)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nset [id v] to [2]\nrepeat until <(ステージ) = [17]>\n point in direction (110)\n go to x: (pick random (-190) to (200)) y: (140)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n point in direction (90)\n repeat until <touching (_edge_ v)?>\n change y by (-10)\n wait (0) seconds\n end\n delete this clone\nelse\n point in direction (110)\n repeat until <touching (_edge_ v)?>\n change y by (-10)\n change x by (-1)\n wait (0) seconds\n end\n delete this clone\nend\n\nwhen I receive [さようなら v]\nwait until <(ステージ) = [10]>\nrepeat until <(ステージ) = [12]>\n start sound [雨・傘の下 v]\nend\nstart sound [ポップ v]\nrepeat until <(ステージ) = [17]>\n start sound [雨の音 v]\nend\nstop all sounds\nbroadcast (音復旧 v)\n\n@記録\n\nwhen flag clicked\nset [順番一 v] to [0]\nset [順番二 v] to [0]\nerase all\nswitch costume to (コスチューム11 v)\nhide\n\nwhen I receive [さようなら v]\nhide\nwait until <(ステージ) = [18]>\nset [終わり v] to [0]\nif <(タイム) = [✕]> then\n set [何番 v] to [2]\n set [id v] to (☁ ハイスコア)\n wait (1) seconds\n go to x: (-160) y: (-2)\n switch costume to (コスチューム11 v)\n stamp\n go to x: (-23) y: (60)\n 定義\nelse\n if <(タイム) < (☁ ハイスコア)> then\n set [☁ ハイスコア v] to (タイム)\n end\nend\nset [何番 v] to [2]\nset [id v] to (☁ ハイスコア)\nwait (1) seconds\ngo to x: (-160) y: (-2)\nswitch costume to (コスチューム11 v)\nstamp\ngo to x: (-23) y: (60)\n定義\n\ndefine 定義\nif <(終わり) = [1]> then\n wait (1) seconds\n broadcast (intro v)\n stop [this script v]\nelse\n if <(letter (1) of (ID)) = [✕]> then\n switch costume to (コスチューム12 v)\n stamp\n change x by (25)\n start sound [ポップ v]\n else\n if <(letter (1) of (ID)) = [0]> then\n switch costume to (コスチューム10 v)\n stamp\n change x by (25)\n start sound [ポップ v]\n else\n switch costume to (letter (1) of (ID))\n stamp\n change x by (25)\n start sound [ポップ v]\n end\n wait (1) seconds\n repeat ((length of (ID)) - (1))\n if <(letter (何番) of (ID)) = [0]> then\n switch costume to (コスチューム10 v)\n stamp\n change [何番 v] by (1)\n else\n switch costume to (letter (何番) of (ID))\n stamp\n change [何番 v] by (1)\n end\n start sound [ポップ v]\n wait (1) seconds\n change x by (30)\n end\n end\n 次\nend\n\ndefine 次\nif <(ID) = (☁ ハイスコア)> then\n go to x: (-50) y: (0)\n set [何番 v] to [2]\n set [id v] to (タイム)\nelse\n if <(ID) = (タイム)> then\n go to x: (-30) y: (-72)\n set [id v] to (☁ みんなが遊んだ回数)\n else\n set [終わり v] to [1]\n end\nend\n定義\n\n@スプライト6\n\nwhen flag clicked\ngo to x: (184) y: (-157)\nswitch costume to (コスチューム2 v)\nhide\n\nwhen I receive [intro v]\ngo to x: (184) y: (-157)\nset [プレイ数 v] to [1]\nshow\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nbroadcast (初期化(リスタート) v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nwait (0.5) seconds\nhide\n\n@とげ\n\nwhen flag clicked\ngo to x: (-4) y: (-35)\npoint in direction (90)\nhide\n\nwhen I receive [さようなら v]\nwait until <(ステージ) = [17]>\nshow\nrepeat until <(ステージ) = [18]>\n turn right (-3) degrees\nend\nhide\n\n@タボフィー\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n stop [other scripts in sprite v]\n go to [front v] layer\n stop [all v]\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n change [turbo v] by (1)\nend\n\n@スプライト7\n\nwhen flag clicked\ngo to x: (185) y: (160)\nhide\n\nwhen I receive [さようなら v]\ngo to x: (195) y: (156)\ngo to [front v] layer\ngo [backward v] (4) layers\nset [ghost v] effect to (50)\nshow\nrepeat until <(ステージ) = [19]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (リセッター v)\n end\nend\nhide\n\n@スプライト8\n\nwhen flag clicked\ngo to x: (175) y: (184)\nhide\n\nwhen I receive [さようなら v]\nset [ghost v] effect to (45)\nrepeat until <(ステージ) = [9]>\n switch costume to (pick random (1) to (2))\n go to x: (200) y: (pick random (150) to (170))\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nshow\nrepeat until <(x position) < [-200]>\n change x by (-4.5)\nend\ndelete this clone\n\n@スプライト9\n\nwhen flag clicked\ngo to x: (-85) y: (110)\nhide\n\nwhen I receive [結果発表終了 v]\nshow\n\nwhen I receive [さようなら v]\nhide\n\nwhen I receive [intro v]\nshow\n\nwhen I receive [結果発表終了 v]\nhide\n\n@スプライト11\n\nwhen flag clicked\ngo to x: (-299) y: (164)\nhide\n\nwhen I receive [さようなら v]\nshow\ngo to [front v] layer\nforever\n repeat (70)\n change x by (((-160) - (x position)) / (13))\n end\n wait (5) seconds\n repeat (70)\n change x by (((-300) - (x position)) / (13))\n end\n wait (10) seconds\nend\n\n@BGM\n\nwhen flag clicked\ngo to x: (-210) y: (145)\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n stop all sounds\n switch costume to (なし v)\nelse\n switch costume to (あり v)\n broadcast (bgm終わ v)\n wait (1) seconds\nend\n\nwhen I receive [bgm終わ v]\nplay sound [Axol x Alex Skrindo - You \[NCS Release\] v] until done\nbroadcast (bgm終わ v)\n\nwhen I receive [スタート v]\nshow\nswitch costume to (あり v)\nplay sound [Axol x Alex Skrindo - You \[NCS Release\] v] until done\nbroadcast (bgm終わ v)\n\nwhen I receive [intro v]\nshow\n\nwhen I receive [結果発表終了 v]\nstop [other scripts in sprite v]\nstop all sounds\nhide\n\nwhen I receive [初期化(リスタート) v]\nshow\nswitch costume to (あり v)\nplay sound [Axol x Alex Skrindo - You \[NCS Release\] v] until done\nbroadcast (bgm終わ v)\n\n@intro2\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [all around v]\nset size to (100) %\ngo to x: (0) y: (120)\nset [上 v] to [0]\nset [上2 v] to [0]\nset [上3 v] to [0]\nset [上4 v] to [0]\nset [上5 v] to [0]\nset [brightness v] effect to (0)\nerase all\nhide\nreset timer\nstart sound [Prismo - Weakness v]\nrepeat (2)\n set pen size to (100)\n set pen color to (#000000)\n repeat (15)\n pen down\n change pen size by (60)\n end\n pen up\n wait (0) seconds\n set pen size to (100)\n set pen color to (#fafafa)\n repeat (15)\n pen down\n change pen size by (60)\n end\n pen up\n wait (0) seconds\nend\ngo to [front v] layer\nクローン [1]\nタイマー [3.199]\nクローン [2]\nタイマー [3.299]\nクローン [3]\nタイマー [3.399]\nクローン [4]\nタイマー [3.499]\nクローン [5]\nタイマー [3.599]\nクローン [6]\nタイマー [6.864]\ngo to [front v] layer\nクローン [7]\nクローン [8]\nタイマー [7.821]\nクローン [9]\nクローン [10]\nタイマー [10]\nクローン [11]\nタイマー [13.519]\nrepeat (4)\n クローン [12]\nend\nstart sound [〆 v]\n\ndefine クローン (番号)\nswitch costume to (番号)\ncreate clone of (_myself_ v)\n\ndefine タイマー (何秒まで)\nwait until <(timer) > (何秒まで)>\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (180)\n show\n glide (0.6) secs to x: (0) y: (-180)\n set pen size to (100)\n set pen color to (#fa0000)\n hide\n repeat (15)\n pen down\n change pen size by (60)\n end\n pen up\n wait (0) seconds\n タイマー [8.712]\n erase all\n set pen size to (1000)\n set pen color to (#000000)\n pen down\n pen up\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n go to x: (-10) y: (180)\n show\n repeat until <(round (y position)) = [0]>\n change [上 v] by ((((0) - (y position)) / (5)) - ((上) / (4)))\n change y by (上)\n end\n タイマー [4.622]\n set [s v] to [90]\n repeat until <(s) > ((90) + (180))>\n change [s v] by ((s) / (8))\n point in direction (s)\n end\n repeat until <(round (s)) = ((90) + (360))>\n change [s v] by ((((90) + (360)) - (s)) / (8))\n point in direction (s)\n end\n タイマー [7.821]\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n go to x: (-10) y: (180)\n show\n repeat until <(round (y position)) = [0]>\n change [上2 v] by ((((0) - (y position)) / (5)) - ((上2) / (4)))\n change y by (上2)\n end\n タイマー [4.722]\n set [s2 v] to [90]\n repeat until <(s2) > ((90) + (180))>\n change [s2 v] by ((s2) / (8))\n point in direction (s2)\n end\n repeat until <(round (s2)) = ((90) + (360))>\n change [s2 v] by ((((90) + (360)) - (s2)) / (8))\n point in direction (s2)\n end\n タイマー [7.821]\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n go to x: (-10) y: (180)\n show\n repeat until <(round (y position)) = [0]>\n change [上3 v] by ((((0) - (y position)) / (5)) - ((上3) / (4)))\n change y by (上3)\n end\n タイマー [4.822]\n set [s3 v] to [90]\n repeat until <(s3) > ((90) + (180))>\n change [s3 v] by ((s3) / (8))\n point in direction (s3)\n repeat until <(round (s3)) = ((90) + (360))>\n change [s3 v] by ((((90) + (360)) - (s3)) / (8))\n point in direction (s3)\n end\n タイマー [7.821]\n delete this clone\n end\n else\n if <(costume [number v]) = [5]> then\n go to x: (-10) y: (180)\n show\n repeat until <(round (y position)) = [0]>\n change [上4 v] by ((((0) - (y position)) / (5)) - ((上4) / (4)))\n change y by (上4)\n end\n タイマー [4.922]\n set [s4 v] to [90]\n repeat until <(s4) > ((90) + (180))>\n change [s4 v] by ((s4) / (8))\n point in direction (s4)\n end\n repeat until <(round (s4)) = ((90) + (360))>\n change [s4 v] by ((((90) + (360)) - (s4)) / (8))\n point in direction (s4)\n end\n タイマー [7.821]\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n go to x: (-10) y: (180)\n show\n repeat until <(round (y position)) = [0]>\n change [上5 v] by ((((0) - (y position)) / (5)) - ((上5) / (4)))\n change y by (上5)\n end\n タイマー [5.022]\n set [s5 v] to [90]\n repeat until <(s5) > ((90) + (180))>\n change [s5 v] by ((s5) / (8))\n point in direction (s5)\n end\n repeat until <(round (s5)) = ((90) + (360))>\n change [s5 v] by ((((90) + (360)) - (s5)) / (8))\n point in direction (s5)\n end\n タイマー [7.821]\n delete this clone\n else\n if <(costume [number v]) = [7]> then\n go to x: (-345) y: (0)\n show\n repeat until <(round (x position)) = [-100]>\n change x by (((-100) - (x position)) / (5))\n end\n タイマー [8.70]\n delete this clone\n else\n if <(costume [number v]) = [8]> then\n go to x: (345) y: (0)\n show\n repeat until <(round (x position)) = [100]>\n change x by (((100) - (x position)) / (5))\n end\n タイマー [8.70]\n delete this clone\n else\n if <(costume [number v]) = [9]> then\n go to x: (0) y: (345)\n show\n repeat until <(round (y position)) = [90]>\n change y by (((90) - (y position)) / (5))\n end\n タイマー [8.75]\n set [brightness v] effect to (100)\n repeat until <(round (y position)) = [200]>\n change y by (((200) - (y position)) / (8))\n end\n タイマー [14.5]\n delete this clone\n else\n if <(costume [number v]) = [10]> then\n go to x: (0) y: (-345)\n show\n repeat until <(round (y position)) = [-90]>\n change y by (((-90) - (y position)) / (5))\n end\n タイマー [8.75]\n set [brightness v] effect to (100)\n repeat until <(round (y position)) = [-200]>\n change y by (((-200) - (y position)) / (8))\n end\n タイマー [14.5]\n delete this clone\n else\n if <(costume [number v]) = [11]> then\n go to x: (-20) y: (0)\n hide\n タイマー [10.122]\n set [s v] to [70]\n show\n point in direction (90)\n repeat (2)\n set [s v] to [70]\n repeat (46)\n set [s v] to (((s) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (s) degrees\n end\n wait (0.03) seconds\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(costume [number v]) = [12]> then\n go to x: (600) y: (0)\n show\n repeat until <(round (x position)) = [-40]>\n change x by (((-40) - (x position)) / (10))\n end\n erase all\n タイマー [16]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <(costume [number v]) = [15]>>> then\n go to [front v] layer\n show\n set [θ v] to [0]\n repeat until <(timer) > [14]>\n change [θ v] by (1)\n change y by ([sin v] of (θ) )\n end\n delete this clone\n else\n if <(costume [number v]) = [16]> then\n set [ghost v] effect to (0)\n go to x: (-121) y: (24)\n show\n set size to (100) %\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n set [ghost v] effect to (0)\n タイマー [10.122]\n go to x: (130) y: (-25)\n set size to (100) %\n show\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n set [ghost v] effect to (0)\n wait (1.15) seconds\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-121) y: (24)\n show\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n set [ghost v] effect to (0)\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset [順番 v] to [1]\nrepeat (8)\n add (item (順番) of [元x v]) to [場所x v]\n add (item (順番) of [元y v]) to [場所y v]\n change [順番 v] by (1)\nend\nタイマー [3.119]\nrepeat (8)\n go to x: (item (1) of [場所x v]) y: (item (1) of [場所y v])\n クローン (pick random (13) to (15))\n delete (1) of [場所x v]\n delete (1) of [場所y v]\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n erase all\n stop all sounds\n stop [other scripts in sprite v]\n stop [other scripts in sprite v]\n broadcast (スタート v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nタイマー [4.622]\nクローン [16]\nタイマー [16]\nbroadcast (スタート v)\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n delete this clone\n end\nend\n\n@スプライト5\n\nwhen I receive [さようなら v]\nset size to (100) %\nset [id v] to [1]\nset [θしい v] to [0]\nshow\nrepeat until <(ステージ) = [10]>\n change [θしい v] by (5)\n change size by ([sin v] of (θしい) )\nend\nhide\nwait until <(ステージ) = [17]>\nshow\nrepeat until <(ステージ) = [18]>\n change [θしい v] by (5)\n change size by ([sin v] of (θしい) )\nend\n\nwhen flag clicked\ngo to x: (220) y: (160)\nhide\n\nwhen I receive [結果発表終了 v]\nstop [other scripts in sprite v]\nhide\n\n@スプライト10\n\nwhen flag clicked\nset [だめ v] to [0]\nhide\n\nwhen I receive [さようなら v]\ncreate clone of (_myself_ v)\n\nwhen I receive [結果発表終了 v]\nhide\n\nwhen I start as a clone\ngo to x: (195) y: (115)\ngo to [front v] layer\nset [スキップ回数 v] to [5]\ngo [backward v] (4) layers\nset [ghost v] effect to (50)\nshow\nrepeat until <(ステージ) = [19]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <(スキップ回数) = [0]>> then\n broadcast (ネクストステージ v)\n set [だめ v] to [1]\n change [スキップ回数 v] by (-1)\n wait (1) seconds\n else\n end\n end\n end\nend\nhide\n\nwhen I start as a clone\nforever\n if <(ステージ) = [18]> then\n delete this clone\n else\n show\n end\nend\n\n@スプライト12\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to x: (210) y: (-150)\nset [ghost v] effect to (50)\nshow\nforever\n go to [front v] layer\nend\n\n
Read the whole thing.\n全部読んでね\n\nPress the flag twice\n旗二回押し\n\nYou can skip the intro.\nイントロはスキップできるよ\n\nClouds have thorns growing on them!?\n雲に棘が生えてる!?\n\nLet's have an adventure in such an interesting world!\nそんな面白い世界で冒険しよう!!\n\nArrow keys to control\n矢印キーで操作\n\nRespawn is in the upper right corner\nリスポーンは右上\n\nFor skipping double-click\nスキップはダブルクリック\n\nSkip up to 5 times\nスキップは5回まで\n\nTake advantage of the crouch!!\nしゃがみを活用して!!\n\nNo turbo\nターボは禁止\n\n〈クレジット〉〈credit〉\n音楽・music\nDiamond Eyes - Stars [NCS Release] - from YouTube\nAxol x Alex Skrindo - You [NCS Release]\nPrismo - Weakness\n魔王魂\n効果音ラボ?\nロゴ及び画像ジェネレーター\n\nスプライト・sprite\nタボフィー @boudannsyounenndann\nハート・星 @kumanomikun622\nALPHA @t9decode\n\n〈参考〉〈reference〉\n【基礎編】日本一(多分)分かりやすいプラットフォーマーの作り方\n【応用編】日本一(多分)分かりやすいプラットフォーマーの作り方\n〈ターボワープ〉\nhttps://turbowarp.org/629275521?interpolate&hqpen\n(多分)\n\n〈タグ〉〈tag〉\n#game #games \n#art #platformer \n#sky #music #utrit\nーーーーーーーーーーーーーーーーーーーーーーーーー\nHearts and stars, we look forward to following and remixing!!\nハートと星、フォロー、リミックスお待ちしてます!!\n\nI'm aiming for a stiff trend!!!! Please spread the word!\nガチで傾向狙ってます!!拡散お願いします!!\nーーーーーーーーーーーーーーーーーーーーーーーーー\n〈経歴〉\n5/25 共有\n5/27? !!100人突破‼ !!200人突破‼ !!300人突破‼\n5/28 !!400人突破‼ !!500人突破‼ \n5/29 !!600人突破‼ !!700人突破‼ !!800人突破‼\n   !!900人突破‼!\n5/30 !!1000人突破‼ !!1100人突破‼ !!1200人突破‼\n5/31 !!1300人突破‼\n6/3  !!1400人突破!!\n6/5 !!1500人突破!!\n6/6 !!1600人突破!!\n6/9 !!1700人突破!!\n6/11 !!1800人突破!!\n6/12 !!1900人突破!!\n6/16 !!2000人突破!!\n6/18 !!2100人突破!!\n6/19 !!ハート100突破‼\n   !!2200人突破!!\n6/21 !!2300人突破!!\n6/23 !!星100突破‼\n !!2400人突破!!\n6/25 !!2500人突破!!\n6/27 !!2600人突破!!\n6/29 !!2700人突破!!\n7/6 !!3000人突破!!(いきなり飛んでて草ww)
Massive Multiplayer Platformer v1.2 Hard version?
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@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@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@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\nwhen I receive [setup level v]\n\nwhen flag clicked\nforever\n set [whirl v] effect to (((current [month v]) * (2)) + (current [second v]))\nend\n\nset [ghost v] effect to (((current [month v]) * (2)) + (current [second v]))\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@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@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n
Tutorials here => www.youtube.com/griffpatch\n★ SPEED RUN - https://youtu.be/rsnlrp3WGHE ★\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
3D Platformer
@Stage\n\nwhen flag clicked\nreset timer\nset [level v] to [0]\nset [time v] to [0]\nerase all\nswitch backdrop to (backdrop2 v)\nset volume to (60) %\nrepeat until <key (2 v) pressed?>\n play sound [Treenan v] until done\nend\n\nwhen [1 v] key pressed\nset volume to (60) %\nstop all sounds\nplay sound [Treenan v] until done\n\nwhen [2 v] key pressed\nset volume to (40) %\nstop all sounds\nplay sound [Elektronomia_JJD_Free_NCS_Release_ v] until done\n\n@Blank\n\n@3D Genarating//3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (6))\nDraw Square (x) (y) ((50) + (z))\nDraw Line ((50) + (x)) ((50) + (y)) ((50) + (z)) to ((50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Line ((50) + (x)) ((-50) + (y)) ((50) + (z)) to ((50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((-50) + (y)) ((50) + (z)) to ((-50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((50) + (y)) ((50) + (z)) to ((-50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Square (x) (y) ((-50) + (z))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Turn and Move\nif <key (up arrow v) pressed?> then\n change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\n set [y vel v] to [34]\n else\n set [touching end v] to [yes]\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [cam y v] by (-1)\n else\n change [cam y v] by (1)\n set [falling? v] to [0]\n end\n set [y vel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [cam z v] by (-1)\n else\n change [cam z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [cam x v] by (-1)\n else\n change [cam x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [view factor v] to [150]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\nset [rot y v] to [0]\nset [rot x v] to [0]\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Lava]\n Level design [0] [0] [4] [Platform]\n Level design [0] [0] [5] [Lava]\n Level design [0] [0] [6] [End]\nend\nif <(Level) = [2]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [1] [1] [Platform]\n Level design [0] [2] [2] [Platform]\n Level design [0] [3] [3] [Lava]\n Level design [2] [3] [3] [Platform]\n Level design [1] [4] [4] [Lava]\n Level design [0] [4] [4] [End]\n Level design [1] [4] [4] [Lava]\nend\nif <(Level) = [3]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Trampoline]\n Level design [0] [4] [2] [Platform]\n Level design [1] [4] [4] [Platform]\n Level design [0] [4] [4] [Lava]\n Level design [-1] [4] [6] [Platform]\n Level design [-1] [4] [7] [Lava]\n Level design [-1] [4] [8] [Platform]\n Level design [-1] [5] [9] [Platform]\n Level design [-1] [3] [10] [End]\nend\nif <(Level) = [4]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [-1] [3] [Trampoline]\n Level design [0] [3] [4] [Platform]\n Level design [0] [3] [5] [Platform]\n Level design [0] [4] [5] [Platform]\n Level design [0] [5] [5] [Platform]\n Level design [0] [6] [5] [Lava]\n Level design [0] [3] [6] [Platform]\n Level design [0] [3] [7] [End]\nend\nif <(Level) = [5]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [2] [Lava]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [3] [Platform]\n Level design [0] [0] [5] [Lava]\n Level design [0] [1] [5] [Lava]\n Level design [0] [2] [5] [Lava]\n Level design [-1] [0] [5] [Platform]\n Level design [-1] [1] [6] [Platform]\n Level design [0] [0] [6] [End]\nend\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [1100]> then\n Put Cube at (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v]) (item (ii) of [platform type v])\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n set pen color to (#33f7db)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff3333)\n else\n if <(current platform type) = [Trampoline]> then\n set pen color to (#fff830)\n else\n set pen color to (#33ff30)\n end\n end\nend\n\ndefine Level design (x) (y) (z) (type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume2 v)\nset size to (9999999999999999999) %\nswitch costume to (costume1 v)\nreset timer\nset [level v] to [1]\nLevel\nReset\nforever\n erase all\n Turn and Move\n if <<(Touching end) = [yes]> or <key (p v) pressed?>> then\n wait until <not <key (p v) pressed?>>\n change [level v] by (1)\n Level\n Reset\n end\n if <key (o v) pressed?> then\n if <(Level) > [1]> then\n wait until <not <key (o v) pressed?>>\n change [level v] by (-1)\n Level\n Reset\n end\n end\nend\n\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\n@Start Menu//Start Menu\n\ndefine Build (num) Start (start)\nset [clonenum v] to (start)\nrepeat (num)\n change [clonenum v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(CloneNum) = [1]> then\n switch costume to (background v)\n forever\n if <<key (up arrow v) pressed?> or <key (right arrow v) pressed?>> then\n start sound [Action v]\n if <(ButtonSelected) = [1]> then\n set [buttonselected v] to [2]\n else\n change [buttonselected v] by (-1)\n end\n wait (0.1) seconds\n end\n if <<key (down arrow v) pressed?> or <key (left arrow v) pressed?>> then\n start sound [Action v]\n if <(ButtonSelected) = [2]> then\n set [buttonselected v] to [1]\n else\n change [buttonselected v] by (1)\n end\n wait (0.1) seconds\n end\n end\nend\nif <(CloneNum) = [2]> then\n switch costume to (playbutton v)\n forever\n if <(ButtonSelected) = [1]> then\n if <key (space v) pressed?> then\n broadcast (Start v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(CloneNum) = [3]> then\n switch costume to (controlsbutton v)\n forever\n if <(ButtonSelected) = [2]> then\n if <key (space v) pressed?> then\n broadcast (Controls v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(CloneNum) = [5]> then\n switch costume to (arrow v)\n go to x: (-150) y: (-50)\n forever\n go to x: (-225) y: ((-50) * ((ButtonSelected) - (1)))\n end\nend\n\nwhen I start as a clone\nforever\n if <(DeleteAllClones?) = [1]> then\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nBuild [5] Start [0]\n\nwhen I receive [start v]\nset [deleteallclones? v] to [1]\nwait (0.1) seconds\nset [deleteallclones? v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\n if <(Level) = [6]> then\n stop [this script v]\n end\nend\n\nwhen I receive [controls v]\nset [ghost v] effect to (100)\nrepeat until <key (q v) pressed?>\n set volume to (0) %\nend\nif <key (q v) pressed?> then\n set volume to (100) %\nend\n\nwhen [q v] key pressed\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Start Menu//Controls\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen I receive [controls v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen [q v] key pressed\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Detector\n\nwhen flag clicked\ngo to [front v] layer\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@Win\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n if <(Level) = [6]> then\n show\n set [x v] to (pick random (-10) to (10))\n set [y v] to (pick random (-10) to (10))\n set [size v] to (pick random (90) to (120))\n repeat (10)\n change x by (((x) - (x position)) / (pick random (3) to (10)))\n change y by (((y) - (y position)) / (pick random (3) to (10)))\n change size by (((size) - (size)) / (pick random (3) to (10)))\n end\n else\n hide\n end\nend\n\n@TIME\n\nwhen I receive [start 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) + (10)) %\n\nwhen I receive [deleteclones v]\ndelete this clone\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen [p v] key pressed\nhide\nstop [other scripts in sprite v]\nshow\ngo to x: (-195) y: (160)\nswitch costume to (. v)\nset size to (240) %\n\n
--Instructions in the game--\nMy 1st 3D platformer!\n\nLike and Star for a message! :)\n1000+ blocks!\n\nComment your time in the comments!\nMy fastest time is 22\n\nPlay this game on TurboWarp for less lag. (If you want)\nhttps://turbowarp.org/629424549?hqpen\n\nThanks to @k0stya for the engine\nEnjoy!\n\nLet's get this on trending!
Encanto-Platformer
@Stage\n\n@Sprite1\n\nwhen I start as a clone\nchange [ghost v] effect by (35)\nforever\n show\n go to x: (9) y: (164)\n set x to (pick random (-229) to (230))\n repeat until <touching (_edge_ v)?>\n change y by (-5)\n end\n hide\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (.5)\nend\n\nwhen backdrop switches to [backdrop1 win v]\nforever\n create clone of (_myself_ v)\nend\n\n@სპრაიტი4\n\nwhen flag clicked\nshow\ngo to x: (-128) y: (-134)\nswitch backdrop to (ზურგჩანთა1 v)\nswitch costume to (კოსტიუმი3 v)\nset [gravity v] to [0]\nforever\n if <touching color (#00d831)?> then\n set [gravity v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [gravity v] to [12.8]\n end\n end\n change y by (gravity)\n change [gravity v] by (-1)\n if <<key (right arrow v) pressed?> or <key (b v) pressed?>> then\n change x by (6.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (-6.5)\n end\n if <<key (down arrow v) pressed?> or <key (down arrow v) pressed?>> then\n switch costume to (კოსტიუმი4 v)\n else\n switch costume to (კოსტიუმი3 v)\n end\n if <touching color (#fff100)?> then\n next backdrop\n go to x: (-128) y: (-76)\n end\n if <touching color (#909090)?> then\n go to x: (-128) y: (-73)\n end\n if <touching color (#00d8ff)?> then\n set [gravity v] to [19]\n end\n if <touching color (#cacaca)?> then\n go to x: (-128) y: (-73)\n end\n if <touching color (#00ce30)?> then\n go to x: (-128) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n play sound [We don't talk about bruno v] until done\nend\n\nwhen backdrop switches to [backdrop1 win v]\nforever\n switch costume to (costume1 v)\n go to x: (13) y: (26)\nend\n\nwhen flag clicked\n\nset y to (-124)\nset x to (-138)\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (3) seconds\nset [ghost v] effect to (100)\nhide\n\n
Encanto-Platformer\n\narrow keys to move\n\ndo not touch spikes
:/ (A platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (background v)\nif <(username) = [tbear2006]> then\n if <key (space v) pressed?> then\n broadcast (Thumbnail v) and wait\n end\n forever\n if <key (n v) pressed?> then\n change [stage v] by (1)\n broadcast (Next stage v)\n wait until <not <key (n v) pressed?>>\n end\n if <key (r v) pressed?> then\n set [☁ :/ v] to [1]\n end\n end\nend\n\nwhen I receive [thumbnail v]\nswitch backdrop to (thumbnail? v)\n\n@Notes\n\n@Player I guess...\n\nwhen flag clicked\nif <(costume [name v]) = [:/2]> then\n change [action counter v] by (1)\nelse\n set [gravity v] to [0]\n set [acceleration v] to [0]\n if <(Stage) = [2]> then\n set y to (-50)\n else\n switch costume to (:/ v)\n set [stage v] to [0]\n set [current text v] to [1]\n set [realism v] to [False]\n change [attempts v] by (1)\n set [stop text v] to [False]\n go to x: (0) y: (-50)\n show\n if < (Event) contains [Game Over]?> then\n repeat until <(y position) = [-99]>\n Gravity\n end\n if <(Event) = [Game Over2]> then\n set [current text v] to ((item # of [\[Game Over\]] in [text v]) + (3))\n Disp text [1] [1]\n change [current text v] by (-2)\n else\n set [current text v] to (item # of [\[Game Over\]] in [text v])\n Disp text [1] [2]\n set [event v] to [Game Over2]\n end\n forever\n wait (60) seconds\n Disp text [0] [1]\n change [current text v] by (-1)\n end\n else\n set [event v] to [None]\n broadcast (Start v)\n end\n end\n forever\n Gravity\n Steep Slope?\n Movement\n end\nend\n\ndefine Gravity\nchange y by (Gravity)\nif <<(Gravity) > [-13]> and <not <<(Event) = [Chute]> and <(Gravity) < [-3]>>>> then\n change [gravity v] by (-1)\nend\nchange y by (-1)\nif <<touching color (#35ff00)?> or <touching color (#0c0c0c)?>> then\n repeat until <not <<touching color (#35ff00)?> or <touching color (#0c0c0c)?>>>\n change y by (1)\n end\n set [on ground v] to [True]\n set [gravity v] to [0]\nelse\n change y by (1)\n set [on ground v] to [False]\nend\nset [player y v] to (y position)\n\ndefine Movement\nif <(costume [number v]) = [1]> then\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(On ground) = [True]>> and <not <(Stage) = [2]>>> then\n if <(Event) = [Jump]> then\n set [gravity v] to [40]\n else\n set [gravity v] to [13]\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <(Acceleration) > [-10]> then\n change [acceleration v] by (-1)\n else\n set [acceleration v] to [-10]\n end\n else\n if <(Acceleration) < [0]> then\n change [acceleration v] by (1)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <(Acceleration) < [10]> then\n change [acceleration v] by (1)\n else\n set [acceleration v] to [10]\n end\n else\n if <(Acceleration) > [0]> then\n change [acceleration v] by (-1)\n end\n end\n if <<<touching (_edge_ v)?> and <(y position) < [-140]>> or <<<touching color (#000000)?> and <(Stage) > [1]>> and <not <touching (items v)?>>>> then\n if <touching color (#000000)?> then\n if <not <(Event) = [Hit]>> then\n if <(Stage) = [2]> then\n set [event v] to [Hit]\n end\n if <(Stage) < [5]> then\n broadcast (Next stage v)\n stop [this script v]\n end\n end\n end\n broadcast (Reset v)\n end\n if <<(Stage) = [2]> and <touching (_edge_ v)?>> then\n if <(x position) > [0]> then\n set x to (-220)\n else\n set x to (220)\n end\n end\n if <touching color (#58ff00)?> then\n if <not <(Event) = [Tint]>> then\n set [event v] to [Tint]\n set [stop text v] to [True]\n end\n end\n if <touching color (#ffb800)?> then\n if <not <(Event) = [Burn]>> then\n set [event v] to [Burn]\n broadcast (BURN v)\n end\n end\nend\n\ndefine Steep Slope?\nset [counter v] to [0]\nchange x by (Acceleration)\nrepeat until <<(Counter) = [5]> or <not <<touching color (#35ff00)?> or <touching color (#0c0c0c)?>>>>\n change y by (1)\n change [counter v] by (1)\nend\nif <(Counter) = [5]> then\n change x by ((0) - (Acceleration))\n change y by (-5)\n repeat until <not <<touching color (#35ff00)?> or <touching color (#0c0c0c)?>>>\n if < (Acceleration) contains [-]?> then\n change x by (1)\n else\n change x by (-1)\n end\n end\n set [acceleration v] to [0]\nend\nset [player x v] to (x position)\n\ndefine Disp text (time) (repeat)\nif <(Stop text) = [False]> then\n repeat (repeat)\n repeat ((time) * (10))\n wait (.1) seconds\n if <(Stop text) = [True]> then\n stop [this script v]\n end\n end\n change [current text v] by (1)\n set [text counter v] to [1]\n set [text counter2 v] to (length of (item (Current text) of [text v]))\n replace item (length of [text v]) of [text v] with []\n repeat until <<(Text counter2) = [0]> or <key (s v) pressed?>>\n if <(letter ((Text counter) - (2)) of (item (Current text) of [text v])) = [,]> then\n wait (1) seconds\n end\n if <(Stop text) = [True]> then\n stop [this script v]\n end\n say (item (length of [text v]) of [text v])\n replace item (length of [text v]) of [text v] with (join (item (length of [text v]) of [text v]) (letter (Text counter) of (item (Current text) of [text v])))\n change [text counter v] by (1)\n change [text counter2 v] by (-1)\n if <(costume [name v]) = [:/2]> then\n start sound [Text2 v]\n else\n start sound [Text \(Wait .05\) v]\n end\n end\n say (item (Current text) of [text v]) for (2) seconds\n end\nend\n\nwhen I receive [start v]\nif <(Attempts) > [1]> then\n set [current text v] to [15]\n Disp text [1] [3]\n Disp text [2] [3]\nelse\n Disp text [1] [5]\n wait until <(Action counter) > [0]>\n Disp text [0] [1]\n wait until <(Action counter) > [4]>\n Disp text [3] [1]\n wait until <(Action counter) > [9]>\n Disp text [1] [1]\n wait until <(Action counter) > [19]>\n Disp text [2] [2]\n wait until <(Action counter) > [29]>\n Disp text [3] [1]\n repeat (2)\n Disp text [10] [1]\n end\n set [event v] to [Game Over]\n broadcast (Game Over v)\nend\n\nwhen I receive [next stage v]\nstop [other scripts in sprite v]\nsay []\nbroadcast (Reset v)\nbroadcast (Movement v)\nif <(Stage) = [3]> then\n broadcast (Text v)\nend\nText\n\nwhen I receive [reset v]\nchange [action counter v] by (1)\nswitch costume to (:/ v)\nif <(Stage) = [8]> then\n go to x: (-170) y: (120)\nelse\n go to x: (-170) y: (-50)\nend\nset [gravity v] to [0]\nset [acceleration v] to [0]\ngo to [front v] layer\n\nwhen I receive [splat v]\nif <touching (object things v)?> then\n switch costume to (splat v)\n set [acceleration v] to [0]\n wait (.5) seconds\n broadcast (Reset v)\nend\n\ndefine Text\nset [current text v] to (item # of (join (join [\[Stage ] (Stage)) [\]]) in [text v])\nif <(costume [name v]) = [:/2]> then\n set [current text v] to (item # of [\[Click\]] in [text v])\n if <(Action counter) = [0]> then\n Disp text [0] [8]\n else\n change [current text v] by (8)\n Disp text [0] [2]\n end\nelse\n if <(Stage) = [1]> then\n Disp text [1] [1]\n Disp text [3] [2]\n Disp text [5] [2]\n Disp text [10] [2]\n else\n if <(Stage) = [2]> then\n if <(Event) = [Hit]> then\n change [current text v] by (2)\n else\n Disp text [1] [1]\n Disp text [5] [1]\n wait until <(Event) = [Hit]>\n end\n Disp text [0] [1]\n Disp text [3] [3]\n wait until <key (q v) pressed?>\n wait until <not <key (q v) pressed?>>\n repeat until <key (q v) pressed?>\n set [acceleration v] to [0]\n set [gravity v] to [0]\n end\n Disp text [0] [1]\n Disp text [15] [1]\n Disp text [2] [3]\n Disp text [15] [1]\n Disp text [1] [1]\n Disp text [3] [3]\n else\n if <(Stage) = [3]> then\n if <(Event) = [Tint]> then\n change [current text v] by (7)\n Disp text [0] [1]\n Disp text [5] [5]\n wait (5) seconds\n set [lag? v] to [True]\n Disp text [0] [1]\n Disp text [15] [2]\n Disp text [1] [3]\n Disp text [3] [1]\n else\n Disp text [0] [1]\n Disp text [3] [3]\n Disp text [5] [2]\n Disp text [1] [1]\n end\n else\n if <(Stage) = [4]> then\n Disp text [1] [4]\n else\n if <(Stage) = [5]> then\n if <(Event) = [Jump]> then\n Disp text [1] [3]\n Disp text [3] [2]\n Disp text [1] [2]\n set [action counter v] to [0]\n wait until <(Action counter) = [5]>\n Disp text [0] [1]\n wait until <(Action counter) = [15]>\n Disp text [0] [1]\n wait until <(Action counter) = [30]>\n Disp text [0] [1]\n wait until <(Action counter) = [50]>\n Disp text [0] [1]\n set [stage v] to [0]\n set [event v] to [None]\n broadcast (Next stage v)\n else\n change [current text v] by (11)\n Disp text [1] [12]\n end\n else\n if <(Stage) = [6]> then\n if <(Event) = [Roll]> then\n change [current text v] by (4)\n Disp text [0] [1]\n Disp text [1] [1]\n Disp text [10] [2]\n else\n Disp text [1] [4]\n end\n else\n if <(Stage) = [7]> then\n Disp text [1] [7]\n else\n if <(Stage) = [8]> then\n set [action counter v] to [0]\n wait until <(Action counter) = [2]>\n Disp text [1] [4]\n wait until <(Action counter) = [10]>\n set [event v] to [Chute]\n Disp text [1] [3]\n Disp text [3] [2]\n else\n if <(Stage) = [9]> then\n if <(Event) = [Burn]> then\n change [current text v] by (3)\n Disp text [0] [4]\n forever\n set [current text v] to [127]\n Disp text [0] [1]\n end\n else\n Disp text [1] [3]\n end\n else\n if <(Stage) = [10]> then\n Disp text [1] [4]\n else\n if <(Stage) = [11]> then\n Disp text [0] [1]\n Disp text [1] [3]\n set [event v] to [Lightning]\n wait until <(Event) = [Win?]>\n wait until <(On ground) = [True]>\n stop [other scripts in sprite v]\n broadcast (You... Win? v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n say []\n set [stop text v] to [False]\nend\n\nwhen I receive [movement v]\nforever\n Gravity\n Steep Slope?\n Movement\nend\n\ndefine Lag\nwait (.1) seconds\n\nwhen I receive [movement v]\nforever\n if <(Lag?) = [True]> then\n if <key (l v) pressed?> then\n wait until <not <key (l v) pressed?>>\n repeat until <key (l v) pressed?>\n Lag\n end\n wait until <not <key (l v) pressed?>>\n end\n end\nend\n\nwhen I receive [text v]\nwait until <(Stop text) = [True]>\nwait until <(Stop text) = [False]>\nText\n\nwhen this sprite clicked\nif <(costume [name v]) = [:/]> then\n set [action counter v] to [0]\n switch costume to (:/2 v)\n reset timer\n stop [all v]\nend\n\nwhen [timer v] > (1)\nif <<(costume [name v]) = [:/2]> and <not <(☁ :/) = [1]>>> then\n Text\nend\n\nwhen [timer v] > (1)\nif <<(costume [name v]) = [:/2]> and <not <(☁ :/) = [1]>>> then\n forever\n set [acceleration v] to [0]\n set [gravity v] to [0]\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (70)\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [you... win? v]\nswitch costume to (... v)\nforever\n set [acceleration v] to [0]\n set [gravity v] to [0]\nend\n\nwhen I receive [hill v]\nset [stop text v] to [True]\nbroadcast (Text v)\n\nwhen I receive [burn v]\nset [stop text v] to [True]\nbroadcast (Text v)\n\nwhen I receive [thumbnail v]\nset [stage v] to [0]\nset [attempts v] to [0]\nset [lag? v] to [False]\nset [event v] to [None]\nswitch costume to (:/ v)\nhide\n\n@Stages\n\nwhen flag clicked\nif <(Stage) = [2]> then\n Create stage\nend\ngo to x: (0) y: (0)\nshow\nswitch costume to ((Stage) + (1))\nforever\n switch costume to ((Stage) + (1))\n go to [front v] layer\n if <<touching (object things v)?> and <<not <(Stage) = [6]>> and <(Stage) > [0]>>> then\n broadcast (Fix v)\n end\n if <(☁ :/) = [1]> then\n hide\n end\nend\n\nwhen I receive [reset v]\nrepeat (1)\n delete this clone\nend\nCreate stage\nrepeat (15)\n go to x: (0) y: (0)\nend\n\ndefine Create stage\nif <not <(costume [name v]) = [Spike]>> then\n go to x: (0) y: (0)\n show\n if <(Stage) = [2]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (spike v)\nset [stages\(counter\) v] to [-126]\nset [stages\(counter\)2 v] to [-126]\nforever\n go to x: (0) y: (Stages\(Counter\))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [stages\(counter\)2 v] to (mouse y)\n repeat until <not <mouse down?>>\n if <((Stages\(Counter\)) + ((mouse y) - (Stages\(Counter\)2))) > (y position)> then\n if <((Stages\(Counter\)) + ((mouse y) - (Stages\(Counter\)2))) > [95]> then\n set y to (94)\n else\n set y to ((Stages\(Counter\)) + ((mouse y) - (Stages\(Counter\)2)))\n end\n end\n end\n set [stages\(counter\) v] to (y position)\n end\nend\n\nwhen I receive [fix v]\nchange y by (-10)\nif <(y position) < [-39]> then\n hide\nend\n\nwhen I receive [you... win? v]\nstop [other scripts in sprite v]\n\nwhen I receive [thumbnail v]\nhide\nstop [all v]\n\n@Object things\n\nwhen I receive [start v]\nset [action counter v] to [0]\nhide\nswitch costume to (yellow object v)\ngo to x: (150) y: (-30)\nset drag mode [draggable v]\nwait until <(Current text) > [5]>\nif <(distance to [player i guess... v]) < [150]> then\n set x to (-150)\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat until <touching (player i guess... v)?>\n if <(distance to [player i guess... v]) < [150]> then\n if <(Player X) < (x position)> then\n change x by (7)\n if <touching (_edge_ v)?> then\n change [action counter v] by (1)\n set x to (-213)\n glide (.5) secs to x: (-150) y: (y position)\n end\n else\n change x by (-7)\n if <touching (_edge_ v)?> then\n change [action counter v] by (1)\n set x to (213)\n glide (.5) secs to x: (150) y: (y position)\n end\n end\n end\nend\nchange [stage v] by (1)\nbroadcast (Next stage v)\ndelete this clone\n\nwhen I receive [reset v]\nif <(Stage) = [11]> then\n hide\nelse\n Reset [True]\nend\n\nwhen I receive [reset v]\nReset2\n\ndefine SPLAT\nset [gravity\(object\) v] to [0]\nrepeat until <<touching (_edge_ v)?> and <(y position) < [-163]>>\n if <(Gravity\(Object\)) > [-15]> then\n change [gravity\(object\) v] by (-1)\n end\n if <touching (player i guess... v)?> then\n broadcast (SPLAT v)\n wait until <not <touching (player i guess... v)?>>\n repeat until <touching (player i guess... v)?>\n change y by (-3)\n end\n stop [this script v]\n else\n change y by (Gravity\(Object\))\n end\nend\nwait until <not <touching (stages v)?>>\nhide\n\ndefine Reset (wait?)\nswitch costume to ((Stage) + (1))\nif <(Stage) = [6]> then\n go to x: (230) y: (133)\n point in direction (90)\n hide\n wait until <(distance to [player i guess... v]) < [130]>\n if <not <(Event) = [Roll]>> then\n set [event v] to [Roll]\n broadcast (HILL v)\n end\n stop [other scripts in sprite v]\n show\n repeat until <(y position) < [-97]>\n if <touching (player i guess... v)?> then\n set [acceleration v] to [0]\n broadcast (SPLAT v)\n stop [this script v]\n end\n turn right (15) degrees\n change y by (-10)\n change x by (-10)\n if <(y position) < [-97]> then\n set y to (-98)\n end\n end\n wait until <touching (player i guess... v)?>\n change [stage v] by (1)\n broadcast (Next stage v)\nelse\n go to x: (item (((Stage) * (2)) + (1)) of [locations v]) y: (item (((Stage) * (2)) + (2)) of [locations v])\n set [stop v] to [0]\n show\n if <(wait?) = [True]> then\n wait (1) seconds\n end\n forever\n if <not <<(x position) = (item (((Stage) * (2)) + (1)) of [locations v])> or <(y position) = (item (((Stage) * (2)) + (2)) of [locations v])>>> then\n set [stop v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n SPLAT\n end\n if <<touching (player i guess... v)?> and <(Stop) = [0]>> then\n change [stage v] by (1)\n broadcast (Next stage v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nif <(Stage) = [2]> then\n Reset [False]\nend\n\nwhen flag clicked\nif <(Stage) = [2]> then\n Reset2\nend\n\ndefine Reset2\nforever\n if <<(distance to [player i guess... v]) < [90]> and <((y position) - (Player Y)) > [65]>> then\n wait (2) seconds\n if <<(distance to [player i guess... v]) < [90]> and <((y position) - (Player Y)) > [65]>> then\n stop [other scripts in sprite v]\n SPLAT\n end\n end\nend\n\nwhen I receive [thumbnail v]\nhide\n\n@Messages\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(☁ :/) = [1]> then\n switch costume to (:/ v)\n go to [front v] layer\n show\n stop [all v]\n end\nend\n\nwhen I receive [game over v]\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nstop [all v]\n\n@Items\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nhide\nif <(Stage) = [4]> then\n go to x: (0) y: (0)\n switch costume to (sparkle v)\n point in direction (90)\n show\n create clone of (_myself_ v)\n switch costume to (jump boost v)\n repeat until <touching (player i guess... v)?>\n set y to ((([cos v] of (((timer) - (1)) * (200)) ) * (8)) - (30))\n end\n set [event v] to [Jump]\n hide\nend\n\nwhen I start as a clone\nrepeat until <(Event) = [Jump]>\n turn right (3) degrees\n set y to ((([cos v] of (((timer) - (1)) * (200)) ) * (8)) - (30))\nend\ndelete this clone\n\n@Parachute\n\nwhen flag clicked\nhide\nwait until <(Event) = [Chute]>\nrepeat until <not <(Stage) = [8]>>\n go to (player i guess... v)\n if <(Gravity) < [0]> then\n show\n else\n hide\n end\nend\nset [event v] to [None]\nhide\n\n@Lightning\n\nwhen flag clicked\nhide\nwait until <(Event) = [Lightning]>\nwait (2) seconds\nset [event v] to [Win?]\n\nwhen I receive [you... win? v]\nset x to ((Player X) + (25))\nset y to (52)\ngo to [back v] layer\nshow\n\n@You... Win?\n\nwhen flag clicked\nhide\n\nwhen I receive [you... win? v]\nwait (2) seconds\ngo to [front v] layer\nswitch costume to (you... v)\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nswitch costume to (you... win? v)\nwait (3) seconds\nswitch costume to (you... win?2 v)\n\n
Huh... Guess this (WAS) on trending... Cool... why this project though, it's one of my worst projects... I literally uploaded it as a joke...\n\nIt's a platformer, what did you expect. However, I decided to over-complicate the code for just this project.\nHave fun\nbefore playing this project, it will drain the happiness out of you.\n\nFun fact, I shared this without testing it.\n\nMy hypothesis was right, this project is constantly getting views just because it has, "(A platformer)" in the title... I made sure to do my research on platformers and made the game simple, short, and mostly unoriginal. The only difference is that this one doesn't constantly ask you to like and favorite, so this SHOULD be slightly better. (Also it would be weird to like this) FUTURE ME: Nvm it was on trending...\n\n:/
Demon Slayer/鬼滅の刃 #platformer | #Games #All #Anime
@Stage\n\nwhen [b v] key pressed\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (3) seconds\nset [ghost v] effect to (100)\nwait (6) seconds\nrepeat (33)\n change [ghost v] effect by (-3)\nend\nswitch backdrop to (b v)\nforever\n play sound [yt1s2 v] until done\nend\n\nwait (7.75) seconds\n\nwhen flag clicked\n\n@Thumbnail\n\nwhen flag clicked\nshow\nrepeat (33)\n change [ghost v] effect by (3)\nend\n\nwait (1) seconds\nhide\n\n@Player\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\ngo to x: (-197) y: (-40)\nset [player x v] to [0]\nset [player y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player x v] by (-1)\n end\n set [player x v] to ((Player X) * (0.9))\n change x by (Player 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 x by ((Player X) * (-1))\n change y by (-4)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Player X) > [0]> then\n set [player x v] to [-5]\n else\n set [player x v] to [5]\n end\n set [player y v] to [12]\n else\n set [player x v] to [0]\n end\n end\n end\n end\n end\n end\n change [player y v] by (-1)\n change y by (Player Y)\n if <touching (level v)?> then\n change y by ((Player Y) * (-1))\n set [player y 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)>>>> then\n set [player y v] to [12]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n go to x: (-240) y: (-60)\n change [level v] by (1)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (dangerous stuff v)?> then\n go to x: (-240) y: (-60)\n end\nend\n\nwhen [1 v] key pressed\nswitch costume to (tan v)\n\nwhen [2 v] key pressed\nswitch costume to (zen v)\n\nwhen [3 v] key pressed\nswitch costume to (i v)\n\nwhen [4 v] key pressed\nswitch costume to (i2 v)\n\nwhen flag clicked\nswitch costume to (tan v)\n\nswitch costume to (a v)\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n broadcast (Next Level v)\n go to x: (-240) y: (-60)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (saws v)?> then\n go to x: (-240) y: (-60)\n end\nend\n\nhide\n\n@Dangerous Stuff\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@Writting\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to [front v] layer\n\nhide\n\n@Level\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nset [level v] to [1]\nswitch costume to (level 1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nhide\n\n@Enemy\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Saws\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n@Intro sy\n\nwhen I start as a clone\nif <(ID) = [Circ2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ1 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (100)\n go to [back v] layer\n go [forward v] (1) layers\n set [svel v] to [5]\n show\n repeat (11)\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((650) - (size)) / (6))\n switch costume to (circ1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Circs1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ1 v)\n set size to (1) %\n set [ghost v] effect to (98)\n set [brightness v] effect to (100)\n set [svel v] to [10]\n show\n repeat (((#) * (2)) + (4))\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n repeat until <[6.45] < (timer)>\n switch costume to (size hack v)\n change size by ((((#) * (200)) - (size)) / (6))\n switch costume to (circ1 v)\n end\n wait (0.5) seconds\n set [svel v] to [-1]\n repeat (10)\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n change [ghost v] effect by (0.25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Chev1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev v)\n set size to (1) %\n if <(#) = [1]> then\n set [ghost v] effect to (86)\n else\n set [ghost v] effect to (90)\n end\n go [backward v] (6) layers\n set [svel v] to [5]\n show\n if <(#) = [1]> then\n repeat (((#) * (2)) + (4))\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n change [direction v] by (2.5)\n end\n \n switch costume to (size hack v)\n change size by ((((#) * (300)) - (size)) / (6))\n switch costume to (chev v)\n change [direction v] by (2.5)\n end\n else\n repeat (((#) * (2)) + (4))\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n change [direction v] by (-2.5)\n end\n \n switch costume to (size hack v)\n change size by ((((#) * (300)) - (size)) / (6))\n switch costume to (chev v)\n change [direction v] by (-2.5)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CircExplo1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n set [xvel v] to (SplSpeed)\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * ((SplGrSpeed) / (10)))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ndefine Shake (vel) (deter) (domain)\nset [var v] to [0]\nset [shakevel v] to (vel)\nrepeat until <(ShakeVel) < [0]>\n set [camx v] to (([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camy v] to (([cos v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camd v] to ((([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10))) + (90))\n change [var v] by (domain)\n set [shakevel v] to ((ShakeVel) - (deter))\nend\n\nwhen I start as a clone\nif <not << (ID) contains [par]?> or << (ID) contains [border]?> or < (ID) contains [line]?>>>> then\n wait (0) seconds\n set [defx v] to (x position)\n set [defy v] to (y position)\n forever\n go to x: ((DefX) + (CamX)) y: ((DefY) + (CamY))\n point in direction ((CamD) + (Direction))\n end\nend\n\nwhen flag clicked\nhide\nset [camd v] to [90]\nset [direction v] to [0]\nset [shakevel v] to [0]\nset [var v] to [0]\nset [defx v] to [0]\nset [defy v] to [0]\npoint in direction (90)\nShake [1] [2.5] [4]\nwait until <[2.9] < (timer)>\nShake [20] [3] [5]\nwait until <[3.3] < (timer)>\nShake [50] [3] [5]\nwait until <[4.1] < (timer)>\nShake [65] [3] [5]\nwait until <[5] < (timer)>\nShake [65] [3] [5]\nwait until <[6.2] < (timer)>\nShake [65] [3] [5]\nwait until <[7.3] < (timer)>\nShake [65] [3] [5]\nwait until <[8.2] < (timer)>\nShake [65] [3] [5]\n\nwhen I start as a clone\nif <(ID) = [line1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (shrinkline1 v)\n set size to (1) %\n point in direction (((#) * (90)) + (45))\n move (50) steps\n point in direction (Direction)\n set [direction v] to (((#) * (90)) + (-45))\n point in direction (((#) * (90)) + (45))\n set [brightness v] effect to (100)\n set [svel v] to [2]\n show\n repeat (7)\n turn right (Svel) degrees\n change [svel v] by ((Svel) / (12))\n change size by (Svel)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Fade]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (fade v)\n set size to (200) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n wait until <[2] < (timer)>\n show\n repeat (5)\n change [ghost v] effect by (-4)\n end\n repeat until <[9.4] < (timer)>\n go to [front v] layer\n end\n repeat (10)\n change [ghost v] effect by (2)\n delete this clone\n end\nend\n\nwhen I receive [end v]\nif <<(ID) = [end]> or <<(ID) = [fade]> or <<(ID) = [fade2]> or <(ID) = [text1]>>>> then\n\ndefine Clone (id) (#)\nset [id v] to (id)\nset [# v] to [1]\nrepeat (#)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nreset timer\nstart sound [Extraordinary \(feat v]\nwait until <[1] < (timer)>\nClone [fade] [1]\nClone [fade2] [1]\nClone [Text1] [1]\nwait until <[2.9] < (timer)>\nClone [Circ1] [1]\nExplosion || Amount: [8] Xpos: [0] Ypos: [0] ID: [spline1] Explosion Speed: [15] Grow Speed: [6]\nExplosion || Amount: [tri1] Xpos: [0] Ypos: [0] ID: [spline1] Explosion Speed: [15] Grow Speed: [6]\nwait until <[3.3] < (timer)>\nExplosion || Amount: [1] Xpos: [0] Ypos: [0] ID: [circexplo1] Explosion Speed: [30] Grow Speed: [9.2]\nClone [border] [2]\nwait until <[4.2] < (timer)>\nExplosion || Amount: [8] Xpos: [0] Ypos: [0] ID: [spline2] Explosion Speed: [25] Grow Speed: [7]\nExplosion || Amount: [1] Xpos: [0] Ypos: [0] ID: [circexplo1] Explosion Speed: [30] Grow Speed: [9.2]\nwait until <[5.2] < (timer)>\nExplosion || Amount: [8] Xpos: [0] Ypos: [0] ID: [spline1] Explosion Speed: [17] Grow Speed: [7]\nwait until <[5.3] < (timer)>\nClone [Circ2] [1]\nwait until <[5.8] < (timer)>\nClone [Circ3] [1]\nwait until <[6.2] < (timer)>\nExplosion || Amount: [8] Xpos: [0] Ypos: [0] ID: [spline2] Explosion Speed: [20] Grow Speed: [7]\nwait until <[7.3] < (timer)>\nExplosion || Amount: [8] Xpos: [0] Ypos: [0] ID: [spline1] Explosion Speed: [20] Grow Speed: [7]\nExplosion || Amount: [1] Xpos: [0] Ypos: [0] ID: [circexplo1] Explosion Speed: [30] Grow Speed: [9.2]\nwait until <[8.2] < (timer)>\nExplosion || Amount: [8] Xpos: [0] Ypos: [0] ID: [spline1] Explosion Speed: [20] Grow Speed: [7]\nClone [end] [1]\n\ndefine Turn\npoint in direction (90)\nrepeat (#)\n turn right ((360) / (7)) degrees\nend\n\nwhen I start as a clone\nif <(ID) = [Circ1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ2 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (0) layers\n set [svel v] to [5]\n show\n repeat (11)\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((650) - (size)) / (6))\n switch costume to (circ2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Spline1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (shrinkline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [CircExplo2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (100)\n set [svel v] to [25]\n set [xvel v] to [25]\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * (0.9))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Fade2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (fade2 v)\n set size to (200) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n wait until <[2] < (timer)>\n show\n repeat (5)\n change [ghost v] effect by (-4)\n end\n repeat until <[9.4] < (timer)>\n go to [front v] layer\n end\n repeat (10)\n change [ghost v] effect by (2)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Chev]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [15]\n show\n repeat until <[125] < (size)>\n change size by ((Svel) + ((size) / (21)))\n change [direction v] by (3)\n end\n repeat until <[12000] < (size)>\n switch costume to (size hack v)\n change size by ((Svel) + ((size) / (21)))\n change [direction v] by (3)\n switch costume to (chev v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Text1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (250)\n set [defx v] to [0]\n set [defy v] to [250]\n switch costume to (text v)\n set size to (175) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (3) layers\n set [rvel v] to [3]\n set [yvel v] to [-1]\n set [direction v] to [240]\n show\n set [svel v] to [3]\n repeat until <[2.6] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (6)))\n change [defy v] by (Yvel)\n set [rvel v] to (((Rvel) * (0.8)) + (((360) - (Direction)) / (6)))\n change [direction v] by (Rvel)\n end\n repeat until <[2.9] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((125) - (size)) / (6)))\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (6)))\n change [defy v] by (Yvel)\n set [rvel v] to (((Rvel) * (0.8)) + (((360) - (Direction)) / (6)))\n change [direction v] by (Rvel)\n change size by (Svel)\n end\n set [svel v] to [3]\n repeat until <[3.4] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((200) - (size)) / (6)))\n set [rvel v] to (((Rvel) * (0.8)) + (((360) - (Direction)) / (6)))\n change [direction v] by (Rvel)\n end\n set [svel v] to [3]\n repeat until <[3.6] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((225) - (size)) / (6)))\n end\n set [svel v] to [-1]\n repeat until <[4.2] < (timer)>\n change size by (Svel)\n change [svel v] by ((Svel) / (3.8))\n end\n set [svel v] to [1]\n set [rvel v] to [-1]\n repeat until <[4.8] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((175) - (size)) / (4)))\n change [direction v] by (Rvel)\n change [rvel v] by ((Rvel) / (4))\n end\n set [svel v] to [3]\n repeat until <[5.15] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((175) - (size)) / (4)))\n set [rvel v] to (((Rvel) * (0.3)) + (((-360) - (Direction)) / (5)))\n change [direction v] by (Rvel)\n end\n set [svel v] to [3]\n repeat until <[6.2] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.7)) + (((215) - (size)) / (6)))\n set [rvel v] to (((Rvel) * (0.3)) + (((-360) - (Direction)) / (5)))\n change [direction v] by (Rvel)\n end\n set [svel v] to [3]\n set [direction v] to [0]\n repeat until <[6.5] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.7)) + (((235) - (size)) / (6)))\n end\n set [svel v] to [-1]\n set [rvel v] to [-2]\n repeat until <[7.1] < (timer)>\n change size by (Svel)\n change [svel v] by ((Svel) / (3.1))\n change [direction v] by (Rvel)\n change [rvel v] by ((Rvel) / (4.15))\n end\n set [svel v] to [1]\n repeat until <[7.6] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.7)) + (((180) - (size)) / (4)))\n change [rvel v] by (((-360) - (Direction)) / (6))\n set [direction v] to (Rvel)\n end\n set [svel v] to [-1]\n repeat until <[8.1] < (timer)>\n change size by (Svel)\n change [svel v] by ((Svel) / (4.5))\n change [rvel v] by (((-360) - (Direction)) / (6))\n set [direction v] to (Rvel)\n end\n set [svel v] to [1]\n go to [front v] layer\n repeat until <[9.1] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.7)) + (((215) - (size)) / (6)))\n change [rvel v] by (((-360) - (Direction)) / (6))\n set [direction v] to (Rvel)\n end\n set [svel v] to [1]\n repeat until <[9.8] < (timer)>\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n change [ghost v] effect by (8)\n end\n repeat until <[11] < (timer)>\n change size by (((280) - (size)) / (6))\n change [ghost v] effect by (8)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [flash]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (75)\n show\n repeat (10)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <[3.3] < (timer)>\nrepeat until <[9.1] < (timer)>\n Clone [Chev] [1]\n wait (0.415) seconds\nend\n\ndefine Explosion || Amount: (#) Xpos: (xpos) Ypos: (ypos) ID: (splineid) Explosion Speed: (splspeed) Grow Speed: (splgrspeed)\nset [splinex v] to (xpos)\nset [spliney v] to (ypos)\nset [# v] to [1]\nset [id v] to (splineid)\nset [splspeed v] to (splspeed)\nset [splgrspeed v] to (splgrspeed)\nrepeat (#)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\nwhen I start as a clone\nif <(ID) = [Spline2]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (shrinkline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n turn right ((Svel) / (-2)) degrees\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Border]> then\n hide\n switch costume to (pos hack v)\n switch costume to (border1 v)\n set size to (200) %\n set [ghost v] effect to (85)\n set [brightness v] effect to (0)\n go to [front v] layer\n go [forward v] (1) layers\n show\n if <(#) = [1]> then\n go to x: (-220) y: (-50)\n \n repeat (20)\n change y by (5.1)\n end\n set y to (-50)\n end\n else\n go to x: (220) y: (50)\n \n repeat (20)\n change y by (-5.1)\n end\n set y to (50)\n end\n end\nend\n\nchange [rvel v] by (1)\n\nwhen I start as a clone\nif <(ID) = [Circ3]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ2 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (2) layers\n set [svel v] to [5]\n show\n repeat (11)\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((650) - (size)) / (6))\n switch costume to (circ2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [end]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (size hack v)\n set size to (1000) %\n switch costume to (end v)\n set [fisheye v] effect to (1000)\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (3) layers\n set [svel v] to [-4]\n show\n repeat (28)\n change [fisheye v] effect by (Svel)\n change [svel v] by ((Svel) / (7.25))\n switch costume to (size hack v)\n change size by ((Svel) / (7))\n switch costume to (end v)\n end\n set [svel v] to [-10]\n repeat (4)\n switch costume to (size hack v)\n change size by (Svel)\n change [svel v] by ((Svel) / (5))\n switch costume to (end v)\n end\n repeat until <(size) < [5.1]>\n change size by (((1) - (size)) / (4))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [end]> then\n wait until <[9.2] < (timer)>\n broadcast (End v)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n
✨ I ʜᴏᴘᴇ ʏᴏᴜ ᴇɴᴊᴏʏᴇᴅ ᴛʜɪs ɢᴀᴍᴇ! Iғ sᴏ, ᴘʟᴇᴀsᴇ ʟᴇᴀᴠᴇ ᴀ ❤️ʟᴏᴠᴇ❤️, ⭐ғᴀᴠ⭐ ᴀɴᴅ ▶️ғᴏʟʟᴏᴡ◀️ @s_homaY\n!! not based off real anime!!\nPart 2:\nhttps://scratch.mit.edu/projects/664069287/\nPart 3:\nhttps://scratch.mit.edu/projects/683030514/\nalso join my intro contest: \n https://scratch.mit.edu/projects/670220564/\n———————————————————————\nINSTRUCTIONS:\n• Arrow keys and WASD to move and jump\n• Press 1234 to change you Sprite and press b to change your backdrop\n• Avoid Spikes and Saws\n•Save Nezuko\n———————————————————————\nCREDITS:\n• Thanks @Bluebulb and @griffpatch for the base engine\n•Thanks @Quimexus for the intro\n• All sprites are from the internet uhh credit funko pop \n• but everything else is me\n———————————————————————\nAlso tell me in the comments if you think this was too hard or too easy or just about right\n100% Possible with all characters but i will recommend you NOT to change you character while close to a wall or you will get stuck soo... ya\nGive me feedback in the comments\nhere is more tags XD\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n#Games #All #Anime #Platformer\n\n\n\n\n\n\n\n\n#2 on Games when i checked lol\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nYOu juSt wASted YoUr tIMe Lol
Baby Yeti Is Lost.. 3 || A Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Open Secrets v] until done\nend\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nreset timer\n\nwhen I receive [begin v]\nreset timer\nshow variable [timer v]\nforever\n change [timer v] by (0.1)\n wait (0.1) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen I receive [reset v]\nset [timer v] to [0]\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (normal v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\nif <key (m v) pressed?> then\n set volume to (0) %\nend\nif <key (u v) pressed?> then\n set volume to (100) %\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-50]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-7] y: [63]\n Clone at x: [128] y: [97]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to ( . v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to ( . v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to ( . v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Sprite2\n\n
Hey everyone, I apologize for not posting a major game in a while. I've been quite busy, so I might've rushed this. Anyways, thanks for playing and comment your own time below! I have very high expectations for this game.\n [| Please get around 1000 Loves/Faves for Part 4 |]
Save Nature - (A Platformer) - Part 1 - #All#Games#Trending
@Stage\n\nwhen flag clicked\nplay sound [Vexento - Pixel Party v] until done\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\ngo [forward v] (10000) layers\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Player\n\nwhen I receive [death v]\nset rotation style [all around v]\nset [gravity v] to [10]\nrepeat until <(y position) < [-179]>\n switch costume to (bye-bye v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Gravity)\n change [gravity v] by (-1)\nend\nset rotation style [left-right v]\n\nwhen I receive [start v]\npoint in direction (90)\nset rotation style [left-right v]\nshow\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<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 if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [17]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <touching (platformer v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (spikes v)?> then\n broadcast (Death v) and wait\n go to x: (-217) y: (70)\n point in direction (90)\n set rotation style [left-right v]\n broadcast (Reset the moving variables v)\n clear graphic effects\n end\n if <(x position) > [222]> then\n hide\n broadcast (Next Level v) and wait\n go to x: (-214) y: (70)\n broadcast (Reset the moving variables v)\n show\n clear graphic effects\n end\nend\n\nwhen I receive [reset the moving variables v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\ngo to x: (-214) y: (-85)\npoint in direction (90)\n\nwhen I receive [skip v]\nhide\ngo to x: (-214) y: (70)\nbroadcast (Next Level v)\nbroadcast (Reset the moving variables v)\nshow\n\nwhen flag clicked\nforever\n if <<touching (bounce v)?> or <touching (bounce2 v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (speed2 v)?> then\n change [x v] by (10)\n end\n if <<<touching (speed3 v)?> or <touching (speed4 v)?>> or <<touching (speed5 v)?> or <<touching (speed6 v)?> or <<touching (speed v)?> or <<<touching (speed8 v)?> or <<touching (speed9 v)?> or <touching (speed10 v)?>>> or <touching (speed11 v)?>>>>>> then\n change [x v] by (-10)\n end\n if <touching (speed7 v)?> then\n change [y v] by (-10)\n end\nend\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (side v)\n else\n switch costume to (up-side v)\n end\n else\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (up-side v)\n else\n switch costume to (up v)\n end\n else\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (squueze v)\n else\n switch costume to (middle v)\n end\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-205) y: (-54)\nforever\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (water v)?>> then\n change [y v] by (1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <touching (water v)?>>> then\n set [y v] to [-1]\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-205) y: (-55)\n\nwhen flag clicked\nswitch costume to (middle v)\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Spikes\n\nwhen flag clicked\npoint in direction (90)\nshow\nforever\n go to x: (0) y: (0)\n if <<(level) = [3]> or <<(level) = [7]> or <<(level) = [9]> or <(level) = [12]>>>> then\n set y to ((([sin v] of (((timer) + (Lava)) * (300)) ) * (2)) - ((Lava) * (4)))\n end\n if <(level) = [8]> then\n turn right (5) degrees\n go to x: (0) y: (-50)\n else\n point in direction (90)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [1]\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Love fave\n\nwhen flag clicked\nset [love fave: costume v] to [0]\nhide\nforever\n if <not <<(B) = [1]> and <(A) = [1]>>> then\n wait (pick random (25) to (35)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n 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 <(Love fave: Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [game over \(you win\) v]\nhide\n\n@detector\n\nwhen I start as a clone\nif <(Clones) = [0]> then\n go to x: (-15) y: (0)\n set [b v] to [0]\n switch costume to (love v)\n forever\n set [b v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [b v] to [1]\n broadcast (Show Text v)\n end\n end\nend\nif <(Clones) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [a v] to [0]\n forever\n set [a v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [a v] to [1]\n broadcast (Show Text v)\n end\n end\nend\n\nwhen flag clicked\nhide\nset [a v] to [0]\nset [b v] to [0]\nset [clones v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clones v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(B) = [1]> and <(A) = [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 <(Clones) = [0]> then\n go to x: (-15) y: (0)\nend\nif <(Clones) = [1]> then\n go to x: (0) y: (0)\nend\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen flag clicked\nshow\ngo to x: (-189) y: (-142)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (80) %\n end\n point in direction ((([sin v] of ((Direction) * (300)) ) * (10)) + (90))\n change [direction v] by (0.01)\nend\n\nwhen I receive [game over \(you win\) v]\nhide\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [over v]\nhide\n\n@Level tranzition\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Platformer\n\nwhen I receive [levelübergang v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro finish v]\ngo to [front v] layer\ngo [backward v] (5) layers\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n broadcast (Over v)\n end\nend\n\n@Logo\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (50)\n glide (1) secs to x: (0) y: (-15)\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@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [show follow v]\ngo to x: (0) y: (-140)\nshow\nforever\n repeat (6)\n wait (0.04) seconds\n next costume\n point in direction ((([sin v] of ((Direction) * (300)) ) * (3)) + (90))\n change [direction v] by (0.01)\n end\nend\n\nwhen this sprite clicked\nhide\n\n@Texts\n\nwhen I receive [levelübergang v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro finish v]\ngo to [front v] layer\ngo [backward v] (3) layers\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n broadcast (Over v)\n end\nend\n\n
Save Nature - A platformer.\nhttps://scratch.mit.edu/projects/640036112/ - PFP Contest for 500 followers!!!\n\nWas #5 on trending games\nWas #22 on trending games.\n\n> !! MOBILE FRIENDLY !!\n> !! NO ADVERTISING !!\n\nThe thumbnail sometimes glitches, so please refresh the page to get the real thumbnail.\n\nUPDATED VERSION: No text bumps with the player. No Squeeze bumps\n\nPlease propose it to be featured!\n\nAs you all know, we must save our nature. It is going down due to different reasons such as cutting them down, and not planting them again, so that's why I am making a platformer series on saving nature!\n\n----------------------------------------------------------------------\n\nControls: Arrow keys or WASD\n\nIf you hover your mouse on my logo icon, then a love and fav button will appear, click it to close it.
Color A Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (player v)\ngo to x: (-200) y: (-42)\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 switch costume to (player2 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 change [x velocity v] by (-1)\n switch costume to (player3 v)\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) = [248]> then\n go to x: (-199) y: (-63)\n broadcast (Next Level v)\n end\n if <touching (enemy v)?> then\n go to x: (-199) y: (-63)\n end\n if <touching (spikes v)?> then\n go to x: (-199) y: (-63)\n end\n if <touching (lava v)?> then\n go to x: (-199) y: (-63)\n end\n if <touching (spikes v)?> then\n go to x: (-199) y: (-63)\n end\nend\n\nset [my variable v] to [0]\n\n@Levels\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Enemy\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (-225) y: (16)\nforever\n if <(costume [number v]) = [8]> then\n repeat (10)\n change x by (10)\n end\n wait (1) seconds\n repeat (10)\n change x by (-10)\n end\n end\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set y to ((0) + (([cos v] of (((timer) - (3)) * (200)) ) * (5)))\nend\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\nforever\nend\n\nplay sound [Unlimited by @-Xaf- v] until done\n\n@TN\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
──★∘∘∘★──\n→ Welcome to Color platformer!\n→ Instructions\n✎ Arrow keys, or WASD to move.\n✎ It's a mobile friendly game too!\n\n→ Credits\n✎ Scratch team for making scratch!\n\nThanks to @deekshitajoya for the backdrop and level design
PixelFormer | A Platformer #games #animation #music #stories #tutorials #art #all
@Stage\n\n@Player\n\ndefine Color Sensing\nif <touching color (#66004c)?> then\n broadcast (Next Level v)\n go to x: (-181) y: (-75)\nend\nif <(y position) < [-179]> then\n if <(End) = [no]> then\n go to x: (-181) y: (-75)\n end\n if <(End) = [yes]> then\n go to x: (-12) y: (-53)\n end\nend\nif <touching color (#ff0000)?> then\n if <(End) = [no]> then\n go to x: (-181) y: (-75)\n end\n if <(End) = [yes]> then\n go to x: (-12) y: (-53)\n end\nend\nif <touching color (#00ff55)?> then\n set [y velocity v] to [16]\nend\nif <touching color (#a1ffff)?> then\n set [y velocity v] to [-4]\nend\nif <<touching color (#a1ffff)?> and <key (up arrow v) pressed?>> then\n set [y velocity v] to [4]\nend\n\ndefine Platform Physics\nchange y by (Y Velocity)\nif <<<touching color (#009933)?> or <touching color (#995900)?>> or <touching color (#cccccc)?>> then\n repeat ([abs v] of (Y Velocity) )\n if <<<touching color (#009933)?> or <touching color (#995900)?>> or <touching color (#cccccc)?>> then\n change y by ((-1) * (([abs v] of (Y Velocity) ) / (Y Velocity)))\n end\n end\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <(Y Velocity) > [0]>>> then\n set [y velocity v] to [12]\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <not <touching color (#003fff)?>> then\n change [x velocity v] by (1)\n else\n change [x velocity v] by (0.5)\n end\n if <(X Velocity) > [7]> then\n change [x velocity v] by (-1)\n end\nelse\n if <(X Velocity) > [0]> then\n if <not <touching color (#003fff)?>> then\n change [x velocity v] by (-1)\n else\n change [x velocity v] by (-0.5)\n end\n end\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n if <not <touching color (#003fff)?>> then\n change [x velocity v] by (-1)\n else\n change [x velocity v] by (-0.5)\n end\n if <[-7] > (X Velocity)> then\n change [x velocity v] by (1)\n end\nelse\n if <[0] > (X Velocity)> then\n if <not <touching color (#003fff)?>> then\n change [x velocity v] by (1)\n else\n change [x velocity v] by (0.5)\n end\n end\nend\nchange x by (X Velocity)\nif <<<touching color (#009933)?> or <touching color (#995900)?>> or <touching color (#cccccc)?>> then\n set [old y v] to (y position)\n repeat (([abs v] of (X Velocity) ) + (1))\n if <<<touching color (#009933)?> or <touching color (#995900)?>> or <touching color (#cccccc)?>> then\n change y by (1)\n end\n end\n if <<<touching color (#009933)?> or <touching color (#995900)?>> or <touching color (#cccccc)?>> then\n set y to (Old Y)\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <<<touching color (#009933)?> or <touching color (#995900)?>> or <touching color (#cccccc)?>> then\n change x by ((-1) * (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n end\n end\n if <key (up arrow v) pressed?> then\n if <(X Velocity) < [0]> then\n set [x velocity v] to [0]\n if <key (left arrow v) pressed?> then\n set [x velocity v] to [8]\n set [y velocity v] to [8]\n end\n else\n set [x velocity v] to [0]\n if <key (right arrow v) pressed?> then\n set [x velocity v] to [-8]\n set [y velocity v] to [8]\n end\n end\n end\nend\n\nwhen I receive [end v]\ngo to x: (-12) y: (-53)\n\nif <(Y Velocity) < [-3]> then\n change [y velocity v] by (1)\nend\nchange [y velocity v] by (1)\nif <(Y Velocity) < [3]> then\n change [y velocity v] by (-1)\nend\nchange [y velocity v] by (4)\n\nwhen flag clicked\ngo to [front v] layer\nset [tp 1 v] to [true]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-181) y: (-75)\nset size to (100) %\nforever\n Platform Physics\n Color Sensing\nend\n\nforever\n if <key (space v) pressed?> then\n end\nend\n\nbroadcast (next level v)\n\n@Platforms\n\nwhen flag clicked\nset [end v] to [no]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [20]> then\n set [end v] to [yes]\n broadcast (end v)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@music\n\nwhen flag clicked\nstart sound [music v]\n\n
= | Arrow keys to play. Don't touch red and touch violet to go to the next level. Some easter eggs are there, if you don't eat them, you can't go to the next level. \n= | Everything else in the project itself\n= | If you enjoy, love and fave...\n\n? | Quick question: If 19 cuts are made on a larger cube, how many maximum smaller cubes could be created, if re-arrangement is allowed?\n\nThis was #12 on trending
₂ ⋮ Pastel City 2 - A platformer
@Stage\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Bowser's Galaxy Generator v] until done\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nbroadcast (Start v)\n\n@Player\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\ndefine Platform Physics (speed) (friction) (jump height)\nset rotation style [left-right v]\nchange [y vel v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x vel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel v] by ((speed) * (-1))\nend\nset [x vel v] to ((X Vel) * (friction))\nchange x by (X Vel)\nset [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)>>> then\n set [y vel v] to [11.5]\n if <(X Vel) > [0]> then\n set [x vel v] to [-6]\n else\n set [x vel v] to [6]\n end\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y Vel)\nif <touching (level v)?> 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)>>> and <touching (level v)?>> then\n set [y vel v] to [13]\nend\nchange y by (1)\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\npoint in direction (90)\nswitch costume to (player v)\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-215) y: (-30)\nrepeat until <(costume [number v]) = [2]>\n Platform Physics [1] [0.9] [11]\nend\nforever\n Platform Physics [2] [0.9] [22]\nend\n\nwhen I receive [start v]\nforever\n if <(x position) > [210]> then\n go to x: (-215) y: (-30)\n change [level v] by (1)\n broadcast (Next v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-215) y: (-30)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (player v)\n\n@spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\n change [color v] effect by (2)\nend\n\nwhen I receive [start v]\nshow\n\n@Lava\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@cute-pastel-colorful-rainbow-spectrum-260nw-304348133\n\n@Sprite1\n\nwhen flag clicked\nforever\n hide\n go to x: (223) y: (35)\n wait (20) seconds\n show\n repeat (1)\n create clone of (_myself_ v)\n end\n hide\nend\n\nwhen I start as a clone\nglide (1) secs to x: (40) y: (-16)\nrepeat (10)\n change [ghost v] effect by (25)\n change [color v] effect by (25)\nend\nhide\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: ((mouse x) / (50)) y: ((mouse y) / (50))\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\n@level\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
プラットフォーマー(冬)[platformer] [winter]
@Stage\n\nwhen flag clicked\nswitch backdrop to (entry v) and wait\nwait (13) seconds\nswitch backdrop to (背景1 v)\n\nsay [こんにちは!]\n\n@黒く\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\nhide\n\nwhen I receive [next v]\nchange [ステージ v] by (1)\n\nwhen I receive [ge-musota-to v]\nset [ステージ v] to [1]\nshow\nset [タイム v] to [0]\nforever\n if <(ステージ) < [12]> then\n wait (1) seconds\n change [タイム v] by (1)\n wait (1) seconds\n change [タイム v] by (1)\n end\n if <(ステージ) > [12]> then\n stop [this script v]\n end\nend\n\nwhen I receive [ge-musota-to v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nset [ステージ v] to [0]\n\nwhen flag clicked\n\nwhen I receive [ge-musota-to v]\nforever\n play sound [Xylo3 v] until done\nend\n\nstart sound [Emotional Piano v]\n\nplay sound [Medieval2 v] until done\n\nwhen flag clicked\nforever\n if <[11] < (ステージ)> then\n if <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\n end\n end\nend\n\nwhen flag clicked\n\nset [☁ 世界記録 v] to [70]\n\nwhen [space v] key pressed\n\nset [☁ 世界記録 v] to [100]\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nchange size by (-1)\n\nwait (1) seconds\n\nwait (13) seconds\n\nwhen I receive [ge-musota-to v]\ngo to [back v] layer\nshow\nset size to (100) %\nforever\n repeat (30)\n change size by (1)\n end\n repeat (30)\n change size by (-1)\n end\nend\n\n@影\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [ge-musota-to v]\n\nwhen flag clicked\nwait (13) seconds\n\nwhen flag clicked\nforever\n go to (player v)\n go to (player v)\nend\n\nwhen flag clicked\nforever\n repeat (10)\n go to (player v)\n go to (player v)\n end\nend\n\nwhen I receive [ge-musota-to v]\nshow\nset size to (90) %\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n go to (player v)\n go to (player v)\nend\n\n@水\n\nwhen flag clicked\nhide\nhide\nhide\nforever\n if <(ステージ) = [5]> then\n go to x: (-150) y: (300)\n show\n end\n if <(ステージ) = [9]> then\n go to x: (-150) y: (70)\n show\n end\n if <<(ステージ) = [6]> or <<(ステージ) = [7]> or <(ステージ) = [8]>>> then\n hide\n end\n if <[9] < (ステージ)> then\n hide\n end\nend\n\nforever\n\n@player\n\nwait (1) seconds\n\nswitch costume to (player4 v)\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [front 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\nwhen flag clicked\nset [タイム v] to [0]\nswitch costume to (player v)\nforever\n if <[10] < (タイム)> then\n switch costume to (player2 v)\n end\n if <[20] < (タイム)> then\n switch costume to (player3 v)\n end\n if <[30] < (タイム)> then\n switch costume to (player4 v)\n end\n if <[40] < (タイム)> then\n switch costume to (player6 v)\n end\n if <[50] < (タイム)> then\n forever\n switch costume to (player5 v)\n change [color v] effect by (25)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n set [yだー v] to [22]\n end\nend\n\nhide\n\nwhen I receive [ge-musota-to v]\nshow\nwait (0.1) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [player: y v] to [0]\nforever\n if <<<touching (とげ v)?> or <(y position) < [-183]>> or <touching (動く針 v)?>> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (-85)\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のやつ 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のやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (黒く v)?> then\n change y by (1)\n if <touching (黒く v)?> then\n change y by (1)\n if <touching (黒く v)?> then\n change y by (1)\n if <touching (黒く v)?> then\n change y by (1)\n if <touching (黒く v)?> then\n change y by (1)\n if <touching (黒く v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n start sound [Crunch v]\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (黒く v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ 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 (黒く 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 [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (-85)\n end\nend\n\nwhen flag clicked\n\nwait (13) seconds\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n set [yだー v] to [-0.5]\n if <key (up arrow v) pressed?> then\n set [yだー v] to [2]\n end\n end\nend\n\n@intro\n\nwhen flag clicked\nset [アイコン対策\(\) v] to [0]\nwait (1) seconds\nbroadcast (in v)\nwait (0.05) seconds\nstart sound [Space Ambience v]\nstart sound [Dubstep2 v]\ngo to x: (0) y: (0)\nset [変数 v] to [1]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nrepeat (3)\n set [変数 v] to [2]\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\nset [変数 v] to [2]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [変数 v] to [2]\ncreate clone of (_myself_ v)\nset [変数 v] to [3]\nwait (0.01) seconds\nset [変数 v] to [name]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nrepeat (10)\n set [変数 v] to [particle]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <<(変数) = [1]> and <(アイコン対策\(\)) = [0]>> then\n set [アイコン対策\(\) v] to [1]\n switch costume to (アイコン v)\n go to x: (-260) y: (0)\n 滑らかにx座標を [0] にする\n wait until <(変数) = [3]>\n 滑らかにy座標を [60] にする\nelse\n if <(変数) = [2]> then\n switch costume to (フラッシュ v)\n repeat (10)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(変数) = [黒いバー\(?\)1]> then\n switch costume to (クロバー1 v)\n go to x: (-260) y: (0)\n 滑らかにx座標を [0] にする\n else\n if <(変数) = [黒いバー\(?\)2]> then\n switch costume to (クロバー2 v)\n go to x: (-260) y: (0)\n 滑らかにx座標を [0] にする\n else\n if <(変数) = [particle]> then\n go to [back v] layer\n go to x: (pick random (-50) to (50)) y: (60)\n switch costume to (pick random (5) to (7))\n set [color v] effect to (pick random (0) to (100))\n repeat until <touching (_edge_ v)?>\n turn right (15) degrees\n change [y v] by (-1)\n change y by (y)\n end\n delete this clone\n else\n if <<(変数) = [4]> or <(aaa) = [1]>> then\n switch costume to (終わり\(?\)の時のやつ v)\n go to x: (534) y: (0)\n a [0] s\n hide\n switch backdrop to (背景1 v)\n broadcast (開始! v)\n set [変数 v] to [Delete]\n else\n if <(変数) = [name]> then\n set size to (200) %\n switch costume to (名前 v)\n go to x: (0) y: (-180)\n 滑らかにy座標を [-50] にする\n else\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\ndefine 滑らかにx座標を (n) にする\nrepeat until <(round (x position)) = (n)>\n change x by (((n) - (x position)) / ((11) - (7)))\nend\n\nwhen flag clicked\nwait (0.5) seconds\nswitch backdrop to (entry v)\nset [変数 v] to [黒いバー\(?\)1]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [変数 v] to [黒いバー\(?\)2]\ncreate clone of (_myself_ v)\n\ndefine 滑らかにy座標を (n) にする\nrepeat until <(round (y position)) = (n)>\n change y by (((n) - (y position)) / ((11) - (7)))\nend\n\nwhen flag clicked\nplay sound [The+Kid+LAROI,+Justin+Bieber+-+STAY+\(Official+Video\)-kTJczUoc26U2 v] until done\nset [変数 v] to [4]\ncreate clone of (_myself_ v)\n\ndefine a (n) s\nrepeat until <(round (x position)) = (n)>\n change x by (((n) - (x position)) / (10))\nend\n\nwhen I start as a clone\nwait until <(変数) = [Delete]>\ndelete this clone\n\nwhen I receive [メッセージ1 v]\n\nset [変数 v] to []\nset [aaa v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [in v]\nset volume to (100) %\nset [aaa v] to [0]\nwait until <<key (space v) pressed?> or <mouse down?>>\nif <(変数) = [Delete]> then\n set [変数 v] to (Delete)\n hide\nelse\n stop [other scripts in sprite v]\n broadcast (Ge-Musota-to v)\n repeat (10)\n change volume by (-10)\n end\n set [変数 v] to [Delete]\nend\nbroadcast (Ge-Musota-to v)\nwait (0.5) seconds\n\nstop all sounds\n\n@スプライト2\n\nwhen flag clicked\nwait (13) seconds\nshow\ngo to x: (-240) y: (0)\npoint in direction (90)\nset size to (50) %\nrepeat until <(x position) > [1]>\n change x by (((2) - (x position)) / (7))\nend\nstart sound [High Whoosh v]\npoint in direction (90)\nset [u v] to [0]\nset size to (0) %\nstart sound [Pew v]\nrepeat (46)\n set [u v] to (((U) * (0.75)) + (((50) - (size)) * (0.3)))\n change size by (U)\nend\nset [u v] to [0]\nset size to (50) %\npoint in direction (-90)\nstart sound [Boing v]\nrepeat (46)\n set [u v] to (((U) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (U) degrees\nend\nrepeat until <(x position) > [235]>\n change x by ((x position) / (7))\nend\nstart sound [High Whoosh v]\nhide\nbroadcast (Ge-Musota-to v)\n\nwhen I receive [スタート v]\n\ndefine イントロ\ngo to x: (0) y: (170)\n\nforever\n\nwhen flag clicked\nforever\n\nstart sound [High Whoosh v]\n\nplay sound [High Whoosh v] until done\n\n@スプライト4\n\nwhen I receive [next v]\ngo to x: (25) y: (31)\ngo to [front v] layer\nshow\nwait (0.8) seconds\nhide\n\nwhen flag clicked\nhide\n\n@ばね\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [4]> then\n go to x: (-168) y: (-90)\n show\n end\n if <[4] < (ステージ)> then\n hide\n end\n if <touching (player 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\nforever\n\nnext backdrop\n\n@スプライト6\n\nwhen I receive [ge-musota-to v]\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (135)\nrepeat until <touching (黒く v)?>\n change y by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@スプライト7\n\nwhen flag clicked\ngo to x: (-240) y: (0)\npoint in direction (90)\nset size to (50) %\nrepeat until <(x position) > [1]>\n change x by (((2) - (x position)) / (7))\nend\npoint in direction (90)\nset [u v] to [0]\nset size to (0) %\nrepeat (46)\n set [u v] to (((U) * (0.75)) + (((50) - (size)) * (0.3)))\n change size by (U)\nend\nset [u v] to [0]\nset size to (50) %\npoint in direction (-90)\nrepeat (46)\n set [u v] to (((U) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (U) degrees\nend\nrepeat until <(x position) > [235]>\n change x by ((x position) / (7))\nend\nhide\n\nwhen I receive [スタート v]\n\ndefine イントロ\ngo to x: (0) y: (170)\n\nforever\n\nwhen flag clicked\nforever\n\n@とげ\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [1]> then\n show\n switch costume to (spike^-^3 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (spike^-^4 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (spike^-^5 v)\n end\n if <(ステージ) = [4]> then\n hide\n end\n if <(ステージ) = [5]> then\n show\n switch costume to (spike^-^2 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (spike^-^14 v)\n end\n if <(ステージ) = [7]> then\n show\n switch costume to (spike^-^6 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (spike^-^9 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (spike^-^10 v)\n end\n if <(ステージ) = [10]> then\n switch costume to (spike^-^12 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (spike^-^13 v)\n end\n if <(ステージ) = [12]> then\n hide\n end\n \n \n \n \n \n \n \n \nend\n\nwhen flag clicked\nhide variable [タイム v]\n\nwhen I receive [ge-musota-to v]\nshow variable [タイム v]\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)\nforever\n if <(ステージ) = [6]> then\n go to x: (-20) y: (-100)\n show\n end\n if <touching (player v)?> then\n switch costume to (コスチューム2 v)\n end\n broadcast (KAKIKUEKOSUAIFHEDUFSAIOFSDIFDSIFJSDAJHFASHDIOfjdしfじゃしfじゃせいあいだしうg v)\n if <not <touching (player v)?>> then\n switch costume to (コスチューム1 v)\n end\n if <[6] < (ステージ)> then\n hide\n end\nend\n\n@動く針\n\nwhen I receive [kakikuekosuaifhedufsaiofsdifdsifjsdajhfashdiofjdしfじゃしfじゃせいあいだしうg v]\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nforever\n if <(ステージ) = [6]> then\n go to x: (-130) y: (-4)\n show\n switch costume to (コスチューム2 v)\n end\n if <([costume # v] of [ボタン v]) = [2]> then\n forever\n hide\n end\n end\nend\n\n@影2\n\nwhen flag clicked\nhide\n\nset size to (90) %\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n go to (player2 v)\n go to (player2 v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [ge-musota-to v]\n\nwhen flag clicked\nwait (13) seconds\n\nwhen flag clicked\nforever\n go to (player2 v)\n go to (player2 v)\nend\n\nwhen flag clicked\nforever\n repeat (10)\n go to (player2 v)\n go to (player2 v)\n end\nend\n\nwhen I receive [ge-musota-to v]\n\nwhen flag clicked\nhide\n\n@黒く2\n\nwhen flag clicked\nhide\n\n@とげ2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [タイム v]\n\nwhen I receive [ge-musota-to v]\nshow variable [タイム v]\n\n@player2\n\nwait (1) seconds\n\nswitch costume to (player4 v)\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [front 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\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n set [yだー v] to [22]\n end\nend\n\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n set [yだー v] to [-0.5]\n if <key (up arrow v) pressed?> then\n set [yだー v] to [2]\n end\n end\nend\n\nwait (13) seconds\n\n@player3\n\nwait (1) seconds\n\nswitch costume to (player4 v)\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [front 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\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n set [yだー v] to [22]\n end\nend\n\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n set [yだー v] to [-0.5]\n if <key (up arrow v) pressed?> then\n set [yだー v] to [2]\n end\n end\nend\n\nwait (13) seconds\n\n@player4\n\nwait (1) seconds\n\nswitch costume to (player4 v)\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [front 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\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n set [yだー v] to [22]\n end\nend\n\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n set [yだー v] to [-0.5]\n if <key (up arrow v) pressed?> then\n set [yだー v] to [2]\n end\n end\nend\n\nwait (13) seconds\n\n@player5\n\nwait (1) seconds\n\nswitch costume to (player4 v)\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [front 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\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n set [yだー v] to [22]\n end\nend\n\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n set [yだー v] to [-0.5]\n if <key (up arrow v) pressed?> then\n set [yだー v] to [2]\n end\n end\nend\n\nwait (13) seconds\n\n@player6\n\nwait (1) seconds\n\nswitch costume to (player4 v)\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [front 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\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n set [yだー v] to [22]\n end\nend\n\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n set [yだー v] to [-0.5]\n if <key (up arrow v) pressed?> then\n set [yだー v] to [2]\n end\n end\nend\n\nwait (13) seconds\n\n@player7\n\nwait (1) seconds\n\nswitch costume to (player4 v)\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [front 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\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n set [yだー v] to [22]\n end\nend\n\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n set [yだー v] to [-0.5]\n if <key (up arrow v) pressed?> then\n set [yだー v] to [2]\n end\n end\nend\n\nwait (13) seconds\n\n@スプライト3\n\nwhen flag clicked\nhide\n\n@スプライト9\n\nwhen flag clicked\nhide\n\n@スプライト8\n\nwhen flag clicked\nhide\n\n@スプライト10\n\nwhen flag clicked\nhide\n\n@スプライト11\n\nwhen flag clicked\nhide\n\n@スプライト12\n\nwhen flag clicked\nhide\n\n@スプライト13\n\nwhen flag clicked\nhide\n\n@スプライト14\n\nwhen flag clicked\nhide\n\n@スプライト15\n\nwhen flag clicked\nhide\n\n@スプライト16\n\nwhen flag clicked\nhide\n\n@スプライト17\n\nwhen flag clicked\nhide\n\n@スプライト18\n\nwhen flag clicked\nhide\n\n@スプライト19\n\nwhen flag clicked\nhide\n\n@スプライト20\n\nwhen flag clicked\nhide\n\n@スプライト21\n\nwhen flag clicked\nhide\n\n@スプライト22\n\nwhen flag clicked\nhide\n\n@スプライト23\n\nwhen flag clicked\nhide\n\n@スプライト24\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\n\n
⚠️しっかり読んでください。\nEnglish language(英語)\nOperate with arrow keys. \nThorns, don’t hit the laser. \nYou can’t fall in a place where there is no terrain. \nDo your best so that you can clear it. \nJapanese (日本語)\n矢印キーで操作する。\nとげレーザーにあたったら駄目。\n地形がないところに落ちても駄目。\nクリアできるように頑張って。\n
Town night platformer games
@Stage\n\nwhen flag clicked\nhide variable [クリアタイム v]\nswitch backdrop to (アイコン全体 v)\nreset timer\nstart sound [たったそれだけの物語 v]\nwait (12.29) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch backdrop to (背景2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n play sound [Tobu - Cruel v] until done\nend\n\n@上半分\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\ngo [backward v] (3) layers\n\nwhen I receive [切る v]\nchange y by (1)\nwait (0.01) seconds\nchange y by (2)\nwait (0.01) seconds\nchange y by (3)\nwait (0.01) seconds\nchange y by (4)\nwait (0.01) seconds\nchange y by (5)\nwait (0.01) seconds\nchange y by (6)\nwait (0.01) seconds\nchange y by (7)\nwait (0.01) seconds\nchange x by (8)\nwait (0.01) seconds\nchange y by (9)\nwait (0.01) seconds\nchange y by (10)\nwait (0.01) seconds\nchange y by (11)\nwait (0.01) seconds\nchange y by (12)\nwait (0.01) seconds\nchange y by (13)\nwait (0.01) seconds\nchange y by (14)\nwait (0.01) seconds\nchange y by (15)\nwait (0.01) seconds\nchange y by (16)\nwait (0.01) seconds\nchange y by (17)\nwait (0.01) seconds\nchange y by (18)\nwait (0.01) seconds\nhide\nbroadcast (切った v)\n\n@パリィ針\n\nwhen I start as a clone\ngo to (player v)\nswitch costume to (コスチューム2 v)\nrepeat (5)\n next costume\n wait (0.05) seconds\nend\ndelete this clone\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(level) = [5]> then\n show\n switch costume to (コスチューム1 v)\n go to x: (0) y: (0)\n wait until <not <(level) = [5]>>\n hide\n end\n if <(level) = [6]> then\n show\n switch costume to (コスチューム2 v)\n go to x: (0) y: (0)\n wait until <not <(level) = [6]>>\n hide\n end\n if <(level) = [7]> then\n show\n switch costume to (コスチューム3 v)\n go to x: (0) y: (0)\n wait until <not <(level) = [7]>>\n hide\n end\n if <(level) = [8]> then\n show\n go to x: (0) y: (0)\n switch costume to (コスチューム4 v)\n wait until <not <(level) = [8]>>\n hide\n end\nend\n\n@下半分\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [切る v]\nchange y by (-1)\nwait (0.01) seconds\nchange y by (-2)\nwait (0.01) seconds\nchange y by (-3)\nwait (0.01) seconds\nchange y by (-4)\nwait (0.01) seconds\nchange y by (-5)\nwait (0.01) seconds\nchange y by (-6)\nwait (0.01) seconds\nchange y by (-7)\nwait (0.01) seconds\nchange x by (-8)\nwait (0.01) seconds\nchange y by (-9)\nwait (0.01) seconds\nchange y by (-10)\nwait (0.01) seconds\nchange y by (-11)\nwait (0.01) seconds\nchange y by (-12)\nwait (0.01) seconds\nchange y by (-13)\nwait (0.01) seconds\nchange y by (-14)\nwait (0.01) seconds\nchange y by (-15)\nwait (0.01) seconds\nchange y by (-16)\nwait (0.01) seconds\nchange y by (-17)\nwait (0.01) seconds\nchange y by (-18)\nwait (0.01) seconds\nhide\n\n@ユーザー名\n\nwhen I receive [最後 v]\nwait (0.2) seconds\ngo to [front v] layer\nset size to (0) %\nshow\ngo to x: (0) y: (0)\nset [大きさ v] to [20]\nrepeat (20)\n change [大きさ v] by (-1)\n change size by (大きさ)\nend\nx: [] y: [] dir: [90] Δθ: [20] power: [20] div; [10]\n\nwhen flag clicked\nhide\n\nwhen I receive [最後 v]\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine x: (x) y: (y) dir: (dir) Δθ: (δθ) power: (p) div; (div)\ngo to x: (x) y: (y)\nset [power v] to (p)\nset [θ v] to [0]\nrepeat until <[0.1] > (power)>\n change [power v] by (((0) - (power)) / (div))\n change [θ v] by (δθ)\n point in direction ((((power) * ([sin v] of (θ) )) * (3)) + (dir))\nend\n\n@ブレード&アイコン\n\nwhen flag clicked\nset pen (transparency v) to (0)\nswitch costume to (ブレード v)\nerase all\nhide\ngo [forward v] (1) layers\nwait (1) seconds\nshow\ngo to x: (300) y: (0)\npen down\nset pen size to (10)\nrepeat (7)\n set pen color to (#00ff08)\n create clone of (パーティクル v)\n create clone of (パーティクル v)\n create clone of (パーティクル v)\n create clone of (_myself_ v)\n move (-100) steps\nend\nhide\nbroadcast (切る v)\n\nwhen I receive [切った v]\nwait (2) seconds\nshow\nswitch costume to (アイコン一部 v)\ngo to x: (-250) y: (0)\nset [変数 v] to [60]\nrepeat (10)\n change x by (変数)\n change [変数 v] by (-7.8)\nend\ngo to x: (0) y: (0)\nwait (2) seconds\nbroadcast (最後 v)\n\nwhen I receive [最後 v]\nwait (5) seconds\nerase all\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nrepeat (3)\n change [ghost v] effect by (33)\nend\ndelete this clone\n\n@パーティクル2\n\nwhen I start as a clone\nshow\ngo to (player v)\nswitch costume to (コスチューム2 v)\nrepeat (5)\n next costume\n wait (0.03) seconds\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\nwait (13) seconds\ngo to [back v] layer\n\n@針2\n\nwhen I receive [重力反転 v]\nwait (0.1) seconds\nrepeat (10)\n turn right (-18) degrees\nend\npoint in direction (-90)\n\nwhen I receive [重力反転解除 v]\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n switch costume to (コスチューム5 v)\n go to x: (0) y: (0)\n wait until <not <(level) = [3]>>\n hide\n end\n if <(level) = [4]> then\n show\n switch costume to (コスチューム1 v)\n go to x: (0) y: (0)\n wait until <not <(level) = [4]>>\n hide\n end\n if <(level) = [5]> then\n show\n switch costume to (コスチューム2 v)\n go to x: (0) y: (0)\n wait until <not <(level) = [5]>>\n hide\n end\n if <(level) = [6]> then\n show\n switch costume to (コスチューム3 v)\n go to x: (0) y: (0)\n wait until <not <(level) = [6]>>\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (0) y: (0)\n switch costume to (コスチューム4 v)\n wait until <not <(level) = [7]>>\n hide\n end\n if <(level) = [8]> then\n show\n go to x: (0) y: (0)\n switch costume to (コスチューム6 v)\n wait until <not <(level) = [8]>>\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <<(level) = [8]> and <touching (player v)?>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (100) %\n\n@Player\n\nwhen flag clicked\nset volume to (150) %\nhide\nwait (13) seconds\nshow\nrstart\nswitch costume to (右 v)\nforever\n sous\nend\n\ndefine rstart\nset size to (80) %\ngo to x: (-200) y: (-120)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nbroadcast (重力反転解除 v)\nset [qキー長押し感知 v] to [5]\n\ndefine sous\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change [x v] by (0.8)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (-0.8)\n point in direction (-90)\nend\nset [x v] to ((X) * (0.88))\nchange x by (X)\nrepeat (8)\n if <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n change y by (1.1)\n end\nend\nif <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n change x by (() - (X))\n change y by (-8.8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n broadcast (二段ジャンプ解除 v)\n set [y v] to [10]\n set [x v] to ((5) - ((11) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n change y by (() - (Y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [11]\n end\nend\nchange y by (1)\nif <[225] < (x position)> then\n rstart\n broadcast (レベル変更 v)\n change [level v] by (1)\nend\n\nwhen I receive [重力反転 v]\nrepeat (50)\n switch costume to (コスチューム1 v)\nend\nswitch costume to (右 v)\n\nwhen flag clicked\nforever\n if <touching (動く地面 v)?> then\n set [x v] to (動く地面X)\n end\nend\n\nwhen I receive [重力反転 v]\nrstart\nrepeat (10)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen [z v] key pressed\nif <(X) < [0]> then\n change [x v] by (-20)\nelse\n if <[0] < (X)> then\n change [x v] by (20)\n end\nend\nrepeat (10)\n set [y v] to [1]\n set [x v] to ((X) * (0.85))\nend\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <(Qキー長押し感知) > [0]> then\n change [qキー長押し感知 v] by (-1)\n else\n set [qキー長押し感知 v] to [0]\n end\n if <key (q v) pressed?> then\n change [qキー長押し感知 v] by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (q v) pressed?> and <touching (パリィ針 v)?>> then\n set [y v] to [11]\n if <[10] < (Qキー長押し感知)> then\n rstart\n else\n start sound [Crunch v]\n create clone of (パーティクル2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (パリィ針 v)?> then\n wait (0.05) seconds\n if <touching (パリィ針 v)?> then\n rstart\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(y position) < [-178]> or <<touching (針2 v)?> or >> then\n wait (0.01) seconds\n rstart\n end\nend\n\nwhen flag clicked\nwait (13) seconds\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [レベル変更 v]\nnext costume\n\nwhen flag clicked\nhide\nwait (13) seconds\nshow\nreset timer\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [重力反転 v]\nwait (0.1) seconds\nrepeat (10)\n turn right (-18) degrees\nend\npoint in direction (-90)\n\nwhen I receive [重力反転解除 v]\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show variable [クリアタイム v]\n set [クリアタイム v] to (join (round (timer)) [秒])\n wait until <not <(level) = [9]>>\n end\nend\n\n@パーティクル\n\nwhen I receive [最後 v]\nhide\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\nrepeat (15)\n set size to (100) %\n clear graphic effects\n set [スプライト2: 大きさ v] to [100]\n show\n go to (random position v)\n repeat (10)\n change size by (スプライト2: 大きさ)\n change [スプライト2: 大きさ v] by (-10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\ngo to [front v] layer\ngo to (ブレード&アイコン v)\nif <(pick random (1) to (2)) = [1]> then\n switch costume to (コスチューム1 v)\nelse\n switch costume to (コスチューム2 v)\nend\nchange y by (pick random (-10) to (10))\nrepeat (10)\n point in direction (pick random (-180) to (180))\n change [ghost v] effect by (10)\n move (3) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@スプライト1\n\n
[English]\nWhat is a platformer anymore?\nHe seems to have acquired special abilities. I'm Tosashi.\nDifficulty level★★⭐︎⭐︎⭐︎\n[An outline]\nYou've acquired two abilities!\nFly around the city with your ability!\n\nMove with the arrow keys\nDash with Z key\nParry with Q key You can parry green obstacles.\n\n\n(日本語)\nもはやプラットフォーマーとは。\n特殊能力をつけたそうです。tosashiです。\n難易度★★⭐︎⭐︎⭐︎\n(あらすじ)\n君は二つの能力を手に入れた!\n能力で街を飛び回れ!\n\n矢印キー:移動\nZキー  :ダッシュ\nQキー :パリィ(緑色の障害物をパリィ出来ます。)\n     注意 Qキーを長押ししてパリィすると\n     リスポーンします。
School Stuck (Playground)- A platformer #School #First #Platformer
@Stage\n\nwhen flag clicked\nbroadcast (Run Platformer v)\n\nwhen I receive [run platformer v]\nforever\n play sound [The Script - Hall Of Fame v] until done\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [12]> or <(Level) = [13]>> then\n switch backdrop to (neon v)\n else\n switch backdrop to (fence v)\n end\nend\n\nwhen flag clicked\n\n\n switch backdrop to (neon v)\nend\n\n\n\n@Player\n\nwhen I receive [run platformer v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n Reset - Setup\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [level v]\nhide variable [yv v]\nhide\n\nwhen I receive [run platformer v]\nset [dead? v] to [0]\nset [level v] to [1]\nset size to (80) %\nReset - Setup\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n switch costume to (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n end\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (childy- spikes v)?> or <touching (mud 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\nwhen flag clicked\nforever\n if <<(Level) = [12]> or <(Level) = [13]>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [skip v]\n\n@ground\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nchange [level v] by (1)\n\n@Mud\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\n@Childy- Spikes\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\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 hide\n end\n if <(Level) = [5]> 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) = [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 go to x: (45) y: (-69)\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) = [10]> then\n go to x: (45) y: (-69)\n show\n if <touching (player v)?> then\n Bouncy Animation\n end\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 go to x: (-158) y: (-69)\n show\n if <touching (player v)?> then\n Bouncy Animation\n end\n end\n if <(Level) = [15]> then\n go to x: (67) y: (-69)\n show\n if <touching (player v)?> then\n Bouncy Animation\n end\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@Skip\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Skip v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\nshow\n\nwhen [timer v] > (0)\nforever\n if <(Level) = [15]> then\n hide\n else\n show\n end\nend\n\n
⫸ Part 2 is out! https://scratch.mit.edu/projects/640702790/\n◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉\nThis is my First Platformer\nCatchup my top projects on this studio- https://scratch.mit.edu/studios/31066693/\n◉◉◉◉◉◉◉◉◉◉INSTRUCTIONS◉◉◉◉◉◉◉◉◉◉\n⫸Arrow keys to move\n⫸ Don't touch little cubes or mud\n⫸Bounce on the trampolines\n⫸Walk on the ground XD\n⫸ Smash the ♥ and ⭐ and also the follow button for more! :D\n\n◉◉◉◉◉◉◉◉◉◉◉◉◉FACTS◉◉◉◉◉◉◉◉◉◉◉◉◉\n⫸ Story inside -\n -\n⨞ - - - - -\n⫸ Based on school life\n⫸ A sequel\n\nPropose this to be featured here- https://scratch.mit.edu/studios/28715018/
Quest 2 - Pirates - A Platformer #games #platformer
@Stage\n\nwhen I receive [change v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [change level v]\nnext costume\n\n@Ground\n\nwhen I receive [change level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nif <(Level) = [7]> then\n broadcast (Change v)\nend\n\n@Player\n\nwhen flag clicked\nstart sound [ v]\nswitch costume to (right v)\ngo to x: (-200) y: (-100)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n 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 [12]\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 (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (Change level v)\n go to x: (-200) y: (-100)\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) < (x position)>>> then\n switch costume to (player right 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 (player left v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (fall limit v)?> or <touching (spikes v)?>> then\n start sound [ v]\n go to x: (-200) y: (-100)\n end\nend\n\nwhen flag clicked\nshow\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@Thumbnail2\n\nshow\n\nwhen flag clicked\nhide\n\n
My Latest platformer!\nTHIS IS THE SECOND PART OF THE QUESTS SERIES!\nUp arrow to jump\nLeft arrow to move left\nRight arrow to move right\n#All #Games #Fun #Open #Trending
FREE PART 2 #games #platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\nforever\n if <(LEVEL) = [20]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Platform\n\nwhen I receive [start game v]\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\n\n@Danger\n\nwhen I receive [start game v]\nforever\n switch costume to (LEVEL)\nend\n\n@Danger2\n\nwhen I receive [start game v]\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\ngo to x: (0) y: (-5)\nforever\n repeat (50)\n change y by (0.35)\n end\n repeat (50)\n change y by (-0.35)\n end\nend\n\n@Danger3\n\nwhen I receive [start game v]\ngo to x: (0) y: (-100)\ngo [backward v] (5) layers\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n turn right (3) degrees\nend\n\n@Snow background\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [start game v]\nforever\n switch costume to (LEVEL)\nend\n\n@Intro\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nset size to (100) %\nswitch costume to (profile v)\nset [y slow down v] to [8]\npoint in direction (90)\nshow\nwait (5) seconds\nrepeat (10)\n change size by (1)\n change y by (y slow down)\n change [y slow down v] by (-1)\nend\nset [y slow down v] to [-8]\nrepeat (15)\n change y by (y slow down)\n change [y slow down v] by (-2)\nend\nbroadcast (Intro start part 2 v)\nrepeat (4)\n next costume\nend\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nwait (1) seconds\nrepeat (25)\n turn left (2) degrees\nend\nrepeat (22)\n turn right (31) degrees\nend\nrepeat (3)\n turn right (30) degrees\nend\nrepeat (10)\n turn right (5) degrees\nend\nrepeat (10)\n turn right (2) degrees\nend\nrepeat (10)\n turn right (1) degrees\nend\nrepeat (10)\n turn left (7) degrees\nend\nrepeat (10)\n turn left (1) degrees\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [home v]\nshow\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [start game v]\nhide\n\n@Effects\n\nwhen flag clicked\nset [ghost v] effect to (90)\nhide\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\ngo to x: (250) y: (pick random (-180) to (180))\nset size to (pick random (50) to (80)) %\nshow\nrepeat until <<touching (_edge_ v)?> and <(x position) < [-180]>>\n change x by (-5)\nend\nrepeat (5)\n change x by (-5)\nend\ndelete this clone\n\n@Intro2\n\nwhen I start as a clone\nshow\ngo [forward v] (1) layers\ngo to [front v] layer\nrepeat (12)\n turn left (5) degrees\n wait (0.03) seconds\nend\n\nwhen I receive [intro start part 2 v]\ngo to x: (-200) y: (145)\npoint in direction (150)\nhide\nrepeat (8)\n create clone of (_myself_ v)\n change x by (50)\n wait (0.01) seconds\nend\nrepeat (6)\n create clone of (_myself_ v)\n change y by (-50)\n wait (0.01) seconds\nend\nrepeat (8)\n create clone of (_myself_ v)\n change x by (-50)\n wait (0.01) seconds\nend\nrepeat (5)\n create clone of (_myself_ v)\n change y by (50)\n wait (0.01) seconds\nend\ncreate clone of (_myself_ v)\nchange y by (10)\nwait (0.01) seconds\nrepeat (7)\n create clone of (_myself_ v)\n change x by (50)\n wait (0.01) seconds\nend\nrepeat (4)\n create clone of (_myself_ v)\n change y by (-50)\n wait (0.01) seconds\nend\ncreate clone of (_myself_ v)\nchange y by (-20)\nwait (0.01) seconds\nrepeat (5)\n create clone of (_myself_ v)\n change x by (-50)\n wait (0.01) seconds\nend\ncreate clone of (_myself_ v)\nchange x by (-25)\nwait (0.01) seconds\nrepeat (3)\n create clone of (_myself_ v)\n change y by (50)\n wait (0.01) seconds\nend\ncreate clone of (_myself_ v)\nchange y by (20)\nwait (0.01) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change x by (50)\n wait (0.01) seconds\nend\ncreate clone of (_myself_ v)\nchange x by (25)\nwait (0.01) seconds\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-50)\n wait (0.01) seconds\nend\nrepeat (3)\n create clone of (_myself_ v)\n change x by (-50)\n wait (0.01) seconds\nend\nrepeat (2)\n create clone of (_myself_ v)\n change y by (50)\n wait (0.01) seconds\nend\nchange y by (20)\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nrepeat (1)\n create clone of (_myself_ v)\n change x by (50)\n wait (0.01) seconds\nend\nchange x by (20)\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nrepeat (2)\n create clone of (_myself_ v)\n change y by (-50)\n wait (0.01) seconds\nend\nwait (2) seconds\nbroadcast (Home v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [home v]\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo [forward v] (1) layers\nshow\n\nwhen I receive [start game v]\nhide\n\n@Play\n\nwhen flag clicked\ngo to x: (-110) y: (100)\nset size to (100) %\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start game v)\nhide\n\nwhen I receive [home v]\nshow\n\nwhen flag clicked\nforever\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nforever\n repeat until <(size) = [120]>\n change size by (2)\n end\n repeat until <(size) = [100]>\n change size by (-2)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nset [y movement v] to [0]\nset [x movement v] to [0]\ngo to x: (-180) y: (50)\nforever\n switch costume to (costume1 v)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x movement v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x movement v] by (-1)\n end\n set [x movement v] to ((X movement) * (0.9))\n change x by (X movement)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((X movement) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(X movement) > [0]> then\n set [x movement v] to [-10]\n else\n set [x movement v] to [10]\n end\n set [y movement v] to [13]\n else\n set [x movement v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y movement v] by (-1)\n change y by (Y movement)\n if <touching (platform v)?> then\n change y by ((Y movement) * (-1))\n set [y movement v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y movement v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [start game v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (70) %\nswitch costume to (costume2 v)\nrepeat (8)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [start game v]\nset [level v] to [1]\nforever\n if <<touching (_edge_ v)?> and <(x position) > [180]>> then\n change [level v] by (1)\n go to x: (-180) y: (50)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<touching (danger v)?> or <<touching (danger3 v)?> or <touching (danger2 v)?>>> then\n go to x: (-180) y: (50)\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n start sound [Soundtrack v]\n play sound [Soundtrack v] until done\nend\n\nwhen I receive [position v]\ngo to x: (-180) y: (50)\n\n@SKIP\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n if <(LEVEL) < [20]> then\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (position v)\n\n
Double click flag to avoid bugs\nPART 2 IS OUT!!! :) :) :) :) :) :) :) :) :)\n20 LEVELS\n///Avoid Spikes and Water and other obstacles///\nWOW #9 on trending :O\n-Use Arrow keys or WASD to move-\n\nOTHER GAME:\nhttps://scratch.mit.edu/projects/617347054/\nhttps://scratch.mit.edu/projects/633971267/\nPART 1: https://scratch.mit.edu/projects/627220342/\n\nArt: \n-Ground (Attempted for Super Mario ground and edited a bit) snow version\nI will make a Part 3 if I get 100+ Loves and 100+ Favourites\n\n❤️ & ⭐ if you enjoyed playing this game
Check Point! Platformer!!
@Stage\n\nwhen flag clicked\nforever\n play sound [すきっぷ v] until done\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@NEXT\n\ndefine まる (どっち)\npen up\ngo to x: (0) y: (0)\nset pen size to (100)\nif <(どっち) = [1]> then\n set pen color to (#dcf8f0)\nelse\n set pen color to (#78ccb1)\nend\npen down\nrepeat (22)\n set pen (transparency v) to (60)\n change pen size by (27)\n go to x: (0) y: (0)\nend\n\nwhen I receive [ねくすとぉ v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nset pen (transparency v) to (0)\nerase all\nset size to (100) %\nswitch costume to (コスチューム2 v)\nhide\nstart sound [Rip v]\nまる [2]\nshow\nまる [1]\nchange [ステージ v] by (1)\nswitch costume to (コスチューム3 v)\nwait (0.3) seconds\nまる [2]\nhide\nset pen size to (1000)\nset pen (transparency v) to (0)\nset pen color to (#7dccb4)\nrepeat (10)\n erase all\n go to x: (0) y: (0)\n change pen (transparency v) by (10)\nend\nbroadcast (ねくすとぉしゅーりょー v)\n\nwhen flag clicked\nhide\nerase all\npen up\n\n@地面\n\nwhen flag clicked\ngo to [front v] layer\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]\nset [☁ ログ v] to (time)\nif <(☁ 世界記録) > (time)> then\n set [☁ 世界記録 v] to (time)\nend\nshow variable [☁ 世界記録 v]\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [time v]\nwait until <(costume [number v]) = [1]>\nrepeat until <(costume [number v]) = [11]>\n change [time v] by (1)\n wait (0.9) seconds\nend\n\nwhen I receive [ねくすとぉしゅーりょー v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [ねくすとぉ v]\nrepeat (10)\n change [ghost v] effect by (10)\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 if <not <[] = (item (ステージ) of [はた v])>> then\n replace item (ステージ) of [はた v] with [0]\n end\n end\n if <<not <(item (ステージ) of [はた v]) = [0]>> and <[239] < (x position)>> then\n if <not <(ステージ) = [11]>> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (ねくすとぉ v) and wait\n show\n if <(ステージ) = [11]> then\n broadcast (クリア v)\n end\n end\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 flag clicked\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-1.5)\nend\ndelete this clone\n\nwhen 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\n@マグマ\n\nwhen flag clicked\nset [time v] to [0]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [ねくすとぉ v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [ねくすとぉしゅーりょー v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@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]\nhide variable [☁ 世界記録 v]\n\nwhen I receive [ねくすとぉ v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [ねくすとぉしゅーりょー v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@旗\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\n if <<(判定) = [0]> and <<(iro) = [0]> and <touching (プレイヤー v)?>>> then\n replace item (ステージ) of [はた v] with [1]\n start sound [Water Drop v]\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [ねくすとぉ v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [ねくすとぉしゅーりょー v]\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nset [iro v] to [0]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen flag clicked\ndelete all of [はた v]\nadd [] to [はた v]\nadd [0] to [はた v]\nadd [] to [はた v]\nrepeat (8)\n add [0] to [はた v]\nend\n\nwhen flag clicked\nforever\n if <(item (ステージ) of [はた v]) = [1]> then\n set [iro v] to [80]\n set [brightness v] effect to (-10)\n else\n set [iro v] to [0]\n set [brightness v] effect to (0)\n end\n set [color v] effect to (iro)\nend\n\n
新作 「Check Point! platformer!!」できました!\n・矢印キー、WASDキー、タッチで操作\n・オレンジ色に触れると大ジャンプ\n・マグマに触れると戻される\n・Check Point(チェックポイント)を取らないと右に行けない\n・Check Pointは、プレイヤーがマグマに触れると元の状態になる\n\nていうわけで、世界記録目指してがんばってネ!\n\nちなみに、作者のtimeは85です!
GeneriCity || A Platformer || #Games #Art #Music #Stories #Trending
@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen I receive [unmute v]\nset volume to (100) %\n\n@player\n\nwhen flag clicked\nshow\ngo to x: (-205) y: (-125)\nset [player x v] to [0]\nset [player y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [player x v] by (-1)\n end\n set [player x v] to ((Player X) * (0.9))\n change x by (Player 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 x by ((Player X) * (-1))\n change y by (-4)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Player X) > [0]> then\n set [player x v] to [-5]\n else\n set [player x v] to [5]\n end\n set [player y v] to [12]\n else\n set [player x v] to [0]\n end\n end\n end\n end\n end\n end\n change [player y v] by (-1)\n change y by (Player Y)\n if <touching (level v)?> then\n change y by ((Player Y) * (-1))\n set [player y 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)>>>> then\n set [player y v] to [12]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (--- v)?> then\n play sound [hurt v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n go to x: (-205) y: (-125)\n change [level v] by (1)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (--- v)?> then\n go to x: (-205) y: (-125)\n end\nend\n\nwhen flag clicked\nchange [☁ to_host v] by (1)\n\n@---\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n go to [back v] layer\n else\n end\nend\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\n\n@tb\n\nwhen flag clicked\nshow\nset [color v] effect to (0)\ngo to x: (0) y: (0)\nwait (.5) seconds\nrepeat (40)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\ngo to x: (-204) y: (150)\nforever\n if <(costume [number v]) = [1]> then\n broadcast (unmute v)\n else\n broadcast (mute v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (-160) y: (150)\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\n@Assets\n\n
Hello Guys,\n\nI'm Intense back with a new project.. I didn't plan out for this project, but I suddenly got this idea and started and finishing working on this.. (All remixes will be awarded with shoutouts!)\n\nSo.. I present you, GeneriCity! A Platformer.. \n\nI really hope you like it, and a love and fave would be appreciated a lot. \n\nThanks\n-Intenses
Space platformer part II
@Stage\n\n@player\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [brightness v] effect by (2.5)\n change size by (-2.5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n hide\n set [dead? v] to [yes]\n wait (1) seconds\n go to x: (-187) y: (-42)\n set [dead? v] to [no]\n show\n end\nend\n\nwhen flag clicked\ngo to x: (-187) y: (-42)\n\nwhen flag clicked\nforever\n if <touching (duszek1 v)?> then\n go to x: (-187) y: (-42)\n change [lvl v] by (1)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (stars v)\ngo to [front v] layer\nset [pixelate v] effect to (0)\npoint in direction (90)\nset [lvl v] to [1]\nshow\ngo to x: (-187) y: (-42)\nset size to (100) %\nset [x v] to [0]\nset [x v] to [0]\n\ndefine pokemon\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n if <touching (platform v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X) < [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n pokemon\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n hide\n set [dead? v] to [yes]\n wait (1) seconds\n go to x: (-187) y: (-42)\n set [dead? v] to [no]\n show\n end\nend\n\nwhen flag clicked\nforever\n play sound [recording2 v] until done\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (down v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (kostium1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (kostium1 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (kostium1 v)\n end\n if <<<key (right arrow v) pressed?> and <key (down arrow v) pressed?>> or <<key (left arrow v) pressed?> and <key (down arrow v) pressed?>>> then\n switch costume to (down v)\n end\nend\n\nwhen I start as a clone\nif <<<key (right arrow v) pressed?> and <key (down arrow v) pressed?>> or <<key (left arrow v) pressed?> and <key (down arrow v) pressed?>>> then\n switch costume to (down2 v)\nend\nif <key (down arrow v) pressed?> then\n switch costume to (down2 v)\nend\nif <not <key (down arrow v) pressed?>> then\n switch costume to (clone v)\nend\n\n@platform\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LvL)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (LvL)\nend\n\n@titles\n\nwhen flag clicked\nforever\n switch costume to (LvL)\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (0) y: (123)\n\n@lava\n\nwhen flag clicked\nforever\n switch costume to (LvL)\nend\n\n@Duszek1\n\nwhen flag clicked\ngo to x: (238) y: (25)\nset [ghost v] effect to (100)\n\n@Duszek2\n\nwhen flag clicked\ngo to x: (23) y: (8)\nhide\ngo to [front v] layer\n\n
Walking-arrwos\nlevels-12\nstudio- space studio\n30 hearts and 30 stars for part 3 in the mars\npart 1\nhttps://scratch.mit.edu/projects/629215952/\npart 3\nhttps://scratch.mit.edu/projects/637778817
Save Nature - (A Platformer) - Part 2 - #All#Games#Trending
@Stage\n\nwhen flag clicked\nplay sound [Vexento - Pixel Party v] until done\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [stage: level v] to [1]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro finish v]\ngo to [front v] layer\ngo [backward v] (5) layers\n\nwhen I receive [next level v]\nnext costume\nchange [stage: level v] by (1)\n\nwhen flag clicked\nforever\n if <(Stage: level) = [14]> then\n broadcast (Over v)\n end\nend\n\nwhen I receive [levelübergang v]\nnext costume\nchange [stage: level v] by (1)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\ngo [forward v] (10000) layers\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to [front v] layer\n\n@Player\n\nwhen I receive [death v]\nset rotation style [all around v]\nset [gravity v] to [10]\nrepeat until <(y position) < [-179]>\n switch costume to (bye-bye v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Gravity)\n change [gravity v] by (-1)\nend\nset rotation style [left-right v]\n\nwhen I receive [start v]\npoint in direction (90)\nset rotation style [left-right v]\nshow\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<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 if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [17]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <touching (platformer v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n broadcast (Death v) and wait\n go to x: (-217) y: (70)\n point in direction (90)\n set rotation style [left-right v]\n broadcast (Reset the moving variables v)\n clear graphic effects\n end\n if <(x position) > [222]> then\n hide\n broadcast (Next Level v) and wait\n go to x: (-214) y: (70)\n broadcast (Reset the moving variables v)\n show\n clear graphic effects\n end\nend\n\nwhen I receive [reset the moving variables v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\ngo to x: (-214) y: (-85)\npoint in direction (90)\n\nwhen I receive [skip v]\nhide\ngo to x: (-214) y: (70)\nbroadcast (Next Level v)\nbroadcast (Reset the moving variables v)\nshow\n\nwhen flag clicked\nforever\n if <<touching (bounce v)?> or <touching (bounce2 v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (speed2 v)?> then\n change [x v] by (10)\n end\n if <<<touching (speed3 v)?> or <touching (speed4 v)?>> or <<touching (speed5 v)?> or <<touching (speed6 v)?> or <<touching (speed v)?> or <<<touching (speed8 v)?> or <<touching (speed9 v)?> or <touching (speed10 v)?>>> or <touching (speed11 v)?>>>>>> then\n change [x v] by (-10)\n end\n if <touching (speed7 v)?> then\n change [y v] by (-10)\n end\nend\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (side v)\n else\n switch costume to (up-side v)\n end\n else\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (up-side v)\n else\n switch costume to (up v)\n end\n else\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (squueze v)\n else\n switch costume to (middle v)\n end\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-205) y: (-54)\nforever\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (water v)?>> then\n change [y v] by (1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <touching (water v)?>>> then\n set [y v] to [-1]\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-205) y: (-55)\n\nwhen flag clicked\nswitch costume to (middle v)\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Spikes \n\nwhen flag clicked\npoint in direction (90)\nshow\nforever\n go to x: (0) y: (0)\n if <<(level) = [4]> or <<(level) = [5]> or <<(level) = [7]> or <(level) = [12]>>>> then\n point in direction (90)\n repeat (10)\n move (5) steps\n end\n repeat (20)\n change x by (-5)\n end\n repeat (10)\n move (5) steps\n end\n end\n if <<(level) = [9]> or <(level) = [13]>> then\n turn right (5) degrees\n go to x: (0) y: (-70)\n else\n point in direction (90)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [1]\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nset y to ((([sin v] of (((timer) + (Lava)) * (300)) ) * (2)) - ((Lava) * (4)))\n\n@Love fave\n\nwhen flag clicked\nset [love fave: costume v] to [0]\nhide\nforever\n if <not <<(B) = [1]> and <(A) = [1]>>> then\n wait (pick random (25) to (35)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n 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 <(Love fave: Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [game over \(you win\) v]\nhide\n\n@detector\n\nwhen I start as a clone\nif <(Clones) = [0]> then\n go to x: (-15) y: (0)\n set [b v] to [0]\n switch costume to (love v)\n forever\n set [b v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [b v] to [1]\n broadcast (Show Text v)\n end\n end\nend\nif <(Clones) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [a v] to [0]\n forever\n set [a v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [a v] to [1]\n broadcast (Show Text v)\n end\n end\nend\n\nwhen flag clicked\nhide\nset [a v] to [0]\nset [b v] to [0]\nset [clones v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clones v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(B) = [1]> and <(A) = [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 <(Clones) = [0]> then\n go to x: (-15) y: (0)\nend\nif <(Clones) = [1]> then\n go to x: (0) y: (0)\nend\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen flag clicked\nshow\ngo to x: (-189) y: (-142)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (80) %\n end\n point in direction ((([sin v] of ((Direction) * (300)) ) * (10)) + (90))\n change [direction v] by (0.01)\nend\n\nwhen I receive [game over \(you win\) v]\n\nhide\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [over v]\nhide\n\n@Level tranzition\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Platformer\n\nwhen I receive [levelübergang v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro finish v]\ngo to [front v] layer\ngo [backward v] (5) layers\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n broadcast (Over v)\n end\nend\n\n@Logo\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n set [ghost v] effect to (50)\n glide (1) secs to x: (0) y: (-15)\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@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [show follow v]\ngo to [front v] layer\ngo to x: (0) y: (-140)\nshow\nforever\n repeat (6)\n wait (0.04) seconds\n next costume\n point in direction ((([sin v] of ((Direction) * (300)) ) * (5)) + (90))\n change [direction v] by (0.01)\n end\nend\n\nwhen this sprite clicked\nhide\n\n@Texts\n\nwhen I receive [levelübergang v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro finish v]\ngo to [front v] layer\ngo [backward v] (3) layers\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n broadcast (Over v)\n end\nend\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [1]\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\npoint in direction (90)\nshow\nforever\n go to x: (0) y: (0)\n set y to ((([sin v] of (((timer) + (Lava)) * (300)) ) * (4)) - ((Lava) * (6)))\nend\n\n@Sprites - Assets\n\nwhen flag clicked\nhide\n\n
Save Nature - A platformer.\nIf you want to save nature, then go and donate to https://teamtrees.org/ - Team Trees!\nhttps://scratch.mit.edu/projects/640036112/ - PFP Contest for 500 followers!!!\n\nWas #4th on All, Trending.\nWas #3rd on Games, Trending.\n\nPlease propose it to be featured!\n\nThe thumbnail glitches sometimes, so you should refresh your screen once.\n\n> !! MOBILE FRIENDLY !!\n> !! NO ADVERTISING !!\n\nADVERTISEMENTS AND SPAM WILL BE DELETED! - STRICT RULE\n----------------------------------------------------------------------\n\nAs you all know, we must save our nature. It is going down due to different reasons such as cutting them down, and not planting them again, so that's why I am making a platformer series on saving nature!\n\n----------------------------------------------------------------------\n\nControls: Arrow keys or WASD\n\nIf you hover your mouse on my logo icon, then a love and fav button will appear, click it to close it.
Dinosaur Game || A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Your Soul v] until done\nend\n\n@Player\n\ndefine Tick\nset [mobile being used? v] to <<mouse down?> and <<(mouse x) < (x position)> or <<(mouse x) > (x position)> or <(mouse y) > (y position)>>>>\nif <<touching (cacti v)?> or <touching (lava v)?>> then\n change [deaths v] by (1)\nend\nif <key (r v) pressed?> then\n go to x: (-224) y: (-111)\nend\nif <key (o v) pressed?> then\n change [skips v] by (1)\n change [level v] by (1)\n wait (0.000000000000000000001) seconds\n broadcast (Next Level v)\nend\nif <touching (trampoline v)?> then\n set [yv v] to [21]\nend\nif <touching (lava v)?> then\n go to x: (-224) y: (-111)\nend\nif <touching (cacti v)?> then\n go to x: (-224) y: (-111)\nend\nif <<(x position) > [220]> or <(x position) = [220]>> then\n change [level v] by (1)\n broadcast (Next Level v)\nend\nif <not <<(mobile being used?) = [true]> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>>> then\n switch costume to (normal v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (normal v)\n change [xv v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [xv v] by (-1)\nend\nset [xv v] to ((XV) * (0.9))\nchange x by (XV)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n 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\nend\nif <touching (level v)?> then\n change x by ((XV) * (-1))\n change y by (-4)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> 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 [15]\n else\n set [yv v] to [0]\n end\nend\nchange [yv v] by (-1)\nchange y by (YV)\nif <touching (level v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\nend\nchange y by (1)\n\nwhen I receive [game on v]\nswitch backdrop to (blue sky v)\nswitch costume to (normal v)\nshow\ngo to x: (-224) y: (-110)\nset size to (20) %\nset [skips v] to [0]\nset [deaths v] to [0]\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Tick\nend\n\nwhen I receive [next level v]\ngo to x: (-224) y: (-110)\n\nforever\n \n set [yv v] to [15]\n end\nend\n\nwhen flag clicked\nbroadcast (Game On v)\n\n@Level\n\nwhen I receive [game on v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Cacti\n\nwhen flag clicked\nshow\nswitch costume to ( v)\n\nwhen I receive [next level v]\nnext costume\nforever\n go to [back v] layer\nend\n\n@TB\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n
Around #61 in trending all!\n❖Dinosaur Game || A Platformer❖\nby @ProgramGameAnimetor\n»Story:\nYou are a dinosaur from the dinosaur game:the no-internet game. You are tired of being used for such desperate situations and is determined to prove yourself, in the dinosaur obstacle course. Your journey starts...now!\n❖Instructions❖\n»Left Arrow/A---------------Move Left\n»Right Arrow/D------------Move Right\n»Up Arrow/W---------------Jump\n»O to skip\n»R to reset\nMobile controls are available.\nInspiration: https://scratch.mit.edu/projects/628699191/
Lost Platformer-2#All
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (player v)\ngo to x: (-200) y: (-42)\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 switch costume to (player2 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 change [x velocity v] by (-1)\n switch costume to (player3 v)\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) = [248]> then\n go to x: (-199) y: (-63)\n broadcast (Next Level v)\n end\n if <touching (enemy v)?> then\n go to x: (-199) y: (-63)\n end\n if <touching (spikes v)?> then\n go to x: (-199) y: (-63)\n end\n if <touching (lava v)?> then\n go to x: (-199) y: (-63)\n end\n if <touching (spikes v)?> then\n go to x: (-199) y: (-63)\n end\nend\n\nset [my variable v] to [0]\n\nturn right (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@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set y to ((0) + (([cos v] of (((timer) - (3)) * (200)) ) * (5)))\nend\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\nforever\n play sound [Unlimited by @-Xaf- v] until done\nend\n\n@TN\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Intro\n\nwhen flag clicked\nswitch costume to (intro v)\nshow\nrepeat (37)\n next costume\nend\nhide\n\n
NIGHT- A PLATFORMER
@Stage\n\n@Sprite3\n\n@Player\n\nwhen flag clicked\nReset and Begin Level\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\nset [acceleraton v] to [1.5]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\ngo to x: (-159) y: (2)\nforever\n if then\n if <(falling) < [5]> then\n set [speed y v] to (JUMP FORCE)\n switch costume to (up v)\n end\n end\n if then\n change [speed x v] by ((0) - (ACCELERATON))\n switch costume to (middle v)\n end\n if then\n change [speed x v] by (ACCELERATON)\n switch costume to (side v)\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 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\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: (-159) y: (2)\nbroadcast (Change Scene v) and wait\nbroadcast (Game Loop v)\nbroadcast (again v)\nbroadcast (hide fella v)\nbroadcast (just someting v)\nswitch costume to (middle v)\nswitch backdrop to (stars 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 change [scene # v] by (1)\n broadcast (Change Scene v)\n broadcast (SECOND MOON COME OUT v)\n broadcast (danger go different v)\n go to x: (-235) y: (-45)\n switch backdrop to (stars v)\n broadcast (kayo v) and wait\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n glide (0.05) secs to x: (-159) y: (2)\n start sound [Zoop v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (10020 v)?> then\n glide (0.05) secs to x: (-159) y: (2)\n start sound [Zoop v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n glide (0.05) secs to x: (-159) y: (2)\n start sound [Zoop v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n broadcast (GOOOOOO v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n glide (0.05) secs to x: (-159) y: (2)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (black water v)?> then\n glide (0.05) secs to x: (-159) y: (2)\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [BlueSky92]> then\n broadcast (Banned! v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [yehchan]> then\n broadcast (Banned! v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [ninja_fights]> then\n broadcast (Banned! v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Xx20Dat_Boi09xX ]> then\n broadcast (Banned! v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [TheComputorBoss9776 ]> then\n broadcast (Banned! v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [TWCBruh ]> then\n broadcast (Banned! v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [screwing_upyourmind]> then\n broadcast (Banned! v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [AlphaProjects]> then\n broadcast (Banned! v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Calypso142]> then\n broadcast (Banned! v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [KeenanG4]> then\n broadcast (Banned! v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [clarastarlet]> then\n broadcast (Banned! v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <<key (d v) pressed?> or <<key (a v) pressed?> or <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or >>>>>> then\n switch costume to (middle v)\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [-TotalAwesomeGuy-]> then\n broadcast (Banned! v)\n stop [all v]\n end\nend\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nnext costume\n\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nforever\n if <(SCENE #) > [2]> then\n broadcast (ya yeety v) and wait\n end\nend\n\nwhen I receive [just someting v]\nswitch costume to (scene1 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nset [ghost v] effect to (60)\nchange [ghost v] effect by (-30)\nwait (0.08) seconds\nhide\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (22) y: (46)\nshow\n\nwhen I receive [danger go different v]\nhide\n\n@Moon 2Sprite2\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [second moon come out v]\nshow\n\nwhen I receive [hide fella v]\nhide\n\n@10020\n\nwhen I receive [again v]\nhide\n\nwhen I receive [kayo v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [ya yeety v]\nhide\n\n@Sprite2\n\nwhen I receive [hide fella v]\nhide\n\nwhen I receive [second moon come out v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [ya yeety v]\nhide\n\n@music i guess\n\nwhen flag clicked\nplay sound [LAKEY INSPIRED - Blossom v] until done\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <(SCENE #) < [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(SCENE #) > [2]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(SCENE #) > [3]> then\n hide\n end\nend\n\n@TN\n\nwhen flag clicked\nhide\n\nshow\n\n@BLACK WATER\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(SCENE #) > [3]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(SCENE #) < [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(SCENE #) > [4]> then\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [banned! v]\ngo to [front v] layer\nshow\n\n@Thanks\n\nwhen flag clicked\nswitch costume to (- v)\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nset size to (0) %\nrepeat until <(size) > [119]>\n change size by (((120) - (size)) / (8))\n change [ghost v] effect by (-25)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [thx fav v]\nif <(costume [name v]) = [-]> then\n go to x: (0) y: (-150)\n switch costume to (fav v)\n create clone of (_myself_ v)\n switch costume to (- v)\nend\n\nwhen I receive [thx love v]\nif <(costume [name v]) = [-]> then\n go to x: (0) y: (-100)\n switch costume to (love v)\n create clone of (_myself_ v)\n switch costume to (- v)\nend\n\n@Detector\n\ndefine Touching love or fav button?\nswitch costume to (love v)\nif <touching (mouse-pointer v)?> then\n if <<(mouse x) < [-88]> and <(mouse x) > [-240]>> then\n switch costume to (fav v)\n if <touching (mouse-pointer v)?> then\n set [touching fav button? v] to [true]\n set [touching love button? v] to [false]\n else\n set [touching fav button? v] to [false]\n set [touching love button? v] to [true]\n end\n else\n set [touching fav button? v] to [false]\n set [touching love button? v] to [false]\n end\nelse\n set [touching fav button? v] to [false]\n set [touching love button? v] to [false]\nend\n\nwhen I receive [start now! v]\nset size to (0) %\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n Touching love or fav button?\nend\n\nwhen I receive [start now! v]\nset [countdown love v] to [20]\nforever\n if <(touching love button?) = [true]> then\n change [countdown love v] by (-1)\n if <(Countdown love) = [0]> then\n broadcast (thx love v)\n stop [this script v]\n end\n else\n if <<(touching love button?) = [false]> and <(Countdown love) < [12]>> then\n broadcast (thx love v)\n stop [this script v]\n end\n set [countdown love v] to [20]\n end\nend\n\nwhen I receive [start now! v]\nset [touching fav button? v] to [20]\nforever\n if <(touching fav button?) = [true]> then\n change [countdown fav v] by (-1)\n if <(Countdown fav) = [0]> then\n broadcast (thx fav v)\n stop [this script v]\n end\n else\n if <<(touching fav button?) = [false]> and <(Countdown fav) < [12]>> then\n broadcast (thx fav v)\n stop [this script v]\n end\n set [countdown fav v] to [20]\n end\nend\n\nwhen flag clicked\nbroadcast (Start NOW! v)\n\n
MY FIRST PLATFORMER!!!\n-----------------------------------------------------------------\nPlease don't say it is bad, it is my first one made.\n-----------------------------------------------------------------\nRemember too like and favourite!!!\n-----------------------------------------------------------------\nANOTHER COOL GAME ----------------> https://scratch.mit.edu/projects/627645258/\n—-——\nNew platformer game coming soon!!!\n-----------------------------------------------------------------\nCredit to griffpatch \n-----------------------------------------------------------------\nSTORY\nYou have to find your way back home\n-----------------------------------------------------------------\nHOW TO PLAY\n WASD to move\n-----------------------------------------------------------------\nLIKE AND FAVOURITE, GO FOLLOW ME! THANKS!\nPLAY ON turbowarp.org\n-------------------------__-------------------------------------\nPART 2 IS OUT!!!! https://scratch.mit.edu/projects/644490763/\nAlso Thx for 800+ views
Massive Multiplayer Platformer v5.1 Hacked! Improved formula!
@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\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [youhan_school]> or <<(username) = [youhan_schoolALT]> or <(username) = [Scratch_hong]>>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo [backward v] (1) layers\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [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) = [youhan_school]> or <<(username) = [youhan_schoolALT]> or <(username) = [Scratch_hong]>>> 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\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@Follow?\n\nwhen flag clicked\nset [color v] effect to (0)\nswitch costume to (youtube v)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (20) seconds\nhide\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [paused? v] to [0]\nforever\n if <(paused?) = [1]> then\n set volume to (0) %\n set [pitch v] effect to (-1e18)\n else\n set volume to (60) %\n clear sound effects\n end\nend\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\nwhen [p v] key pressed\nset [paused? v] to [1]\n\nwhen [t v] key pressed\nset [paused? v] to [0]\n\n@Status\n\nwhen flag clicked\ngo to x: (-4) y: (-307)\ngo to [front v] layer\nshow\nswitch costume to (connecting! v)\nwait (2) seconds\nswitch costume to (game has found! v)\nwait (2) seconds\nswitch costume to (succesfully v)\nplay sound [Connect v] until done\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nclear graphic effects\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) %\nset [color v] effect to (pick random (1) to (100))\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@TB\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@Mouse\n\nwhen flag clicked\nswitch costume to (hearty v)\nset size to (50) %\nshow\ngo to [front v] layer\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nforever\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (0.2) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <<key (l v) pressed?> and <key (t v) pressed?>> then\n hide\n end\n if <<key (b v) pressed?> and <key (m v) pressed?>> then\n show\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Detector\n\nwhen flag clicked\nhide\ngo to [front v] layer\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]>>\nbroadcast (Give Special Skin v)\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@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@Update\n\nwhen I receive [message - show v]\nswitch costume to (project updated v)\n\nwhen flag clicked\nhide\nshow variable [time v]\nshow variable [fastest v]\nshow variable [active players v]\nset [timeouttime? v] to [0]\nforever\n if <<not <key (any v) pressed?>> and <(timeouttime?) > [15]>> then\n switch costume to (timeout v)\n show\n hide variable [time v]\n hide variable [fastest v]\n hide variable [active players v]\n stop [all v]\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <not <key (any v) pressed?>> then\n change [timeouttime? v] by (1)\n wait (1) seconds\n else\n set [timeouttime? v] to [0]\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nswitch costume to (timeout v)\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\n\n
Hello fellow scratchers. This is the Massive Multiplayer Platformer v4.0 Hacked version. And it is easier than the original project from @griffpatch! I've been mostly working on it, but not the online platformer. I will release the online platform very soon! You still can play with another scratcher online! If it is laggy or you are a new scratcher or you want to hide your username, use turbowarp. This is the link - https://turbowarp.org/631681015?interpolate&stuck&hqpen&clones=Infinity&offscreen&limitless.You may copy and paste it!\n\n Let me know how much time you reach the destination! If you are a rainbow person, congratulations to you! Enjoy!! Pssst - Tell you something, remember to send me your best time in the comment down. You Will be the shoutout!!! My best is 1'26.0. Who can beat me? (Someone beat me!!! LOL)\n\nA surprising record: \n@lionmilk - 43.2\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\n---Reduce lag---\nHide mouse pointer - Press L and T \nShow mouse pointer - Press B and M\n\nControl Music - \nP - pause music\nT - resume music
RANDOM Platformer -2
@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Faded \(Instrumental Version\).mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-192) y: (-96)\nset [yv v] to [0]\nset [xv v] to [0]\n\n\n\npoint in direction (90)\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1.2)\n point in direction (-90)\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1.2)\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)?> or <touching (mover v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (mover v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (mover v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (mover v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (mover v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (mover 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?>> then\n set [yv v] to [10]\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yv) < [-5]>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-2)\n end\n change y by (yv)\n if <<touching (ground v)?> or <touching (mover v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n change [yv v] by (15)\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n broadcast (next level v)\n go to x: (-192) y: (-113)\n end\nend\n\nwhen flag clicked\nforever\n if <<(y position) = [-180]> or <(y position) = [-181]>> then\n death\n set [yv v] to [0]\n end\nend\n\ndefine death\nclear graphic effects\nrepeat (8)\n change [ghost v] effect by (15)\nend\ngo to x: (-192) y: (-80)\nclear graphic effects\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n death\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n \nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nswitch costume to (pick random (2) to (28))\nrepeat (10)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n wait (1) seconds\n glide (3) secs to x: (286) y: (22)\n wait (1) seconds\n glide (1.5) secs to x: (0) y: (0)\n wait (1) seconds\n end\nend\n\nforever\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n go to x: (0) y: (-8)\n end\nend\n\nforever\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (you can’t wall jump v)\n end\nend\n\nwhen flag clicked\nforever\n if then\n broadcast (byebye v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n wait (1) seconds\n go to x: (0) y: (0)\n wait (1) seconds\n glide (1) secs to x: (122) y: (89)\n wait (1) seconds\n glide (1) secs to x: (11) y: (121)\n wait (1) seconds\n glide (0.1) secs to x: (126) y: (151)\n wait (1) seconds\n glide (1) secs to x: (21) y: (184)\n wait (1) seconds\n glide (2) secs to x: (334) y: (181)\n go to x: (0) y: (0)\n end\nend\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n wait (5) seconds\n glide (3) secs to x: (286) y: (0)\n wait (3) seconds\n glide (1.5) secs to x: (0) y: (0)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [25]> then\n glide (1.5) secs to x: (0) y: (0)\n go to x: (0) y: (0)\n wait (1) seconds\n go to x: (87) y: (44)\n wait (1) seconds\n go to x: (225) y: (46)\n wait (1) seconds\n go to x: (365) y: (52)\n wait (1) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nclear graphic effects\nchange [ghost v] effect by (100)\ngo to [front v] layer\n\n@lava\n\n
Always jump on mountain/ hill levels or else you will fall in to quick sand or don’t run it to walls \n\nUse arrow keys. \n\nSometimes you get the same level.\n\nFirst project above 50 views\n\nLet’s get this to 750 views, 45 hearts and 35 stars than I’ll add 10 more levels I know you can do it
Spring: A scrolling Platformer | #trending #art # games
@Stage\n\n@Sprite1\n\nwhen flag clicked\nhide variable [kept cions v]\nhide variable [mouse v]\n\nglide (1) secs to (random position v)\n\n@Sprite2\n\n@Player\n\nwhen flag clicked\nset [key? v] to [0]\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\nset [collected v] to (Kept cions)\nbroadcast (retype v)\nset [key2 v] to [0]\nset [direction v] to [1]\nif <(Checkpoint) = [0]> then\n set [x v] to [-200]\n set [player: y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1147]\n set [player: y v] to [0]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2147]\n set [player: y v] to [0]\n else\n set [x v] to [3305]\n set [player: y v] to [20]\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 (40) %\nclear graphic effects\nshow\n\ndefine Tick\nchange [speed x v] by (1.5)\nnext costume\nswitch costume to (hitbox v)\nchange [animate v] by (1)\nif <(Animate) = [9]> then\n set [animate v] to [1]\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <(direction) = [1]> then\n if <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\n end\nelse\n Change player x by ((round (Speed x)) - ((round (Speed x)) * (2)))\nend\nif <<key (any 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) > [3826]> then\n set [scroll x v] to [3826]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <[4061] < (x)> then\n broadcast (end v)\nend\nPosition\nif <(Player: y) < [-178]> then\n set [exit v] to [Die]\nend\nif <<touching (danger v)?> or <touching (checkpoint 2 v)?>> then\n set [exit v] to [Die]\nend\nif <touching (bounce v)?> then\n set [speed y v] to [28]\nend\nswitch costume to (Animate)\nif <(x position) > [230]> then\n broadcast (Beep2 v)\nend\nif <touching (swap2 v)?> then\n set [direction v] to [0]\nend\nif <touching (swap3 v)?> then\n set [direction v] to [1]\nend\n\ndefine Change player y by (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <<not <touching (platforms v)?>> and <not <touching (moving platform 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 [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (platforms v)?> or <touching (platforms v)?>> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <<not <touching (platforms v)?>> and <not <touching (moving platform v)?>>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\nend\nrepeat until <<not <touching (platforms v)?>> and <not <touching (moving 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\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (10)\n change size by (3)\n change [ghost v] effect by (5)\nend\n\nhide\nwait (0.1) seconds\nshow\nwait (0.1) seconds\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nnext costume\n\nchange [x v] by (-240)\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nset [_landslide v] to [0]\n\nwhen I receive [play game v]\nset [direction v] to [1]\n\n@Checkpoint 2\n\nwhen I receive [green flag v]\nhide\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\nturn right (5) degrees\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [checkpoint 2: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [checkpoint 2: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1257] y: [97]\n Clone at x: [1725] y: [-12]\n Clone at x: [3764] y: [36]\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Checkpoint 2: y) - (SCROLL Y))\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 [platforms: y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\nwhen [e v] key pressed\n\nwhen flag clicked\nforever\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [ ] ((mouse y) + (SCROLL Y))))\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setip v]\npoint in direction (90)\nhide\nset [x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\nClone at x: [-465] y: [-141]\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 [danger: y v] by (y)\nnext costume\n\nchange [danger: y v] by (y)\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n set [kept cions v] to (collected)\n switch costume to (green flag v)\n set [checkpoint v] to (#)\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\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [checkpoint : y v] to (y)\nchange [# v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n set [# v] to [0]\n switch costume to (close flag v)\n Clone at x: [1147] y: [-75]\n Clone at x: [2147] y: [-23]\n Clone at x: [3305] y: [10]\nend\nset [x v] to [-99999]\n\nClone at x: [4307] y: [100]\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\nset [kept cions v] to [0]\n\nwhen flag clicked\nset [kept cions v] to [0]\n\n@Bounce\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\npoint in direction (90)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n switch costume to (close flag2 v)\nelse\n switch costume to (close flag v)\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [bounce: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [bounce: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [233] y: [-96]\n Clone at x: [678] y: [-97]\n Clone at x: [1269] y: [-97]\n Clone at x: [1586] y: [-167]\n Clone at x: [2291] y: [-99]\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Bounce: y) - (SCROLL Y))\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\n@Bounce2\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\nset size to (60) %\npoint in direction (90)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n broadcast (retype v)\n change [collected v] by (1)\n delete this clone\nend\nnext costume\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [bounce: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [bounce: y v] to [0]\nif <(LEVEL) = [1]> then\n if <(Checkpoint) = [0]> then\n Clone at x: [40] y: [-20]\n Clone at x: [107] y: [-70]\n Clone at x: [293] y: [114]\n Clone at x: [511] y: [93]\n Clone at x: [623] y: [5]\n Clone at x: [630] y: [99]\n Clone at x: [689] y: [28]\n Clone at x: [905] y: [149]\n end\n if <[1] > (Checkpoint)> then\n Clone at x: [1639] y: [76]\n end\n if <[3] > (Checkpoint)> then\n Clone at x: [2374] y: [-71]\n Clone at x: [2531] y: [-71]\n Clone at x: [2664] y: [-71]\n Clone at x: [2793] y: [-71]\n Clone at x: [2416] y: [126]\n Clone at x: [2599] y: [126]\n Clone at x: [2758] y: [126]\n Clone at x: [3237] y: [76]\n Clone at x: [3830] y: [184]\n end\n Clone at x: [3371] y: [134]\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Bounce: y) - (SCROLL Y))\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\nwhen flag clicked\nset [collected v] to [0]\n\nchange y by ([tan v] of (round (timer)) )\n\nset [direction v] to [0]\n\nbroadcast (Delete text v)\n\n@Swap2\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 [platforms: y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\nwhen [e v] key pressed\n\nwhen flag clicked\nforever\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [ ] ((mouse y) + (SCROLL Y))))\nend\n\n@Swap3\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 [platforms: y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\nwhen [e v] key pressed\n\nwhen flag clicked\nforever\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [ ] ((mouse y) + (SCROLL Y))))\nend\n\nwhen I receive [tick v]\n\n@Key\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\npoint in direction (90)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n set [key? v] to [1]\n delete this clone\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [bounce: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [bounce: y v] to [0]\nif <(LEVEL) = [1]> then\n if <not <(key?) = [1]>> then\n Clone at x: [1347] y: [116]\n end\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Bounce: y) - (SCROLL Y))\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\nwhen flag clicked\nset [collected v] to [0]\n\nchange y by ([tan v] of (round (timer)) )\n\n@Moving Platform\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <(key?) = [1]> then\n if <(costume [number v]) = [4]> then\n delete this clone\n end\nend\nif <(locked? switch) = [1]> then\n if <(costume [number v]) = [5]> then\n delete this clone\n end\nend\nif <(key2) = [1]> then\n if <(costume [number v]) = [6]> then\n delete this clone\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\nwhen [e v] key pressed\n\nwhen flag clicked\nforever\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [ ] ((mouse y) + (SCROLL Y))))\nend\n\n\n\n@Switch\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\nset size to (70) %\npoint in direction (0)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n switch costume to (open v)\n set [locked? switch v] to [1]\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [bounce: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setip v]\nhide\nset [locked? switch v] to [0]\nset [x v] to [0]\nset [bounce: y v] to [0]\nswitch costume to (locked v)\nif <(LEVEL) = [1]> then\n Clone at x: [1605] y: [-77]\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Bounce: y) - (SCROLL Y))\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\nwhen flag clicked\nset [collected v] to [0]\n\nchange y by ([tan v] of (round (timer)) )\n\n@Key2\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\npoint in direction (90)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n set [key2 v] to [1]\n delete this clone\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [bounce: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [bounce: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [2914] y: [-66]\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Bounce: y) - (SCROLL Y))\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\nwhen flag clicked\nset [collected v] to [0]\n\nchange y by ([tan v] of (round (timer)) )\n\n@End Flag\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nmove (10) steps\n\n@Sprite4\n\nwhen I receive [end v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Thing\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 (message v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n 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@Text\n\ndefine Type (text) (x) (y) (color) (effect)\nset [ghost v] effect to (0)\nset [effect v] to (effect)\nswitch costume to (a v)\nset size to (25) %\nset [number v] to [0]\nset [my variable v] to []\nset [color v] effect to (color)\ngo to x: (x) y: (y)\nrepeat (length of (text))\n change [number v] by (1)\n switch costume to (letter (Number) of (text))\n set [my variable v] to (join (my variable) (letter (Number) of (text)))\n create clone of (_myself_ v)\n if <(x position) > [200]> then\n change x by (10)\n switch costume to (- v)\n create clone of (_myself_ v)\n change y by (-15)\n set x to (x)\n else\n change x by (10)\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [delete text v]\ndelete this clone\n\nrepeat (40)\nend\n\nchange [ghost v] effect by (5)\n\nbroadcast (Hide v)\n\nif <(Effect) = [0]> then\n\nwhen I receive [retype v]\nbroadcast (Delete text v)\nType (join (collected) [i18]) [-200] [151] [] []\n\nbroadcast (Delete text v)\n\nforever\nend\n\ndelete this clone\n\nbroadcast (Delete text v)\n\nwhen I receive [play game v]\nType (join (collected) [i18]) [-200] [151] [] []\n\n
Just a fun platformer for you to enjoy! This took FOREVER, so I would appreciate it you left a heart or a star for me to enjoy Just boop da heart and star. And maybe a follow.\n\nU can't go back.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n>:|] Helllllllooooooo u people person.
traverse a platformer
@Stage\n\n@Player4\n\nwhen I receive [mode choose v]\nset [timer v] to [0]\nwait until <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>\nchange [timer on? v] by (1)\nbroadcast (timer v)\n\ndefine Tick normal mode\nif <(PLAY IS POSSIBLE?) = [yes]> then\n go to [front v] layer\n show\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [dir v] to [-90]\n change [x4 v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [dir v] to [90]\n change [x4 v] by (1)\n end\n set [x4 v] to ((x4) * (0.9))\n change x by (x4)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change y by (1)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change y by (1)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change y by (1)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change y by (1)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change y by (1)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change x by ((x4) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x4) > [0]> then\n set [x4 v] to [-7]\n else\n set [x4 v] to [7]\n end\n set [y4 v] to [14]\n else\n set [x4 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 (ground4 v)?> or <touching (moving ground4 v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y4 v] to [14]\n point in direction ((y4) * (0.5))\n end\n end\n change y by (1)\n change [y4 v] by (-1)\n change y by (y4)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change y by ((y4) * (-1))\n set [y4 v] to [0]\n end\n if <<(item (1) of [click v]) = [1]> and <(item (2) of [click v]) = [1]>> then\n set [love_and_fave? v] to [1]\n else\n set [love_and_fave? v] to [0]\n end\n if <<touching (enemy4 v)?> or <<touching (spikes4 v)?> or <<touching (saw4 v)?> or <touching (lava4 v)?>>>> then\n change [death v] by (1)\n broadcast (death v)\n hide\n end\n if <(LEVEL4) < [13]> then\n if <(x position) > [234]> then\n broadcast (next_Level v)\n change [level4 v] by (1)\n end\n else\n set [end? v] to [1]\n end\n if <touching (bouncy4 v)?> then\n set [y4 v] to [20]\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [mode v] to []\nSetup\nset [dir v] to [90]\nbroadcast (start v)\n\nwhen I receive [next_level v]\ngo to x: (X_Start) y: (Y_Start)\n\ndefine Tick - Costume\nif <(love_And_Fave?) = [0]> then\n switch costume to (start-a v)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (start-b v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (start-c v)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (start-f v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (start-e v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (start-d v)\n end\nelse\n switch costume to (laf-a v)\n change [color v] effect by (1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (laf-b v)\n change [color v] effect by (1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (laf-c v)\n change [color v] effect by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (start-f v)\n change [color v] effect by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (laf-e v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (laf-d v)\n end\nend\n\nwhen I receive [restart v]\ngo to x: (X_Start) y: (Y_Start)\nset [x4 v] to [0]\nset [y4 v] to [0]\n\ndefine Tick hard mode\nif <(DEATH) = [0]> then\n go to [front v] layer\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [dir v] to [-90]\n change [x4 v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [dir v] to [90]\n change [x4 v] by (1)\n end\n set [x4 v] to ((x4) * (0.9))\n change x by (x4)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change y by (1)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change y by (1)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change y by (1)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change y by (1)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change y by (1)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change x by ((x4) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x4) > [0]> then\n set [x4 v] to [-7]\n else\n set [x4 v] to [7]\n end\n set [y4 v] to [14]\n else\n set [y4 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 (ground4 v)?> or <touching (moving ground4 v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y4 v] to [14]\n point in direction ((y4) * (0.5))\n end\n end\n change y by (1)\n change [y4 v] by (-1)\n change y by (y4)\n if <<touching (ground4 v)?> or <touching (moving ground4 v)?>> then\n change y by ((y4) * (-1))\n set [y4 v] to [0]\n end\n if <<(item (1) of [click v]) = [1]> and <(item (2) of [click v]) = [1]>> then\n set [love_and_fave? v] to [1]\n else\n set [love_and_fave? v] to [0]\n end\n if <<touching (enemy4 v)?> or <<touching (spikes4 v)?> or <<touching (saw4 v)?> or <touching (lava4 v)?>>>> then\n change [death v] by (1)\n broadcast (death v)\n hide\n go to x: (X_Start) y: (Y_Start)\n set [x4 v] to [0]\n set [y4 v] to [0]\n end\n if <(LEVEL4) < [13]> then\n if <(x position) > [234]> then\n broadcast (next_Level v)\n change [level4 v] by (1)\n end\n else\n set [end? v] to [1]\n end\n if <touching (bouncy4 v)?> then\n set [y4 v] to [20]\n end\nelse\n broadcast (hard mode end-death v)\n stop [this script v]\nend\n\nwhen I receive [mode choose v]\nSetup\nshow\nforever\n Tick - end? (end?)\n Tick - Costume\n if <(MODE) = [normal]> then\n Tick normal mode\n else\n Tick hard mode\n end\nend\n\ndefine Tick - end? (end?)\nif <(end?) = [1]> then\n say (join (join [Weldone! You did it! Now you have recognition among veterans. Your time: ] (TIMER)) (join [ Write in the comments: I am a veteran my time is it ] (TIMER)))\nend\n\nwhen I receive [timer v]\nreset timer\nrepeat until <(end?) = [1]>\n set [timer v] to (timer)\nend\n\nwhen I receive [lobby v]\nhide\n\nwhen I receive [teleport v]\nchange x by ((dir) / (3.6))\nif <<<touching (ground4 v)?> or <touching (moving ground4 v)?>> or <touching (hitbox v)?>> then\n back\nend\n\nwhen I receive [mode choose v]\nforever\n if <key (space v) pressed?> then\n broadcast (teleport v)\n end\n wait until <not <key (space v) pressed?>>\nend\n\ndefine back\nrepeat until <not <touching (ground4 v)?>>\n change x by ((dir) / (90))\nend\nrepeat until <not <touching (moving ground4 v)?>>\n change x by (((dir) / (90)) * (-1))\nend\n\ndefine Setup\nset size to (100) %\nset [death v] to [0]\nset [x_start v] to [-210]\nset [y_start v] to [-50]\nset [level4 v] to [1]\nset [end? v] to [0]\nset [x4 v] to [0]\nset [y4 v] to [0]\nswitch costume to (start costume v)\ngo to x: (X_Start) y: (Y_Start)\n\nwhen I receive [play is possible v]\ngo to x: (X_Start) y: (Y_Start)\nset [x4 v] to [0]\nset [y4 v] to [0]\n\n@ground4\n\nwhen I receive [mode choose v]\nshow\ngo to x: (0) y: (-1)\nforever\n switch costume to (LEVEL4)\nend\n\nwhen flag clicked\nhide\n\n@Love and Fav\n\ndefine Detect (costume) At x: (x) y: (y) ID: (name)\nset size to (27000) %\ngo to x: (x) y: (y)\nswitch costume to (nothing v)\nset size to (100) %\nswitch costume to (costume)\nif <touching (mouse-pointer v)?> then\n replace item (name) of [timer v] with ((item (name) of [timer v]) + (1))\nelse\n replace item (name) of [timer v] with [0]\nend\nif <(item (name) of [timer v]) > [5]> then\n replace item (name) of [click v] with [1]\nend\n\nwhen flag clicked\ndelete all of [click v]\ndelete all of [timer v]\nrepeat (2)\n add [0] to [click v]\n add [0] to [timer v]\nend\nforever\n wait (0.01) seconds\n Detect [Love] At x: [-196] y: [-210] ID: [1]\n Detect [Fav] At x: [-125] y: [-210] ID: [2]\nend\n\n@Spikes4\n\nwhen I receive [mode choose v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n switch costume to (LEVEL4)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [lobby v]\nhide\n\n@Enemy4\n\ndefine spawn (x) (y) (how many)\nset [x*y v] to (how many)\nswitch costume to (type)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next_level v]\nif <(LEVEL4) = [2]> then\n spawn [75] [-70] [30]\nend\n\nwhen I start as a clone\nset [change by v] to [0]\nset size to (100) %\nshow\nforever\n go to [front v] layer\n if <(change by) = [0]> then\n repeat (x*y)\n change x by (4)\n end\n else\n repeat ((x*y) * (2))\n change x by (-4)\n end\n repeat ((x*y) * (2))\n change x by (4)\n end\n end\n change [change by v] by (1)\nend\n\nwhen I receive [next_level v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [mode choose v]\nhide\nset size to (100) %\n\nwhen I start as a clone\nforever\n if <(DEATH) = [1]> then\n ​​log​​ [death]\n delete this clone\n end\nend\n\n​​breakpoint​​\n\nwhen I receive [play is possible v]\nif <(LEVEL4) = [2]> then\n set [death v] to [0]\n ​​log​​ [death = 0]\n create clone of (_myself_ v)\nend\n\n@Button4\n\nwhen I receive [next_level v]\nhide\nswitch costume to (not pressed v)\nif <(LEVEL4) = [4]> then\n go to x: (170) y: (-76)\n broadcast (button v)\n show\n go to [front v] layer\nend\nif <(LEVEL4) = [8]> then\n go to x: (182) y: (-76)\n broadcast (button v)\n show\nend\n\nwhen I receive [button v]\nforever\n if <touching (player4 v)?> then\n switch costume to (pressed v)\n broadcast (Pressed v)\n stop [this script v]\n end\nend\n\nwhen I receive [restart v]\nswitch costume to (not pressed v)\n\nwhen I receive [mode choose v]\nswitch costume to (not pressed v)\nhide\n\nwhen I receive [lobby v]\nhide\n\n@moving ground4\n\nwhen I receive [pressed v]\nif <(LEVEL4) = [4]> then\n go to [front v] layer\n repeat (4)\n change y by (((132) - (y position)) / (8))\n end\n hide\nend\nif <(LEVEL4) = [8]> then\n repeat (8)\n change y by (((132) - (y position)) / (8))\n end\nend\n\nwhen I receive [next_level v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [restart v]\ngo to x: (0) y: (0)\n\nwhen I receive [mode choose v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (LEVEL4)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\n@Saw4\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nforever\n go to [back v] layer\n go [forward v] (2) layers\n turn right (8) degrees\nend\n\nwhen I receive [next_level v]\nbroadcast (create v)\ndelete this clone\n\nwhen I receive [mode choose v]\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n set size to (100) %\n hide\n go to [front v] layer\nend\n\nwhen I receive [mode choose v]\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\n\nwhen I receive [create v]\nif <(LEVEL4) = [5]> then\n Clone at x: [40] y: [-90]\nelse\n hide\n delete this clone\nend\n\n@lava4\n\nwhen I receive [mode choose v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (LEVEL4)\n set y to ((4) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen flag clicked\nhide\n\n@Bouncy4\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 (player4 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\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next_level v]\nif <(LEVEL4) = [7]> then\n Clone at x: [-155] y: [-69]\nelse\n hide\n delete this clone\nend\n\nwhen I receive [mode choose v]\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\nwhen I receive [mode choose v]\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(LEVEL4) = [7]> then\n Clone at x: [-155] y: [-69]\nelse\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\n\n@Subtitles4\n\nwhen I receive [mode choose v]\nshow\nforever\n go to [front v] layer\n switch costume to (LEVEL4)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [lobby v]\nhide\n\n@Skip4\n\nwhen this sprite clicked\nif <(timer on?) = [0]> then\n broadcast (timer v)\n change [timer on? v] by (1)\n stop [this script v]\nend\nchange [skip v] by (1)\nif <(LEVEL4) < [13]> then\n broadcast (next_Level v)\n set [x4 v] to [0]\n set [y4 v] to [0]\n change [level4 v] by (1)\nend\n\nwhen flag clicked\nset [timer on? v] to [0]\nset [skip v] to [0]\nhide\ngo to x: (-200) y: (-155)\n\nwhen I receive [mode choose v]\nshow\ngo to [front v] layer\n\nwhen I receive [lobby v]\nhide\n\n@Restart4\n\nwhen flag clicked\nhide\ngo to x: (195) y: (-155)\n\nwhen this sprite clicked\nif <(LEVEL4) < [13]> then\n broadcast (restart v)\nend\n\nwhen I receive [mode choose v]\nshow\ngo to [front v] layer\n\nwhen I receive [lobby v]\nhide\n\n@Fireworks4\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL4) = [13]> then\n wait (0.5) seconds\n set [clone id v] to [Launcher]\n repeat (6)\n create clone of (_myself_ v)\n end\n repeat (6)\n set [ghost v] effect to (20)\n end\n wait (1) seconds\n repeat (6)\n set [ghost v] effect to (20)\n set [clone id v] to [Launcher]\n create clone of (_myself_ v)\n end\n wait (1) seconds\n repeat (6)\n set [ghost v] effect to (20)\n set [clone id v] to [Launcher]\n create clone of (_myself_ v)\n end\n wait (1) seconds\n repeat (6)\n set [ghost v] effect to (20)\n set [clone id v] to [Launcher]\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\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 (20)\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 [front v] layer\nend\n\n@hard mode lose4\n\nwhen flag clicked\nhide\n\nwhen I receive [hard mode end-death v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [lobby v]\nset [death v] to [0]\nhide\nstop [other scripts in sprite v]\n\n@lobby backdrop4\n\nwhen flag clicked\nbroadcast (lobby v)\n\nwhen I receive [mode choose v]\nhide\n\nwhen I receive [lobby v]\nshow\n\n@mode4\n\ndefine touch?\nclear graphic effects\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n glide (0.038) secs to x: (-140) y: (25)\nelse\n set [ghost v] effect to (50)\n glide (0.038) secs to x: (-160) y: (25)\nend\n\nwhen I receive [mode choose v]\nhide\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [lobby v]\nshow\nswitch costume to (normal v)\ngo to [front v] layer\ngo to x: (-160) y: (25)\nforever\n touch?\n if <<key (enter v) pressed?> and <(instructions) = [0]>> then\n broadcast (Mode choose v)\n set [mode v] to (costume [name v])\n stop [this script v]\n end\nend\n\n@instructions icon4\n\ndefine touch?\nclear graphic effects\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n glide (0.035) secs to x: (-140) y: (-90)\nelse\n set [ghost v] effect to (50)\n glide (0.035) secs to x: (-160) y: (-90)\nend\n\nwhen I receive [mode choose v]\nhide\n\nwhen I receive [lobby v]\nshow\ngo to x: (-160) y: (-90)\ngo to [front v] layer\nforever\n touch?\n if <<key (enter v) pressed?> and <(instructions) = [0]>> then\n stop [this script v]\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (instructions v)\n end\nend\n\n@instruction4\n\nwhen I receive [instructions v]\nset [instructions v] to [1]\ngo to x: (0) y: (-371)\nshow\nrepeat (30)\n go to [front v] layer\n change y by (() - ((y position) / (6)))\nend\ngo to [front v] layer\nforever\n if <mouse down?> then\n broadcast (instructions - hide v)\n set [instructions v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [mode choose v]\nhide\n\nwhen I receive [instructions - hide v]\nrepeat (30)\n go to [front v] layer\n change y by ((y position) / (5))\nend\ngo to [back v] layer\nhide\n\nwhen I receive [lobby v]\nset [instructions v] to [0]\ngo to x: (0) y: (-371)\nhide\n\n@traverse4\n\nwhen I receive [mode choose v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [lobby v]\npoint in direction (90)\nset size to (85) %\nshow\nforever\n set size to ((85) + ([sin v] of ((timer) * (135)) )) %\nend\n\nwhen I receive [lobby v]\nforever\n point in direction ((90) + (([cos v] of ((timer) * (100)) ) * (5)))\nend\n\n@click enter to start4\n\nwhen I receive [lobby v]\ngo to x: (0) y: (-155)\nshow\nset [ghost v] effect to (20)\nforever\n repeat (40)\n change [ghost v] effect by (2)\n end\n repeat (40)\n change [ghost v] effect by (-2)\n end\n wait (1) seconds\nend\n\nwhen I receive [lobby v]\nforever\n if <<key (enter v) pressed?> and <(instructions) = [0]>> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Story4\n\nwhen I receive [mode choose v]\nhide\n\nwhen I receive [lobby v]\ngo to x: (77) y: (-18)\nshow\n\n@backdrop4\n\nwhen flag clicked\nset [night? v] to [0]\nswitch costume to (day v)\nhide\n\nwhen I receive [mode choose v]\nshow\nforever\n go to [back v] layer\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\n if <(LEVEL4) = [10]> then\n switch costume to (night c- v)\n set [night? v] to [1]\n else\n if <<(LEVEL4) > [8]> and <(LEVEL4) < [11]>> then\n switch costume to (night v)\n set [night? v] to [1]\n else\n switch costume to (day v)\n set [night? v] to [0]\n end\n end\nend\n\n@go to lobby4\n\nwhen this sprite clicked\nbroadcast (lobby v)\nhide\n\nwhen I receive [hard mode end-death v]\nshow\ngo to [front v] layer\n\nwhen I receive [lobby v]\nhide\n\n@bg\n\nwhen flag clicked\ngo to x: (-5) y: (354)\nhide\nforever\n set [closet v] to (timer)\nend\n\nwhen [timer v] > ((closet) + (0.1))\nshow\ngo to [front v] layer\nglide (0.8) secs to x: (-5) y: (0)\n\n@Light4\n\nwhen flag clicked\ngo [backward v] (100) layers\nforever\n if <(PLAY IS POSSIBLE?) = [yes]> then\n if <(night?) = [1]> then\n set [ghost v] effect to (50)\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (50)\nforever\n if <(PLAY IS POSSIBLE?) = [yes]> then\n if <(night?) = [1]> then\n show\n broadcast (go v)\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [go v]\ngo to (player4 v)\n\n@Madrid2030 saw?\n\nwhen flag clicked\nforever\n if <(username) = [madrid2030]> then\n set [☁ madrid2030 saw? v] to [yes]\n stop [this script v]\n end\nend\n\n@dead4\n\nwhen flag clicked\nset [play is possible? v] to [yes]\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [death v]\nset [play is possible? v] to [no]\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\n go to [front v] layer\nend\nrepeat (5)\n go to [front v] layer\n change [ghost v] effect by (20)\nend\nhide\nset [play is possible? v] to [yes]\nbroadcast (play is possible v)\n\n@lol4\n\nwhen flag clicked\nforever\n if <(LEVEL4) = [12]> then\n show\n else\n hide\n end\nend\n\n
I hope I fixed all bug.\n ❗If your device is old or slow it may lag a bit❗\nI know lobby looks like lobby to complicate game not to platformer\nIf you want have better time, you have to find easter egg\n\n\n >>How to play<<\npress enter to start\npress space to teleport\nTo set dir of teleport, before you must press right or left arrow\nwsad or arrows keys to move\nwatch out for lava, spikes, robots, saws\nclick button to open doors\n\n >>Story<<\nYou want to become an American soldier special forces. You must complete the route on a training ground that was completed only by the best soldiers. There is a lot of safety on the route.
Evening 2 | A Platformer Part 2
@Stage\n\n@Figur2\n\nwhen flag clicked\nset [resistance v] to [0.9]\nset [speed y v] to [0]\nset [jump force v] to [15]\nset [acceleration v] to [1.5]\nset [gravity v] to [-1.5]\ngo to x: (-150) y: (50)\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(falling) < [3]> then\n set [speed y v] to (jump force)\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [speed x v] by ((0) - (ACCELERATION))\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (ACCELERATION)\n end\n change [speed y v] by (gravity)\n set [speed x v] to ((speed x) * (RESISTANCE))\n move in steps (([abs v] of (speed x) ) + ([abs v] of (Speed y) ))\nend\n\ndefine move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <<<touching color (#848484)?> or <<touching color (#8a5d00)?> or <touching color (#36b100)?>>> or <touching color (#36b100)?>> 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 (#848484)?> or <<touching color (#8a5d00)?> or <touching color (#36b100)?>>> then\n set y to (last value)\n if <(Speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nswitch costume to (guy v)\nforever\n wait (5) seconds\n switch costume to (guy2 v)\n wait (0.05) seconds\n switch costume to (guy3 v)\n wait (0.08) seconds\n switch costume to (guy2 v)\n wait (0.05) seconds\n switch costume to (guy v)\n wait (0.05) seconds\n switch costume to (guy2 v)\n wait (0.05) seconds\n switch costume to (guy3 v)\n wait (0.08) seconds\n switch costume to (guy2 v)\n wait (0.05) seconds\n switch costume to (guy v)\nend\n\nwhen I start as a clone\nswitch costume to (guy4 v)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-4)\nend\ndelete this clone\n\nwhen flag clicked\npoint in direction (90)\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <touching color (#ff0000)?> then\n start sound [roblox death sound v]\n broadcast (No lags v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n turn right (20) degrees\n end\n broadcast (Start position v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (figur3 v)?> then\n broadcast (Next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (figur3 v)?> then\n go to x: (-150) y: (50)\n point in direction (90)\n broadcast (Start position v)\n broadcast (Next level v)\n end\nend\n\nwhen I receive [start position v]\nset [ghost v] effect to (0)\nset size to (50) %\ngo to x: (-150) y: (50)\npoint in direction (90)\n\nwhen flag clicked\nforever\n play sound [On-and-On_320\(PagalWorld\) v] until done\nend\n\nwhen I receive [energy v]\n\nwhen flag clicked\nset size to (50) %\nswitch costume to (guy v)\nforever\n if <touching (sprite1 v)?> then\n change [jump force v] by (5)\n wait (5) seconds\n change [jump force v] by (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0021ff)?> then\n set [speed y v] to [25]\n broadcast (Jump v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\nswitch costume to (guy v)\n\n@Figur5\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\n@Figur4\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (0) to (20))\nswitch costume to (pick random (1) to (8))\nset y to (pick random (140) to (60))\nrepeat until <touching (figur3 v)?>\n change x by (6)\nend\nforever\n if <touching (figur3 v)?> then\n delete this clone\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@Figur3\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\nwhen I receive [no lags v]\nhide\n\nwhen I receive [start position v]\nshow\n\nwhen flag clicked\nshow\n\n@Notice\n\nwhen flag clicked\nswitch costume to (love fav follow v)\nhide\ngo to x: (0) y: (-39)\nforever\n wait (25) seconds\n show\n glide (0.3) secs to x: (0) y: (0)\n wait (3) seconds\n glide (0.3) secs to x: (0) y: (-39)\n hide\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n wait (pick random (15) to (30)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (-95) y: (68)\nforever\n if <touching (figur2 v)?> then\n delete this clone\n end\nend\n\nbroadcast (energy v)\n\n@Figur6\n\nwhen flag clicked\nforever\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\n\n
–––––––––––––––––––––Part 2––––––––––––––––––––––––\nUse Arrows or finger or mouse.\nWhen i have 150 likes and 120 favs, the i do part 3.\nWhen you like anf star this Game then you can advertise one of your projects i the comments.
[ The Elemental Mage ] - A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [magic mojo2 v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n change volume by (-2)\n else\n change volume by (2)\n end\nend\n\n@Player\n\nwhen I receive [start v]\nset [player health v] to [15]\nshow\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n replace item (2) of [variables v] with [-1]\n repeat until <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>\n if <(Using spell?) = [1]> then\n Set attack direction\n else\n point in direction (-90)\n end\n if <(item (2) of [variables v]) > [-30]> then\n replace item (2) of [variables v] with ((item (2) of [variables v]) - (2))\n end\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n replace item (2) of [variables v] with [1]\n repeat until <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>\n if <(Using spell?) = [1]> then\n Set attack direction\n else\n point in direction (90)\n end\n if <(item (2) of [variables v]) < [30]> then\n replace item (2) of [variables v] with ((item (2) of [variables v]) + (2))\n end\n end\n end\nend\n\nwhen flag clicked\nset [spell power v] to [1]\nset [using spell? v] to [0]\nset [current spell v] to [Fire]\nhide\ngo to [front v] layer\nswitch costume to (standing v)\nset rotation style [left-right v]\ndelete all of [variables v]\nadd [0] to [variables v]\nadd [0] to [variables v]\nadd [0] to [variables v]\nadd (costume [name v]) to [variables v]\nadd [0] to [variables v]\nadd [0] to [variables v]\nbroadcast (START v)\n\nwhen I receive [start v]\nforever\n if <<(item (2) of [variables v]) > [0]> or <(item (2) of [variables v]) < [0]>> then\n replace item (1) of [variables v] with [1]\n repeat until <not <<(item (2) of [variables v]) > [0]> or <(item (2) of [variables v]) < [0]>>>\n if <(Using spell?) = [1]> then\n switch costume to (spell v)\n else\n switch costume to (join [Run] (item (1) of [variables v]))\n end\n replace item (3) of [variables v] with ((item (3) of [variables v]) + (([abs v] of (item (2) of [variables v]) ) / (30)))\n if <(item (3) of [variables v]) > [3]> then\n replace item (3) of [variables v] with ((item (3) of [variables v]) - (3))\n replace item (1) of [variables v] with ((item (1) of [variables v]) + (1))\n end\n if <(item (1) of [variables v]) > [7]> then\n replace item (1) of [variables v] with [1]\n end\n end\n else\n if <(Using spell?) = [1]> then\n switch costume to (spell v)\n else\n switch costume to (standing v)\n end\n replace item (1) of [variables v] with [0]\n replace item (3) of [variables v] with [0]\n end\nend\n\nwhen I receive [start v]\nforever\n if <<mouse down?> and <not <<(mouse x) > [200]> and <(mouse y) > [144]>>>> then\n set [using spell? v] to [1]\n start sound (Current spell)\n switch costume to (spell v)\n broadcast (Spell v)\n Set attack direction\n wait (0.4) seconds\n set [using spell? v] to [0]\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <(item (2) of [variables v]) > [30]> then\n replace item (2) of [variables v] with ((item (2) of [variables v]) - (1))\n end\n if <(item (2) of [variables v]) < [-30]> then\n replace item (2) of [variables v] with ((item (2) of [variables v]) + (1))\n end\n if <(item (5) of [variables v]) > [125]> then\n replace item (5) of [variables v] with ((item (5) of [variables v]) - (1))\n end\n if <(item (5) of [variables v]) < [-100]> then\n replace item (5) of [variables v] with ((item (5) of [variables v]) + (1))\n end\n change x by ((item (2) of [variables v]) / (10))\n Check hitbox [x]\n change y by ((item (5) of [variables v]) / (10))\n Check hitbox [y]\n change y by (-4)\n if <<touching (world v)?> and <not <<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>> then\n if <<(item (2) of [variables v]) > [0]> or <(item (2) of [variables v]) < [0]>> then\n replace item (2) of [variables v] with ((item (2) of [variables v]) / (1.25))\n end\n end\n if <<(item (2) of [variables v]) < [2]> and <(item (2) of [variables v]) > [-2]>> then\n replace item (2) of [variables v] with [0]\n end\n change y by (4)\nend\n\ndefine Set attack direction\nif <(mouse x) < (x position)> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\ndefine Get out of world (lrud)\nif <(lrud) = [L]> then\n replace item (3) of [variables v] with [0]\n replace item (2) of [variables v] with ((item (2) of [variables v]) / (1.2))\n repeat until <not <touching (world v)?>>\n change x by (1)\n end\nend\nif <(lrud) = [R]> then\n replace item (3) of [variables v] with [0]\n replace item (2) of [variables v] with ((item (2) of [variables v]) / (1.2))\n repeat until <not <touching (world v)?>>\n change x by (-1)\n end\nend\nif <(lrud) = [U]> then\n replace item (5) of [variables v] with [0]\n repeat until <not <touching (world v)?>>\n change y by (-1)\n end\nend\nif <(lrud) = [D]> then\n replace item (5) of [variables v] with ((item (5) of [variables v]) / (1.05))\n if <touching (world v)?> then\n replace item (6) of [variables v] with [1]\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> and <(Jumping) = [0]>> then\n start sound [Beep v]\n replace item (5) of [variables v] with [70]\n set [jumping v] to [1]\n end\n repeat until <not <touching (world v)?>>\n change y by (1)\n end\n end\nend\nchange y by (-1)\nSlide\nchange y by (1)\n\ndefine Check hitbox (x/y)\nreplace item (4) of [variables v] with (costume [name v])\nswitch costume to (hitbox v)\nif <(x/y) = [x]> then\n if <touching (world v)?> then\n change y by (1)\n if <touching (world v)?> then\n change y by (1)\n if <touching (world v)?> then\n change y by (1)\n if <touching (world v)?> then\n change y by (-3)\n if <(item (2) of [variables v]) > [0]> then\n Get out of world [R]\n end\n if <(item (2) of [variables v]) < [0]> then\n Get out of world [L]\n end\n end\n replace item (2) of [variables v] with ((item (2) of [variables v]) / (1.05))\n end\n replace item (2) of [variables v] with ((item (2) of [variables v]) / (1.05))\n end\n replace item (2) of [variables v] with ((item (2) of [variables v]) / (1.05))\n end\nend\nif <(x/y) = [y]> then\n replace item (6) of [variables v] with [0]\n if <touching (world v)?> then\n set [jumping v] to [0]\n replace item (6) of [variables v] with [1]\n if <(item (5) of [variables v]) > [0]> then\n Get out of world [U]\n end\n if <(item (5) of [variables v]) < [0]> then\n Get out of world [D]\n end\n else\n replace item (5) of [variables v] with ((item (5) of [variables v]) - (5))\n end\nend\nswitch costume to (item (4) of [variables v])\nif <(Jumping) = [1]> then\n switch costume to (jumped v)\nend\n\ndefine Slide\nchange y by (3)\nif <touching (world v)?> then\n change y by (-3)\n stop [this script v]\nend\nchange y by (-3)\nchange y by (-2)\nchange x by (-1)\nif <not <touching (world v)?>> then\n replace item (2) of [variables v] with ((item (2) of [variables v]) - (10))\n replace item (6) of [variables v] with [0]\n set [jumping v] to [1]\n stop [this script v]\nend\nchange x by (2)\nif <not <touching (world v)?>> then\n replace item (2) of [variables v] with ((item (2) of [variables v]) + (10))\n replace item (6) of [variables v] with [0]\n set [jumping v] to [1]\n stop [this script v]\nend\nchange y by (2)\nchange x by (-1)\n\nchange [spell power v] by (1)\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nreplace item (2) of [variables v] with [0]\nreplace item (5) of [variables v] with [0]\ngo to x: (item (((2) * (Level)) - (1)) of [spawn points v]) y: (item ((2) * (Level)) of [spawn points v])\nbroadcast (START v)\n\nadd (x position) to [spawn points v]\nadd ((y position) + (2)) to [spawn points v]\n\nchange [level v] by (1)\nbroadcast (Next level v)\n\nchange [level v] by (-1)\nbroadcast (Next level v)\n\nwhen I receive [start v]\nforever\n if <key (1 v) pressed?> then\n start sound [Button Click v]\n set [current spell v] to [Fire]\n broadcast (Show v)\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n start sound [Button Click v]\n set [current spell v] to [Ice]\n broadcast (Show v)\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n start sound [Button Click v]\n set [current spell v] to [Water]\n broadcast (Show v)\n wait until <not <key (3 v) pressed?>>\n end\nend\n\n@World\n\nwhen flag clicked\nset [clone v] to [0]\nset [level v] to [1]\nbroadcast (Next level v)\n\nwhen I receive [next level v]\nif <(clone) = [0]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n go to [front v] layer\n set [clone v] to [1]\n if <(Level) = [1]> then\n set [clone id v] to []\n set [element phase v] to [Water]\n switch costume to (water1 v)\n create clone of (_myself_ v)\n end\n if <(Level) = [3]> then\n set [clone id v] to []\n set [element phase v] to [Water]\n switch costume to (water3 v)\n create clone of (_myself_ v)\n set [element phase v] to [Lava]\n switch costume to (lava3 v)\n create clone of (_myself_ v)\n end\n if <(Level) = [4]> then\n set [clone id v] to []\n set [element phase v] to [Water]\n switch costume to (water4 v)\n create clone of (_myself_ v)\n set [element phase v] to [Lava]\n switch costume to (lava4 v)\n create clone of (_myself_ v)\n end\n if <(Level) = [5]> then\n set [clone id v] to [1]\n set [element phase v] to [Water]\n switch costume to (water51 v)\n create clone of (_myself_ v)\n set [clone id v] to [2]\n set [element phase v] to [Ice]\n switch costume to (ice52 v)\n create clone of (_myself_ v)\n set [clone id v] to []\n set [element phase v] to [Lava]\n switch costume to (lava5 v)\n create clone of (_myself_ v)\n end\n set [clone v] to [0]\n set [ghost v] effect to (100)\n go to [back v] layer\n switch costume to (join [Level] (Level))\nend\n\nwhen I start as a clone\nforever\n check [3] [0]\n check [-3] [0]\n check [0] [3]\n check [0] [-3]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\ndefine check (y) (x)\ngo to x: ((0) + (x)) y: ((0) + (y))\nif <<touching (player v)?> and <[hazards v] contains (costume [name v])?>> then\n broadcast (Next level v)\nend\nif <<touching (spells v)?> and <(Current spell) = [Fire]>> then\n if <(Element phase) = [Water]> then\n go to x: (0) y: (0)\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n if <(Element phase) = [Ice]> then\n set [element phase v] to [Water]\n end\nend\nif <<touching (spells v)?> and <(Current spell) = [Ice]>> then\n if <(Element phase) = [Water]> then\n set [element phase v] to [Ice]\n end\nend\nif <<touching (spells v)?> and <(Current spell) = [Water]>> then\n if <(Element phase) = [Lava]> then\n set [element phase v] to [Stone]\n end\nend\ngo to x: (0) y: (0)\nswitch costume to (join (join (Element phase) (Level)) (Clone id))\nwait until <not <touching (spells v)?>>\n\n@Graphics\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (join [Level] (Level))\nend\n\n@Dead Floor\n\nwhen I receive [next level v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (99)\nforever\n if <touching (player v)?> then\n broadcast (Next level v)\n wait (1) seconds\n end\nend\n\n@Spells\n\nwhen flag clicked\nswitch costume to (sprite v)\nset size to (2) %\ngo to x: (0) y: (180)\n\ndefine Generate with (power)\nif <(Current spell) = [Fire]> then\n set [splash amount v] to [8]\n switch costume to (fire v)\n Set speed for projectile ((13) + ((power) / (3))) [13] [1]\n create clone of (_myself_ v)\n if <(Spell power) > [2]> then\n Set speed for projectile ((14) + ((power) / (3))) [14] [1]\n create clone of (_myself_ v)\n if <(Spell power) > [4]> then\n Set speed for projectile ((15) + ((power) / (3))) [15] [1]\n create clone of (_myself_ v)\n end\n end\nend\nif <(Current spell) = [Ice]> then\n set [splash amount v] to [5]\n Set speeds ((16) + ((3) * (power))) [0]\n set [ghost v] effect to (10)\n set size to ((50) + ((20) * (power))) %\n switch costume to (ice v)\n create clone of (_myself_ v)\nend\nif <(Current spell) = [Water]> then\n set [splash amount v] to [3]\n repeat (((3) * (power)) + (power))\n set [ghost v] effect to (50)\n set size to (100) %\n set [random v] to (pick random (8.1) to (11.1))\n Set speed for projectile ((Random) + ((power) / (5))) ((Random) + ((power) / (5))) [0]\n Set speeds ((Random) + ((power) / (5))) (pick random (-2) to (6))\n switch costume to (water v)\n create clone of (_myself_ v)\n end\nend\nset [ghost v] effect to (0)\nset size to (50) %\n\nwhen I start as a clone\nchange [x speed v] by ((item (2) of [variables v]) / (15))\nif <(item (5) of [variables v]) > [0]> then\n change [y speed v] by ((item (5) of [variables v]) / (15))\nend\nforever\n show\n go to [front v] layer\n change [y speed v] by (-1)\n Move\n if <<touching (world v)?> or <touching (_edge_ v)?>> then\n if <(distance to [player v]) < [70]> then\n change y by (-3)\n set [clone blast x v] to (x position)\n set [clone blast y v] to (y position)\n point towards (player v)\n move (1) steps\n set [clone blast x v] to ((Clone blast x) - (x position))\n set [clone blast y v] to ((Clone blast y) - (y position))\n Knockback (item ((item # of (costume [name v]) in [spell power jump v]) + (1)) of [spell power jump v]) ([floor v] of (item (Spell power) of [spell power range v]) )\n end\n start sound (costume [name v])\n switch costume to (join (costume [name v]) [ particle])\n set size to (100) %\n wait (0.025) seconds\n delete this clone\n end\nend\n\nwhen I receive [spell v]\nif <(costume [name v]) = [sprite]> then\n set size to (50) %\n go to (player v)\n change y by (25)\n if <(mouse x) > (x position)> then\n change x by (5)\n else\n change x by (-5)\n end\n point towards (mouse-pointer v)\n delete all of [positions v]\n add (x position) to [positions v]\n add (y position) to [positions v]\n move (1) steps\n replace item (1) of [positions v] with ((item (1) of [positions v]) - (x position))\n replace item (2) of [positions v] with ((item (2) of [positions v]) - (y position))\n move (-1) steps\n set [x speed v] to (item (1) of [positions v])\n set [y speed v] to (item (2) of [positions v])\n Generate with (Spell power)\n switch costume to (sprite v)\n set size to (2) %\n go to x: (0) y: (180)\nend\n\ndefine Set speeds (speed input) (y offset)\nset [x speed v] to ((X speed) * ((speed input) / (-1)))\nset [y speed v] to (((Y speed) * ((speed input) / (-0.8))) + (y offset))\n\ndefine Set speed for projectile (strength) (speedinput) (auto?)\npoint towards (mouse-pointer v)\ndelete all of [positions v]\nadd (x position) to [positions v]\nadd (y position) to [positions v]\nmove (1) steps\nreplace item (1) of [positions v] with ((item (1) of [positions v]) - (x position))\nreplace item (2) of [positions v] with ((item (2) of [positions v]) - (y position))\nmove (-1) steps\nset [x speed v] to (item (1) of [positions v])\nset [y speed v] to (item (2) of [positions v])\nif <(auto?) = [1]> then\n Set speeds ((speedinput) + ((strength) / (5))) [0]\nend\n\ndefine Move\nrepeat (10)\n change x by ((X speed) / (10))\n change y by ((Y speed) / (10))\n if <<touching (world v)?> or <touching (_edge_ v)?>> then\n stop [this script v]\n end\nend\n\ndefine Knockback (calculate power) (power range)\nif <(distance to [player v]) > [10]> then\n replace item (2) of [variables v] with ((item (2) of [variables v]) + (((((calculate power) * (power range)) * (calculate power)) * (Clone blast x)) / ((distance to [player v]) / (10))))\n replace item (5) of [variables v] with ((item (5) of [variables v]) + (((((calculate power) * (power range)) * (calculate power)) * (Clone blast y)) / ((distance to [player v]) / (10))))\nelse\n replace item (2) of [variables v] with ((item (2) of [variables v]) + ((((calculate power) * (power range)) * (calculate power)) * (Clone blast x)))\n replace item (5) of [variables v] with ((item (5) of [variables v]) + ((((calculate power) * (power range)) * (calculate power)) * (Clone blast y)))\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@Score\n\nwhen flag clicked\nswitch costume to (crystal v)\nshow\ngo to [front v] layer\nforever\n change [color v] effect by (1)\nend\n\nwhen I receive [next level v]\ngo to x: (item (((3) * (Level)) - (2)) of [crystal spawns v]) y: (item (((3) * (Level)) - (1)) of [crystal spawns v])\npoint in direction (item ((3) * (Level)) of [crystal spawns v])\nwait (0.3) seconds\nforever\n if <(Level) < [6]> then\n show\n if <touching (player v)?> then\n start sound [ripple v]\n change [level v] by (1)\n change [spell power v] by (0.25)\n broadcast (Next level v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\nadd (x position) to [crystal spawns v]\nadd (y position) to [crystal spawns v]\nadd (round (direction)) to [crystal spawns v]\n\n@Dangers\n\nwhen I start as a clone\nset rotation style [left-right v]\nclear graphic effects\nif <(danger type) = [Flying]> then\n set [costume v] to [1]\n forever\n point towards (player v)\n go to [front v] layer\n change [costume v] by (1)\n switch costume to (join (type2) (costume))\n if <((costume) + (1)) > (amount of frames)> then\n set [costume v] to [1]\n end\n if <(health) < [1]> then\n set rotation style [all around v]\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n turn right (15) degrees\n move (4) steps\n change x by (x speed)\n change y by (y speed)\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (spells v)?> then\n set [damage hit by v] to (item ((item # of (Current spell) in [spell damage v]) + (1)) of [spell damage v])\n if <(damage hit by) > [11]> then\n start sound [hit3 v]\n else\n if <(damage hit by) > [4]> then\n start sound [hit2 v]\n else\n start sound [hit1 v]\n end\n end\n change [health v] by ((0) - (damage hit by))\n set [damage hit by v] to (((damage hit by) * ((2) * (item ((item # of (Current spell) in [spell damage v]) + (1)) of [spell power jump v]))) / (round ((size) / (25))))\n if <(x position) > ([x position v] of [player v])> then\n change [x speed v] by (damage hit by)\n else\n change [x speed v] by ((0) - (damage hit by))\n end\n if <(y position) > ([y position v] of [player v])> then\n change [y speed v] by (damage hit by)\n else\n change [y speed v] by ((0) - (damage hit by))\n end\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nset [x speed v] to [0]\nset [y speed v] to [0]\nforever\n if <(danger type) = [Flying]> then\n if <not <(Boss Charge Count) = [3]>> then\n move [x]\n move [y]\n Change position\n if <(Hitting wall counter) > [10]> then\n set [hitting wall counter v] to [0]\n repeat (pick random (8) to (10))\n if <(x position) > ([x position v] of [player v])> then\n change [x speed v] by (0.5)\n else\n change [x speed v] by (-0.5)\n end\n if <(y position) > ([y position v] of [player v])> then\n change [y speed v] by (-0.5)\n else\n change [y speed v] by (0.5)\n end\n Change position\n end\n end\n if <<([abs v] of (x speed) ) < [1]> and <([abs v] of (y speed) ) < [1]>> then\n change [hitting wall counter v] by (0.25)\n end\n end\n end\nend\n\ndefine move (x/y)\nif <(distance to [player v]) < [150]> then\n move (-1) steps\n if <touching (world v)?> then\n move (1) steps\n end\nend\nif <(x/y) = [x]> then\n if <(([x position v] of [player v]) + (150)) < (x position)> then\n change [x speed v] by (-0.1)\n stop [this script v]\n end\n if <(([x position v] of [player v]) - (150)) > (x position)> then\n change [x speed v] by (0.1)\n stop [this script v]\n end\n set [x speed v] to ((x speed) / (1.1))\nend\nif <(x/y) = [y]> then\n if <(([y position v] of [player v]) + (150)) < (y position)> then\n change [y speed v] by (-0.1)\n stop [this script v]\n end\n if <(([y position v] of [player v]) - (150)) > (y position)> then\n change [y speed v] by (0.1)\n stop [this script v]\n end\n set [y speed v] to ((y speed) / (1.1))\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nshow\nset size to (70) %\nset [amount of frames v] to [6]\nset [danger type v] to [Flying]\nset [type2 v] to [bat]\nset [health v] to [15]\nif <(Level) = [2]> then\n go to x: (200) y: (160)\n create clone of (_myself_ v)\nend\nif <(Level) = [3]> then\n go to x: (200) y: (160)\n create clone of (_myself_ v)\n go to x: (100) y: (100)\n create clone of (_myself_ v)\nend\nif <(Level) = [4]> then\n go to x: (-203) y: (140)\n create clone of (_myself_ v)\n go to x: (155) y: (-12)\n create clone of (_myself_ v)\n go to x: (-30) y: (-30)\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n go to x: (191) y: (138)\n create clone of (_myself_ v)\n go to x: (-25) y: (95)\n create clone of (_myself_ v)\n go to x: (87) y: (81)\n set [amount of frames v] to [6]\n set [danger type v] to [Flying]\n set [type2 v] to [bat]\n set [health v] to [150]\n set size to (150) %\n create clone of (_myself_ v)\nend\nhide\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nset [boss charge count v] to [0]\nforever\n if <(danger type) = [Flying]> then\n wait (1.5) seconds\n if <(size) < [100]> then\n if <(health) > [0]> then\n point towards (player v)\n shoot with (direction) [5] [6]\n end\n end\n if <(size) > [110]> then\n if <(Boss Charge Count) = [3]> then\n set [boss charge count v] to [0]\n set [player old x v] to ([x position v] of [player v])\n set [player old y v] to ([y position v] of [player v])\n point towards (player v)\n start sound [power v]\n repeat (5)\n change [brightness v] effect by (20)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (0.75) seconds\n set [charging v] to [1]\n Charge (x position) (y position) (Player old x) (Player old y)\n else\n change [boss charge count v] by (1)\n shoot with ((direction) + (15)) [3] [8]\n shoot with (direction) [3] [8]\n shoot with ((direction) - (15)) [3] [8]\n end\n end\n wait (0.25) seconds\n end\nend\n\ndefine shoot with (direction) (damage) (speed)\nadd (x position) to [danger projectiles v]\nadd (y position) to [danger projectiles v]\nadd (direction) to [danger projectiles v]\nadd (damage) to [danger projectiles v]\nadd (speed) to [danger projectiles v]\nadd [bat] to [danger projectiles v]\n\ndefine Charge (old x) (old y) (px) (py)\nstart sound [Charge v]\nrepeat until <<(round (x position)) = (round (px))> and <(round (y position)) = (round (py))>>\n change x by (((px) - (x position)) / (6))\n change y by (((py) - (y position)) / (6))\nend\nset [charging v] to [0]\nrepeat until <<(round (x position)) = (round (old x))> and <(round (y position)) = (round (old y))>>\n change x by (((old x) - (x position)) / (12))\n change y by (((old y) - (y position)) / (12))\nend\n\nwhen I start as a clone\nforever\n if <(Charging) = [1]> then\n if <touching (player v)?> then\n change [player health v] by (-10)\n replace item (5) of [variables v] with [100]\n if <(x position) > ([x position v] of [player v])> then\n replace item (2) of [variables v] with [-45]\n else\n replace item (2) of [variables v] with [45]\n end\n wait until <not <touching (player v)?>>\n end\n end\nend\n\ndefine Change position\nchange x by (x speed)\nif <touching (world v)?> then\n change x by ((x speed) / (-1))\n set [x speed v] to ((x speed) / (3))\nend\nchange y by (y speed)\nif <touching (world v)?> then\n change y by ((y speed) / (-1))\n set [y speed v] to ((y speed) / (3))\nend\n\n@Projectiles\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(length of [danger projectiles v]) > [0]> then\n set x to (item (1) of [danger projectiles v])\n delete (1) of [danger projectiles v]\n set y to (item (1) of [danger projectiles v])\n delete (1) of [danger projectiles v]\n point in direction (item (1) of [danger projectiles v])\n delete (1) of [danger projectiles v]\n set [projectile damage v] to (item (1) of [danger projectiles v])\n delete (1) of [danger projectiles v]\n set [projectile speed v] to (item (1) of [danger projectiles v])\n delete (1) of [danger projectiles v]\n switch costume to (item (1) of [danger projectiles v])\n delete (1) of [danger projectiles v]\n show\n create clone of (_myself_ v)\n hide\n end\nend\n\nwhen I start as a clone\nforever\n move (Projectile speed) steps\n if <touching (player v)?> then\n start sound [hit v]\n change [player health v] by ((0) - (projectile damage))\n if <(x position) > ([x position v] of [player v])> then\n replace item (2) of [variables v] with ((item (2) of [variables v]) - ((2) * (projectile damage)))\n else\n replace item (2) of [variables v] with ((item (2) of [variables v]) + ((2) * (projectile damage)))\n end\n if <(y position) > ([y position v] of [player v])> then\n replace item (5) of [variables v] with ((item (5) of [variables v]) - ((2) * (projectile damage)))\n else\n replace item (5) of [variables v] with ((item (5) of [variables v]) + ((2) * (projectile damage)))\n end\n delete this clone\n end\n if <<<touching (_edge_ v)?> or <touching (world v)?>> or <<touching (spells v)?> and <(Current spell) = [Water]>>> then\n delete this clone\n end\nend\n\n@Reset\n\nwhen flag clicked\ngo to x: (219) y: (161)\ngo to [front v] layer\nforever\n if <(Level) < [6]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n next costume\n if <mouse down?> then\n start sound [Reset v]\n broadcast (Next level v)\n wait until <not <mouse down?>>\n end\n else\n set size to (100) %\n switch costume to (reset1 v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Player Health) < [1]> then\n broadcast (Next level v)\n wait (1) seconds\n end\nend\n\n@Timer\n\nwhen flag clicked\nerase all\nreset timer\nhide\nwait (1) seconds\nwait until <(Level) = [6]>\nset [your time v] to ([floor v] of (timer) )\nif <(your time) < (☁ Best time)> then\n set [☁ best time v] to (your time)\nend\nGenerate (join ([floor v] of ((your time) / (60)) ) (join [ : ] (round ((((your time) / (60)) - ([floor v] of ((your time) / (60)) )) * (60))))) at [0] and [34]\nGenerate (join ([floor v] of ((☁ Best time) / (60)) ) (join [ : ] (round ((((☁ Best time) / (60)) - ([floor v] of ((☁ Best time) / (60)) )) * (60))))) at [2] and [3]\n\ndefine Generate (text) at (x) and (y)\nshow\ngo to x: (x) y: (y)\nset [i v] to [0]\nrepeat (length of (text))\n change [i v] by (1)\n switch costume to (letter (i) of (text))\n stamp\n change x by (item (costume [number v]) of [space v])\nend\nhide\n\nset [☁ best time v] to [600]\n\n@Selected spell\n\nwhen flag clicked\nshow\nchange [ghost v] effect by (100)\nforever\n go to [front v] layer\n set size to (1000) %\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (80))\n set size to (100) %\n switch costume to (Current spell)\n if <(show timer) > [0]> then\n change [ghost v] effect by (-20)\n change [show timer v] by (-1)\n else\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [show v]\nset [show timer v] to [100]\n\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset volume to (0) %\nforever\n go to [front v] layer\n play sound [magic mojo1 v] until done\n if <(Level) = [5]> then\n change volume by (2)\n else\n change volume by (-2)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n change volume by (2)\n else\n change volume by (-2)\n end\nend\n\n@L F reminder\n\nwhen flag clicked\ngo to x: (-236) y: (176)\nhide\nwait (5) seconds\nPop up\nforever\n wait (45) seconds\n Pop up\nend\n\ndefine Pop up\nstart sound [bubble v]\nshow\nset size to (15) %\nrepeat until <(size) > [99]>\n change size by (([abs v] of ((size) - (100)) ) / (15))\nend\nwait (2) seconds\nrepeat until <(size) > [110]>\n change size by (([abs v] of (((size) - (15)) - (100)) ) / (10))\nend\nrepeat until <(size) < [16]>\n change size by ((((size) - (15)) - (100)) / (10))\nend\nhide\n\n
Update: Minor graphic improvements and boss charge attack smoothing.\n\nWelcome to the elemental mage!\n\n WASD / Arrows keys to move.\n Click to cast spells and press 1, 2 and 3 to change it.\n 1 = Fire 2 = Ice 3 = Water\n\nI wanted to make a platformer but with different features that no other scratch game has. You can use spells to move in very unique ways.\n\nCREDITS\n All scripts, sound effects and art by me.\n Music from 'The Wizard and the Magic Mojos'.\n\nWant more adventure? Try playing Marooned Survival!\nhttps://scratch.mit.edu/projects/620633300/
Magical Potions - Platformer - SDS
@Stage\n\nwhen flag clicked\nset [pixelate v] effect to (30)\n\nwhen flag clicked\nset volume to (80) %\nforever\n play sound [Video Game 1 v] until done\nend\n\n@Sprite1\n\n@Sprite14\n\nwhen flag clicked\nshow\nset [pixelate v] effect to (20)\nset size to (50) %\nset rotation style [left-right v]\npoint in direction (90)\nforever\n go to (player hitbox v)\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 <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume11 v)\n wait (0.03) seconds\n switch costume to (costume12 v)\n wait (0.05) seconds\n switch costume to (costume13 v)\n wait (0.03) seconds\n switch costume to (costume14 v)\n wait (0.05) seconds\n switch costume to (costume15 v)\n wait (0.03) seconds\n switch costume to (costume16 v)\n wait (0.03) seconds\n switch costume to (costume17 v)\n wait (0.03) seconds\n switch costume to (costume18 v)\n wait (0.03) seconds\n switch costume to (costume19 v)\n wait (0.03) seconds\n switch costume to (costume20 v)\n wait (0.03) seconds\n switch costume to (costume21 v)\n wait (0.03) seconds\n end\n if <key (up arrow v) pressed?> then\n switch costume to (jump-1 v)\n wait (0.3) seconds\n switch costume to (jump-2 v)\n wait until <not <key (up arrow v) pressed?>>\n end\n else\n switch costume to (stand v)\n end\nend\n\nwhen I receive [restart v]\npoint in direction (90)\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [shrink down v]\nrepeat until <(size) = [20]>\n change size by (-10)\nend\n\nwhen I receive [grow v]\nrepeat until <(size) = [80]>\n change size by (10)\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [rainbow v]\nrepeat (200)\n change [color v] effect by (1)\nend\nset [color v] effect to (0)\n\nwhen I receive [normal size v]\nrepeat until <(size) = [50]>\n change size by (-10)\nend\n\nwhen I receive [ghost v]\nrepeat (50)\n change [ghost v] effect by (1)\nend\nwait (pick random (5) to (10)) seconds\nrepeat (50)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [??? v]\nstart sound [Magic Spell v]\nstop [other scripts in sprite v]\nrepeat (100)\n change [color v] effect by (10)\nend\nstart sound [Magic Spell v]\nrepeat (100)\n change [color v] effect by (10)\n change [fisheye v] effect by (10)\n change [whirl v] effect by (10)\nend\nstart sound [Magic Spell v]\nrepeat (100)\n change [color v] effect by (10)\n change [pixelate v] effect by (10)\n change [brightness v] effect by (2)\nend\nset rotation style [all around v]\nrepeat (10)\n set [pitch v] effect to (pick random (50) to (100))\n start sound [Magic Spell v]\n glide (0.5) secs to (random position v)\n turn right (pick random (15) to (30)) degrees\nend\nset rotation style [left-right v]\npoint in direction (90)\nglide (1) secs to x: (-134) y: (-63)\nclear graphic effects\nwait (2) seconds\nstop [all v]\n\n@Player hitbox\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (-206) y: (-57)\nset [x velocity v] to [1]\nset [y velocity v] to [0]\nforever\n set [x velocity v] to ((X Velocity) * (0.8))\n change x by (X Velocity)\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n change [y velocity v] by (-0.01)\n change y by (Y Velocity)\n if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n change [y velocity v] by (0.5)\n else\n change [y velocity v] by (-0.5)\n end\n if <touching (platforms v)?> then\n set [y velocity v] to [0]\n change y by ((Y Velocity) * ((Y Velocity) * (2)))\n end\n if <<touching (platforms v)?> and <key (up arrow v) pressed?>> then\n set [y velocity v] to [10]\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <(y position) < [-175]> then\n go to x: (-211) y: (-80)\n end\n if <<touching (hazard v)?> or <touching (hazard potion v)?>> then\n broadcast (Restart v)\n Restart\n end\n if <key (r v) pressed?> then\n broadcast (Restart v)\n Restart\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (portal v)?> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-206) y: (-57)\n end\nend\n\nglide (1) secs to x: (-206) y: (y position)\n\ndefine Restart\nstart sound [Oops v]\nif <(Level) = [1]> then\n go to x: (-206) y: (-57)\nend\nif <(Level) = [2]> then\n go to x: (-185) y: (47)\nend\nif <(Level) = [3]> then\n go to x: (-210) y: (-56)\nend\nif <(Level) = [4]> then\n go to x: (-110) y: (-41)\nend\nif <(Level) = [5]> then\n go to x: (-211) y: (-80)\nend\nif <(Level) = [6]> then\n go to x: (-211) y: (-28)\nend\nif <(Level) = [7]> then\n go to x: (-206) y: (-68)\nend\nif <(Level) = [8]> then\n go to x: (-203) y: (-12)\nend\nif <(Level) = [9]> then\n go to x: (-209) y: (-60)\nend\nif <(Level) = [10]> then\n go to x: (-213) y: (150)\nend\nif <(Level) = [11]> then\n go to x: (-215) y: (155)\nend\n\nwhen I receive [next level v]\n\nwhen flag clicked\nset [player has key? v] to [0]\nforever\n if <touching (key v)?> then\n set [player has key? v] to [1]\n set [is portal open? v] to [1]\n end\n if <touching (potion v)?> then\n if <([costume name v] of [potion v]) = [shrink]> then\n broadcast (shrink down v)\n repeat until <(size) = [50]>\n change size by (-10)\n end\n end\n if <([costume name v] of [potion v]) = [grow]> then\n broadcast (grow v)\n repeat until <(size) = [160]>\n change size by (10)\n end\n end\n if <([costume name v] of [potion v]) = [rainbow]> then\n broadcast (rainbow v)\n end\n if <([costume name v] of [potion v]) = [normal]> then\n broadcast (normal size v)\n repeat until <(size) = [100]>\n change size by (-10)\n end\n end\n if <([costume name v] of [potion v]) = [ghost]> then\n broadcast (ghost v)\n end\n if <([costume name v] of [potion v]) = [???]> then\n broadcast (??? v) and wait\n stop [other scripts in sprite v]\n end\n end\nend\n\nrepeat (15)\n move (2) steps\n turn left (15) degrees\nend\n\nwhen I receive [next level v]\nstart sound [Teleport3 v]\nif <(Level) = [1]> then\n go to x: (-206) y: (-57)\nend\nif <(Level) = [2]> then\n go to x: (-185) y: (47)\nend\nif <(Level) = [3]> then\n go to x: (-210) y: (-56)\nend\nif <(Level) = [4]> then\n go to x: (-110) y: (-41)\nend\nif <(Level) = [5]> then\n go to x: (-211) y: (-80)\nend\nif <(Level) = [6]> then\n go to x: (-211) y: (-28)\nend\nif <(Level) = [7]> then\n go to x: (-206) y: (-68)\nend\nif <(Level) = [8]> then\n go to x: (-203) y: (-12)\nend\nif <(Level) = [9]> then\n go to x: (-209) y: (-60)\nend\nif <(Level) = [10]> then\n go to x: (-213) y: (150)\nend\nif <(Level) = [11]> then\n go to x: (-215) y: (155)\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n play sound [Jump v] until done\n wait until <<not <key (up arrow v) pressed?>> or <touching (platforms v)?>>\n end\n if <touching (key v)?> then\n play sound [Coin v] until done\n wait until <not <touching (key v)?>>\n end\n if <touching (potion v)?> then\n play sound [Magic Spell v] until done\n wait until <not <touching (potion v)?>>\n end\nend\n\n@Platforms\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [pixelate v] effect to (25)\n\nwhen I receive [next level v]\nnext costume\n\n@Key\n\nwhen flag clicked\nforever\n repeat (20)\n change y by (0.25)\n end\n repeat (20)\n change y by (-0.25)\n end\nend\n\nwhen flag clicked\nswitch costume to (key v)\nset [pixelate v] effect to (20)\nforever\n create clone of (key sparkle v)\nend\n\nwhen flag clicked\ngo to x: (-133) y: (111)\nset rotation style [don't rotate v]\npoint in direction (90)\nset [player has key? v] to [0]\nshow\nforever\n if <(Player has key?) = [1]> then\n go to (player hitbox v)\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen I receive [next level v]\nset [player has key? v] to [0]\n\nwhen I receive [restart v]\nset [player has key? v] to [0]\nif <(Level) = [1]> then\n go to x: (-133) y: (111)\nend\nif <(Level) = [2]> then\n go to x: (184) y: (-85)\nend\nif <(Level) = [3]> then\n go to x: (211) y: (-63)\nend\nif <(Level) = [4]> then\n go to x: (131) y: (167)\nend\nif <(Level) = [5]> then\n go to x: (-136) y: (151)\nend\nif <(Level) = [6]> then\n go to x: (214) y: (-87)\nend\nif <(Level) = [7]> then\n go to x: (208) y: (-98)\nend\nif <(Level) = [8]> then\n go to x: (89) y: (125)\nend\nif <(Level) = [9]> then\n go to x: (-137) y: (136)\nend\n\ngo to (random position v)\n\nwhen I receive [next level v]\nif <(Level) = [1]> then\n go to x: (-133) y: (111)\nend\nif <(Level) = [2]> then\n go to x: (184) y: (-85)\nend\nif <(Level) = [3]> then\n go to x: (211) y: (-63)\nend\nif <(Level) = [4]> then\n go to x: (131) y: (167)\nend\nif <(Level) = [5]> then\n go to x: (-136) y: (151)\nend\nif <(Level) = [6]> then\n go to x: (214) y: (-87)\nend\nif <(Level) = [7]> then\n go to x: (208) y: (-98)\nend\nif <(Level) = [8]> then\n go to x: (89) y: (125)\nend\nif <(Level) = [9]> then\n go to x: (-137) y: (136)\nend\n\n@key sparkle\n\nwhen I start as a clone\nset [pixelate v] effect to (10)\nshow\nswitch costume to (costume1 v)\nset size to (pick random (50) to (100)) %\ngo to (key v)\nrepeat until <(Level) = [10]>\n repeat (15)\n turn right (15) degrees\n point in direction (pick random (0) to (360))\n move (5) steps\n end\n delete this clone\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n stop [other scripts in sprite v]\n end\nend\n\n@hazard\n\nwhen flag clicked\nif <(Level) = [1]> then\n go to x: (108) y: (-177)\nend\nif <(Level) = [2]> then\n go to x: (108) y: (-177)\nend\nif <(Level) = [3]> then\n go to x: (108) y: (-177)\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [pixelate v] effect to (20)\n\nwhen I receive [next level v]\nnext costume\n\n@hazard potion\n\nwhen flag clicked\nforever\n if <<<(Level) = [6]> or <(Level) = [7]>> or <<(Level) = [8]> or <(Level) = [9]>>> then\n show\n if <(Level) = [6]> then\n switch costume to (potion-a v)\n end\n if <(Level) = [7]> then\n switch costume to (potion-a2 v)\n end\n if <(Level) = [8]> then\n switch costume to (potion-a3 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume2 v)\n end\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\n\nhide\nforever\n wait (pick random (5) to (10)) seconds\n repeat (pick random (50) to (200))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\n\nshow\nset size to (pick random (50) to (100)) %\ngo to [back v] layer\ngo to (hazard v)\nrepeat (pick random (5) to (10))\n change y by (pick random (5) to (10))\nend\ndelete this clone\n\nchange x by (pick random (5) to (10))\nturn right (pick random (5) to (10)) degrees\nturn left (pick random (5) to (10)) degrees\n\n@Portal\n\nwhen flag clicked\nset [pixelate v] effect to (30)\nforever\n change [whirl v] effect by (10)\nend\n\nwhen flag clicked\nhide\nset size to (10) %\nset [is portal open? v] to [0]\nforever\n if <(Is portal open?) = [1]> then\n show\n repeat until <(size) = [100]>\n change size by (10)\n end\n else\n hide\n set size to (10) %\n end\nend\n\nwhen I receive [next level v]\nset [is portal open? v] to [0]\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (0) y: (89)\n end\n if <(Level) = [2]> then\n go to x: (-17) y: (132)\n end\n if <(Level) = [3]> then\n go to x: (167) y: (102)\n end\n if <(Level) = [4]> then\n go to x: (182) y: (-22)\n end\n if <(Level) = [5]> then\n go to x: (182) y: (118)\n end\n if <(Level) = [6]> then\n go to x: (-198) y: (-6)\n end\n if <(Level) = [7]> then\n go to x: (-207) y: (143)\n end\n if <(Level) = [8]> then\n go to x: (-96) y: (143)\n end\n if <(Level) = [9]> then\n go to x: (185) y: (18)\n end\nend\n\nwhen I receive [restart v]\nset [is portal open? v] to [0]\n\n@Potion\n\nwhen flag clicked\nhide\nset size to (85) %\nset [pixelate v] effect to (10)\nforever\n if <<<(Level) = [3]> or <(Level) = [4]>> or <<<(Level) = [5]> or <(Level) = [6]>> or <<(Level) = [8]> or <(Level) = [10]>>>> then\n if <(Level) = [3]> then\n switch costume to (shrink v)\n show\n go to x: (-114) y: (108)\n end\n if <(Level) = [4]> then\n switch costume to (grow v)\n show\n go to x: (-192) y: (8)\n end\n if <(Level) = [5]> then\n switch costume to (rainbow v)\n show\n go to x: (-113) y: (-71)\n end\n if <(Level) = [6]> then\n switch costume to (normal v)\n show\n go to x: (-62) y: (24)\n end\n if <(Level) = [8]> then\n switch costume to (ghost v)\n show\n go to x: (-49) y: (-22)\n end\n if <(Level) = [10]> then\n switch costume to (??? v)\n show\n go to x: (0) y: (-55)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [rainbow]> then\n change [color v] effect by (1)\n else\n if <(costume [name v]) = [???]> then\n repeat (20)\n change [color v] effect by (1)\n change [brightness v] effect by (5)\n end\n repeat (20)\n change [color v] effect by (1)\n change [brightness v] effect by (-5)\n end\n else\n set [color v] effect to (0)\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [pixelate v] effect to (8)\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\nend\n\n@Secret skip button\n\nwhen this sprite clicked\nbroadcast (Next Level v)\nchange [level v] by (1)\n\n
Use the arrow keys to move. Avoid touching the green hazards. Collect the key to open the portal to the next level. Try touching different potions to see what happens. Reach the end for a surprise....\n\nForum topic:\nhttps://scratch.mit.edu/discuss/topic/577704/
【#4】*ᴛɴᴛ ᴀɴᴅ ʟᴀᴠᴀ* Minecraft Platformer @popopo19 #Games
@Stage\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n if <(ステージ) = [10]> then\n wait (0.5) seconds\n broadcast (ゲームクリアー v)\n end\nend\n\nrepeat until <(ステージ) = [10]>\n\nwhen I receive [ゲームクリアー v]\nshow variable [☁ 世界記録 v]\nhide variable [タイム v]\nshow variable [自分のタイム v]\ngo to [front v] layer\nif <(自分のタイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (自分のタイム)\nend\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide variable [自分のタイム v]\nforever\n set [自分のタイム v] to (timer)\nend\n\nwhen flag clicked\nforever\n play sound [Water v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nclear graphic effects\nswitch backdrop to (背景1 v)\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide variable [見ましたか? v]\n\nwait (0.25) seconds\n\n@キューブ\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <<<(y position) < [-175]> or <touching (棘 v)?>> or <<<<touching (スプライト20 v)?> or <touching (罠 v)?>> or <touching (マグマ v)?>> or <touching (スプライト4 v)?>>>> then\n 例のあれ\n end\nend\n\ndefine 例のあれ\nstart sound [Pew v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nshow\nbroadcast (ゲージ減少 v)\nchange [タヒんだ数 v] by (1)\n\nwhen flag clicked\nforever\n if <[239] < (x position)> then\n if <not <(ステージ) = [10]>> then\n broadcast (NEXT v)\n go to x: (-200) y: (46)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n set [シーン v] to [1]\n end\n end\nend\n\ndefine 次のステージ\ngo to x: (-200) y: (-103)\nset [x v] to [0]\nset [y v] to [0]\nchange [ステージ v] by (1)\n\ndefine 壁ジャンプ\nchange [y v] by (-1)\nchange y by (y)\nif <touching (スプライト1 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nif <<<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (スプライト1 v)?>> then\n start sound [cursor7 v]\n set [y v] to [13]\nend\nchange y by (1)\n\nhide\n\nwhen I receive [kakusu v]\n\nwhen I receive [解除 v]\nshow\ngo to x: (-200) y: (46)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [解除 v]\n\nchange [ステージ v] by (1)\n\nwhen I receive [next v]\nset [シーン v] to [0]\n\nwhen I receive [解除 v]\nshow\nset [シーン v] to [1]\n\nwhen I receive [今だよー v]\n\nwhen I receive [戻す v]\ngo to x: (-194) y: (46)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen I receive [start v]\n\nwhen flag clicked\nset [シーン v] to [1]\ngo to x: (-194) y: (46)\ngo to [front v] layer\nshow\nclear graphic effects\nswitch costume to (コスチューム3 v)\nset size to (75) %\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-194) y: (-10)\nset rotation style [left-right v]\npoint in direction (90)\nshow\nforever\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n change x by (x)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n start sound [ジャンプの着地 v]\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [13]\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 set [x v] to ((x) * (0.88))\n 壁ジャンプ\n if <touching (ジャンプ台 v)?> then\n set [y v] to [20]\n start sound [Jump v]\n broadcast (バネ v)\n end\nend\n\nif <(シーン) = [1]> then\n\nwhen flag clicked\n\n\n\nwhen I receive [game over v]\nhide\n\n@ジャンプ台\n\nwhen I receive [バネ v]\nswitch costume to (コスチューム2 v)\nwait (0.5) seconds\nswitch costume to (コスチューム1 v)\nwait (1) seconds\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (-115)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nhide\nforever\n if then\n if then\n point in direction (105)\n go to x: (-18) y: (-140)\n show\n end\n else\n if <not > then\n hide\n end\n end\nend\n\nset drag mode [not draggable v]\n\n\n\nif <mouse down?> then\n\n@罠\n\nwhen flag clicked\nhide\ngo to [front v] layer\npoint in direction (90)\ngo to x: (141) y: (-147)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nforever\n if <<(ステージ) = [2]> or <<(ステージ) = [3]> or <<(ステージ) = [4]> or <<(ステージ) = [5]> or <<(ステージ) = [6]> or <<(ステージ) = [7]> or <(ステージ) = [8]>>>>>>> then\n if <(ステージ) = [2]> then\n go to x: (5) y: (-189)\n switch costume to (cactus v)\n show\n end\n if <(ステージ) = [3]> then\n go to x: (92) y: (-146)\n switch costume to (コスチューム3 v)\n show\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム4 v)\n go to x: (-64) y: (-151)\n show\n end\n if <(ステージ) = [5]> then\n switch costume to (grid_fire-12 v)\n show\n go to x: (-51) y: (-56)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム5 v)\n go to x: (-18) y: (-48)\n show\n end\n if <(ステージ) = [7]> then\n show\n go to x: (-19) y: (-46)\n switch costume to (8 v)\n end\n if <(ステージ) = [8]> then\n show\n switch costume to (コスチューム6 v)\n go to x: (-19) y: (-46)\n end\n else\n if <not <<(ステージ) = [2]> or <<(ステージ) = [3]> or <<(ステージ) = [4]> or <<(ステージ) = [5]> or <<(ステージ) = [6]> or <<(ステージ) = [7]> or <(ステージ) = [8]>>>>>>>> then\n hide\n end\n end\nend\n\ngo to x: (-30) y: (-170)\n\n@マグマ\n\nwhen flag clicked\nhide\ngo [backward v] (99) layers\npoint in direction (90)\ngo to x: (-22) y: (-12)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nforever\n if then\n if then\n show\n end\n else\n if then\n hide\n end\n end\nend\n\n@棘\n\nif <(ステージ) = [9]> then\n show\n go to x: (-20) y: (-115)\n switch costume to (コスチューム2 v)\nend\n\nwhen flag clicked\nhide\ngo to x: (-25) y: (-100)\nswitch costume to (コスチューム1 v)\nset size to (200) %\nforever\n if then\n if then\n show\n go to x: (46) y: (-165)\n end\n else\n if <not > then\n hide\n end\n end\nend\n\nif then\n go to x: (63) y: (-159)\n switch costume to (コスチューム1 v)\n show\n if then\n go to x: (-106) y: (-159)\n show\n end\nend\n\nswitch costume to (コスチューム2 v)\nhide\n\nwhen flag clicked\nforever\n \nend\n\nif <(ステージ) = [5]> then\n show\n set size to (150) %\n go to x: (5) y: (-87)\nend\n\nwhen flag clicked\nforever\n\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (-11) y: (-100)\n\n@Love fave\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (-289)\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nhide\ngo [forward v] (99) layers\nswitch costume to (コスチューム1 v)\nset size to (100) %\nhide\nforever\n if <(ステージ) = [10]> then\n if <(ステージ) = [10]> then\n show\n go to x: (-2) y: (-289)\n end\n else\n if <not <(ステージ) = [10]>> then\n hide\n end\n end\nend\n\n@cooltext400889489071722\n\nwhen flag clicked\nhide\ngo [forward v] (99) layers\nswitch costume to (コスチューム1 v)\nset size to (100) %\nhide\nforever\n if <(ステージ) = [10]> then\n if <(ステージ) = [10]> then\n show\n go to x: (1) y: (74)\n end\n else\n if <not <(ステージ) = [10]>> then\n hide\n end\n end\nend\n\n@地面の影\n\nwhen flag clicked\ngo to [back v] layer\nshow\npoint in direction (90)\n\npoint in direction (82)\n\n@人の影\n\nwhen flag clicked\nshow\nset [ghost v] effect to (55)\nforever\n go to (キューブ v)\nend\n\nwhen I receive [ゲームクリアー v]\nhide\n\nwhen I receive [game over v]\nhide\n\n@time\n\nstop [other scripts in sprite v]\n\ndefine Time (x) (y) (表示する桁)\nshow\nbroadcast (削除 v)\nset [time表示用 v] to [0]\nset size to (大きさ) %\ngo to x: ((x) + ((0.425) * (size))) y: ((y) - ((0.25) * (size)))\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nchange x by ((((42.5) + (10)) * (size)) / (100))\nrepeat (length of ([floor v] of (timer) ))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\nend\nif <not <((表示する桁) * (1)) = [0]>> then\n change x by ((0.065) * (size))\n change [time表示用 v] by (1)\n switch costume to (コスチューム12 v)\n create clone of (_myself_ v)\n change x by ((0.065) * (size))\n repeat ((表示する桁) - (letter (1) of ((表示する桁) - (3))))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\n end\nend\nhide\n\nwhen I receive [削除 v]\ndelete this clone\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\n\nwhen I receive [表示 v]\nforever\n Time [-220] [150] []\nend\n\nwhen flag clicked\nset [大きさ v] to [100]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen flag clicked\nhide variable [タイム v]\nset [タイム v] to [0]\nforever\n change [タイム v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\n\nforever\nend\n\n@Atmosphere\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\n wait (pick random (0.75) to (1)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (0) to (50))\nset size to (pick random (50) to (110)) %\npoint in direction (pick random (-90) to (90))\ngo to [back v] layer\ngo to x: (pick random (-200) to (200)) y: (-180)\nrepeat until <(y position) > [150]>\n change y by (pick random (5) to (10))\nend\nhide\ndelete this clone\n\n@サムネ\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\ngo to [front v] layer\n\n@スプライト2\n\nwhen flag clicked\npoint in direction (90)\nset [タヒんだ数 v] to [0]\nshow\ngo to [front v] layer\ngo to x: (32) y: (125)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ゲージ減少 v]\nnext costume\n\nwhen flag clicked\nforever\n if <(タヒんだ数) = [3]> then\n broadcast (Game Over v)\n hide\n stop [all v]\n end\nend\n\nwhen flag clicked\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game over v]\ngo to [front v] layer\nstart sound [Pew v]\nshow\nstop [all v]\n\n@cooltext401754082775058\n\nwhen flag clicked\nhide\n\n@スプライト4\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\ngo [backward v] (5) layers\nforever\n change [ghost v] effect by (-60)\n wait (0.5) seconds\n repeat (30)\n change [ghost v] effect by (1)\n end\nend\n\nwhen flag clicked\ngo to x: (15) y: (-180)\nshow\nforever\n repeat (5)\n change y by (1)\n end\n repeat (5)\n change y by (0.5)\n end\n repeat (5)\n change y by (-0.5)\n end\n repeat (5)\n change y by (-1)\n end\nend\n\n@テキスト\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [ゲームクリアー v]\ngo to x: (-3) y: (32)\nshow\nshow variable [タイム v]\n\n@samune\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@スプライト12\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n go to (キューブ v)\nend\n\n
マグマの火がTNTに引火して爆発することはありません!\n\n新作投稿しました! https://scratch.mit.edu/projects/636169221/\n\n旗は2回押してください。 \n\n日本語の説明は下です。\n\n The arrow keys are used to control the game. Or you can tap in the direction you want to go to advance. \n\nPCは、十字キーで操作します。 スマホもしくはタブレットは、進みたい方向にタップすると進むことができます。
Adventure Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Open Secrets v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-203) y: (-57)\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) = [252]> then\n go to x: (-203) y: (-56)\n broadcast (Next level v)\n end\n if <touching (spikes v)?> then\n go to x: (-203) y: (-56)\n end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@BG\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 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
Instructions-\nUse Arrow keys to move\nMobile Friendly✅\nWASD✅\nSpamming⛔\nF4F⛔\nRequests⛔\nRude Comments⛔
Sheep II A Platformer #games#art#3D#
@Stage\n\n@secret\n\nwhen flag clicked\nhide\n\ndefine Hello, scratcher who clicked: " look inside" do you want to remix this project? : D IF you take the time to read this then comment: " secret sheep" // how match found this Easter egg?\n\ndefine many\n\nmany\n\ndefine found\n\nfound\n\nthis Easter egg?\n\ndefine this Easter egg?\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\ngo [backward v] (1) layers\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 [17]\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\nset size to (100) %\nswitch costume to (player v)\nforever\n if <(moove) = [yes]> then\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 set size to (50) %\n end\n if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n set size to (100) %\n end\n end\n end\nend\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\nset [moove v] to [yes]\nset [level v] to [1]\nbroadcast (works v)\nbroadcast (play v)\nnext or die\n\nwhen I receive [play v]\nforever\n broadcast (1 v)\n broadcast (2 v)\nend\n\ndefine dead\nset [moove v] to [no]\nbroadcast (//Dead effekt v)\nswitch costume to (die v)\nrepeat (10)\n change size by (-4)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\ngo to x: (x begin) y: (y begin)\nswitch costume to (player v)\nset size to (100) %\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [moove v] to [yes]\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to x: (x begin) y: (y begin)\nchange y by (-100)\n\ndefine next\ngo to x: (x begin) y: (y begin)\nchange [level v] by (1)\n\ndefine next or die\nforever\n if <<<touching (hurt bang v)?> or <<touching (rad v)?> or <touching (spikes v)?>>> or <touching (lava v)?>> then\n wait (0.00000000000000000000000000000000000000000000000000000000000000001) seconds\n broadcast (dead v)\n dead\n end\n if <(x position) > [225]> then\n broadcast (next v)\n switch costume to (player v)\n next\n end\nend\n\ndefine right or left\nif <(moove) = [yes]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1.5)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1.5)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <([abs v] of (x) ) < [0.1]> then\n set [x v] to [0]\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\n\nwhen [r v] key pressed\ndead\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?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(moove) = [yes]> then\n set [y v] to [12]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nset [jetpack v] to [0]\nhide\nwait (0.5) seconds\nshow\ngo to x: (x begin) y: (y begin)\n\nrepeat (10)\n change size by (1)\nend\n\nwhen I receive [//dead effekt v]\nset [moove v] to [no]\nwait (1) seconds\n\nswitch costume to (player v)\n\nwhen flag clicked\nforever\n if <<touching (water v)?> or <touching (lava v)?>> then\n set [y v] to [-0.5]\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 [6]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [y v] to [-5]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (push v)?> then\n set [x v] to [21]\n end\n if <touching (push back v)?> then\n set [x v] to [-21]\n end\n if <touching (push down v)?> then\n set [y v] to [-21]\n end\n if <touching (push up v)?> then\n set [y v] to [21]\n end\nend\n\nwhen I receive [reapeat v]\ndead\n\nwhen flag clicked\nforever\n if <touching (jetpack v)?> then\n if then\n switch costume to (player jatpack v)\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 [7]\n end\n else\n switch costume to (player v)\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if then\n switch costume to (player jatpack v)\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 [7]\n end\n else\n if <not <(level) = [8]>> then\n point in direction (90)\n wait (1) seconds\n switch costume to (player v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(moove) = [yes]> then\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((mouse y) + (50)) < (y position)>>> then\n set size to (50) %\n else\n if <not <<(Level) = [4]> and <<(x position) > [77]> and <(x position) < [176]>>>> then\n if <not <<(Level) = [8]> and <<(y position) < [-33]> and <<(x position) > [-142]> and <(x position) < [-63]>>>>> then\n set size to (100) %\n end\n end\n end\n end\nend\n\nif then\nend\n\nwhen [space v] key pressed\nchange [color v] effect by (50)\n\n@3d\n\nwhen flag clicked\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nwait (0.00000000000000000000000000000001) seconds\ngo to [back v] layer\n\n@spikes\n\nwhen flag clicked\ngo to [back v] layer\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@grass\n\nwhen flag clicked\nwait (0.000000000001) seconds\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <touching (figur12 v)?> then\n repeat (6)\n wait (0.001) seconds\n next costume\n end\n wait (0.5) seconds\n end\nend\n\n\n\nswitch costume to (1 v)\n\nnext costume\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n if <<(level) = [1]> or <(level) = [13]>> then\n set size to (100) %\n show\n go to x: (14) y: (-79)\n end\n if <(level) = [2]> then\n go to x: (127) y: (-60)\n set size to (50) %\n end\n if <(level) = [3]> then\n go to x: (4) y: (-65)\n set size to (60) %\n end\n if <(level) = [5]> then\n go to x: (150) y: (10)\n set size to (60) %\n end\n if <(level) = [6]> then\n go to x: (150) y: (-60)\n set size to (60) %\n end\n if <(level) = [8]> then\n go to x: (40) y: (-35)\n set size to (60) %\n end\n if <(level) = [9]> then\n go to x: (40) y: (-50)\n set size to (60) %\n end\n if <(level) = [10]> then\n go to x: (-90) y: (-47)\n set size to (50) %\n end\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(level) = [2]> then\n show\n go to x: (-5) y: (120)\n set size to (50) %\n if <touching (figur12 v)?> then\n repeat (6)\n wait (0.001) seconds\n next costume\n end\n wait (0.5) seconds\n end\n else\n hide\n end\nend\n\n\n\ndelete this clone\n\ndelete this clone\n\n\n\ngo to x: (-90) y: (-47)\nset size to (50) %\n\nshow\n\n@ tips\n\nwhen flag clicked\nwait (0.00000000001) seconds\ngo to [back v] layer\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n set [uuuuuuunnnnn v] to (((Uuuuuuunnnnn) * (0.8)) + ((((100) + ((5) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (Uuuuuuunnnnn)\n go to x: (0) y: ((120) + (([sin v] of (Deeeeueuuuuuuux) ) * (7)))\n point in direction ((90) + (([cos v] of (Deeeeueuuuuuuux) ) * (0.5)))\n change [deeeeueuuuuuuux v] by (5)\nend\n\n@Werbung\n\nwhen flag clicked\nforever\n set [uuuuuuunnnnn v] to (((Uuuuuuunnnnn) * (0.8)) + ((((100) + ((5) * <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\nshow\ngo to [back v] layer\nwait (0.2) seconds\ngo [forward v] (1) layers\nforever\n hide\n wait (pick random (18) to (22)) seconds\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (7) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nchange y by (40)\n\nchange y by (-4)\n\nset y to (110)\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n switch costume to (foolow 7 v)\n else\n if <not <(level) = [9]>> then\n switch costume to (foolow v)\n end\n end\n if <<(level) = [9]> or <(level) = [13]>> then\n switch costume to (foolow 9 v)\n else\n if <not <(level) = [7]>> then\n switch costume to (foolow v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n hide\n else\n show\n end\nend\n\n@Rain\n\nwhen flag clicked\nforever\n if <<(level) = [3]> or <(level) = [4]>> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n else\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\npoint in direction (90)\nshow\ngo to x: (pick random (-240) to (240)) y: (230)\nset [color v] effect to (pick random (1) to (5))\nset [brightness v] effect to (pick random (0) to (30))\nset [ghost v] effect to (pick random (0) to (20))\nset size to (pick random (50) to (120)) %\nchange [pixelate v] effect by (pick random (1) to (100))\nif <(pick random (1) to (4)) = [1]> then\n switch costume to (apple v)\n wait (0.001) seconds\n go to [back v] layer\nend\nif <(pick random (1) to (4)) = [2]> then\n switch costume to (apple2 v)\nend\nif <(pick random (1) to (4)) = [3]> then\n switch costume to (apple3 v)\nend\nforever\n if <(y position) < [-170]> then\n delete this clone\n end\n change y by (pick random (-5) to (-7))\nend\n\n\n\nhide\ndelete this clone\n\n\n show\nend\n\ngo [forward v] (1) layers\n\n@effeckt\n\nwhen flag clicked\nforever\n if <<(level) = [3]> or <(level) = [4]>> then\n show\n set [effeckt id v] to [cloud]\n wait (0.2) seconds\n create clone of (_myself_ v)\n else\n hide\n set [effeckt id v] to [non]\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(Effeckt id) = [cloud]> then\n go [backward v] (1) layers\n show\n go to x: (250) y: (pick random (140) to (200))\n set [color v] effect to (pick random (1) to (10))\n set [brightness v] effect to (pick random (-50) to (20))\n set [ghost v] effect to (pick random (0) to (20))\n set size to (pick random (50) to (120)) %\n change [pixelate v] effect by (pick random (1) to (5))\n if <(pick random (1) to (4)) = [1]> then\n switch costume to (cloud v)\n end\n if <(pick random (1) to (4)) = [2]> then\n switch costume to (cloud2 v)\n end\n if <(pick random (1) to (4)) = [3]> then\n switch costume to (cloud3 v)\n end\n forever\n if <(x position) < [-240]> then\n delete this clone\n end\n change x by (pick random (-3) to (-5))\n end\n end\nend\n\n@Hurt bang\n\nwhen flag clicked\ngo to [back v] layer\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\nforever\n if <(level) = [2]> then\n go to x: (-19) y: (73)\n repeat (10)\n change y by (-7)\n end\n repeat (70)\n change y by (1)\n end\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n go to x: (-19) y: (73)\n repeat (10)\n change y by (-8.2)\n end\n repeat (82)\n change y by (1)\n end\n wait (0.2) seconds\n end\nend\n\n@ background\n\nwhen flag clicked\nwait (0.000001) seconds\ngo to [back v] layer\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\n@water\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nset [ghost v] effect to (20)\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n end\nend\n\nif <(level) = [9]> then\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\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) = [5]>> or > then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if then\n go to x: (40) y: (50)\n show\n end\n if then\n show\n go to x: (35) y: (25)\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\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.01) seconds\ngo to [front v] layer\n\nwhen flag clicked\nset [color v] effect to (0)\n\nchange [color v] effect by (50)\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 go to x: (-50) y: (-40)\n turn right (5) degrees\n create clone of (_myself_ v)\n create clone of (_myself_ v)\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\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\nwhen flag clicked\nset [color v] effect to (0)\n\n@ background2\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\n@Figur1\n\nwhen flag clicked\nshow\nforever\n go to (figur12 v)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to ([size v] of [figur12 v]) %\nrepeat (15)\n change size by (-2.5)\n change [ghost v] effect by (7.5)\nend\ndelete this clone\n\nrepeat until \n change y by (7)\nend\n\nwhen flag clicked\nforever\n set size to ([size v] of [figur12 v]) %\nend\n\n@Push\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\n@push back\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\n@skip\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n set [uuuuuuunnnnn v] to (((Uuuuuuunnnnn) * (0.8)) + ((((100) + ((3) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (Uuuuuuunnnnn)\n go to x: (0) y: ((120) + (([sin v] of (Deeeeueuuuuuuux) ) * (3)))\n point in direction ((90) + (([cos v] of (Deeeeueuuuuuuux) ) * (1)))\n change [deeeeueuuuuuuux v] by (5)\nend\n\nwhen this sprite clicked\nbroadcast (next v)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nstart sound [Plopp v]\n\n@PEPEAT\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n set [uuuuuuunnnnn v] to (((Uuuuuuunnnnn) * (0.8)) + ((((100) + ((3) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (Uuuuuuunnnnn)\n go to x: (0) y: ((120) + (([sin v] of (Deeeeueuuuuuuux) ) * (3)))\n point in direction ((90) + (([cos v] of (Deeeeueuuuuuuux) ) * (1)))\n change [deeeeueuuuuuuux v] by (5)\nend\n\nwhen this sprite clicked\nbroadcast (REAPEAT v)\n\nwhen this sprite clicked\nstart sound [Plopp v]\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nset [ghost v] effect to (20)\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <<(level) = [8]> or <(level) = [11]>> then\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n end\nend\n\n@push down\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\n@push up\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\n@jetpack\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (0)\nhide\nforever\n if <(level) = [8]> then\n go to x: (-90) y: (130)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (figur12 v)?> then\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\n broadcast (player with jatpack v)\n end\nend\n\nwhen this sprite clicked\nstart sound [Plopp v]\n\n@effect bubles\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <<<<(level) = [10]> or <(level) = [11]>> or <(level) = [12]>> or <(level) = [13]>> then\n show\n wait (pick random (0.1) to (0.05)) seconds\n create clone of (_myself_ v)\n else\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (-230)\nset [color v] effect to (pick random (1) to (15))\nset size to (pick random (20) to (90)) %\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@Music\n\nwhen flag clicked\nset volume to (70) %\nforever\n play sound [Upbeat Background Music For Videos and Presentations v] until done\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n set volume to (100) %\n end\nend\n\n@fordergrund\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\n
Welcome to the Sheep platformer\n\n-Arrow keys or W,A,S,D to move \n-↓ or "S" to cower "r" to restart a level\n\nAll Levels are possible! ( with mobile too)! Write a comment if you need help. Have fun!!
black&White platformer 黒と白のプラットフォーマー!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (サムネイル v)\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (intro v)\nwait (5) seconds\nclear graphic effects\nswitch backdrop to (白 v)\n\nwhen I receive [スタート v]\nwait (2) seconds\nset volume to (100) %\nforever\n play sound [MusMus-BGM-125 v] until done\nend\n\nwhen I receive [0 v]\nset volume to (0) %\n\nwhen I receive [30 v]\nset volume to (30) %\n\nwhen I receive [65 v]\nset volume to (65) %\n\nwhen I receive [100 v]\nset volume to (100) %\n\n@スプライト1\n\ndefine 初期化\nshow\ngo to x: (-202) y: (0)\nswitch costume to (cube1 v)\nset size to (100) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [x v] to [0]\nset [y v] to [0]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nhide\nset [レベル v] to [0]\n\nwhen I receive [スタート v]\nshow\n初期化\nforever\n switch costume to (cube1 v)\n if <key (down arrow v) pressed?> then\n switch costume to (cube2 v)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (0.7)\n if <key (down arrow v) pressed?> then\n switch costume to (cube2 v)\n else\n switch costume to (cube1 v)\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (90)\n change [x v] by (-0.7)\n if <key (down arrow v) pressed?> then\n switch costume to (cube2 v)\n else\n switch costume to (cube1 v)\n end\n end\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 (up arrow v) pressed?> then\n if <(x) > [0]> then\n start sound [壁キック v]\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n set [x v] to ((x) * (0.96))\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 (up arrow v) pressed?> then\n if <touching (地面 v)?> then\n set [y v] to [15]\n start sound [Jump v]\n end\n end\n change y by (1)\n if <(x position) > [217]> then\n if <(レベル) < [9]> then\n change [レベル v] by (1)\n if <(レベル) = [1]> then\n broadcast (next v)\n hide\n wait (3) seconds\n 初期化\n end\n if <(レベル) = [2]> then\n broadcast (next2 v)\n hide\n wait (3) seconds\n 初期化\n end\n if <(レベル) = [3]> then\n broadcast (next3 v)\n hide\n wait (3) seconds\n 初期化\n end\n if <(レベル) = [4]> then\n broadcast (next4 v)\n hide\n wait (3) seconds\n 初期化\n end\n if <(レベル) = [5]> then\n broadcast (next5 v)\n wait (3) seconds\n 初期化\n end\n if <(レベル) = [6]> then\n broadcast (next6 v)\n wait (3) seconds\n 初期化\n end\n if <(レベル) = [7]> then\n broadcast (next7 v)\n wait (3) seconds\n 初期化\n end\n if <(レベル) = [8]> then\n broadcast (next8 v)\n wait (3) seconds\n 初期化\n end\n end\n end\n if <(y position) < [-164]> then\n set rotation style [all around v]\n set [x v] to [0]\n set [y v] to [10]\n 初期化\n end\n if <touching (棘 v)?> then\n start sound [Oops v]\n switch costume to (cube1 v)\n set rotation style [all around v]\n change y by (4)\n set [y v] to [15]\n set [x v] to [10]\n repeat until <(y position) < [-180]>\n change y by (y)\n change [y v] by (-1)\n turn right (14) degrees\n end\n 初期化\n end\n if <touching (ばね v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [18]\n else\n set [y v] to [15]\n end\n end\nend\n\nwhen I receive [next7 v]\nset [終わり v] to [終わり]\n\nwhen flag clicked\nforever\n if <(x position) > [217]> then\n hide\n end\nend\n\n@地面\n\nwhen flag clicked\nhide\nswitch costume to (line v)\nforever\n go to x: (-54) y: (-67)\nend\n\nwhen I receive [スタート v]\nshow\n\nwhen I receive [next v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next2 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next3 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next4 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next5 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next6 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next7 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next8 v]\nwait (1.5) seconds\nnext costume\n\n@棘\n\nwhen I receive [next v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next2 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next3 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next4 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next5 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next6 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next7 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [next8 v]\nwait (1.5) seconds\nnext costume\n\n@time\n\nwhen I receive [表示 v]\nrepeat until <(終わり) = [終わり]>\n time [-200] [-120] []\nend\n\ndefine time (x) (y) (桁)\ngo to [front v] layer\ngo [backward v] (5) layers\nshow\nbroadcast (削除 v)\nset [time表示用 v] to [0]\nset size to (大きさ) %\ngo to x: ((x) + ((0.425) * (size))) y: ((y) - ((0.25) * (size)))\nswitch costume to (time v)\ncreate clone of (_myself_ v)\nchange x by ((((42.5) + (10)) * (size)) / (100))\nrepeat (length of ([floor v] of (timer) ))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\nend\nif <not <((桁) * (1)) = [0]>> then\n change x by ((0.065) * (size))\n change [time表示用 v] by (1)\n switch costume to (透明 v)\n create clone of (_myself_ v)\n change x by ((0.065) * (size))\n repeat ((桁) - (letter (1) of ((桁) - (3))))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\n end\nend\nhide\n\nwhen flag clicked\nhide\nset [brightness v] effect to (100)\nswitch costume to (透明 v)\nset [大きさ v] to [100]\nset [終わり v] to [始まり]\n\nwhen I receive [スタート v]\nreset timer\nbroadcast (表示 v)\n\nwhen I receive [削除 v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (4) layers\n\nwhen [timer v] > (0)\nhide\n\n@イントロ\n\ndefine ◆\ngo to x: (-240) y: (185)\nswitch costume to (正方形 v)\nrepeat (11)\n repeat (13)\n create clone of (_myself_ v)\n change x by (40)\n end\n set x to (-240)\n change y by (-36)\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <(costume [number v]) = [1]> then\n set size to (0) %\n point in direction (0)\n hide\n wait (((((x position) + (240)) / (240)) + (((y position) + (180)) / (180))) / (5)) seconds\n show\n repeat (30)\n change size by (((105) - (size)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n wait until <[5] < (timer)>\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (0) %\n set [variable v] to [0]\n repeat (55)\n set [variable v] to (((variable) * (0.75)) + (((100) - (size)) / (3)))\n change size by (variable)\n end\n point in direction (180)\n change x by (150)\n repeat (20)\n turn right (((90) - (direction)) / (3)) degrees\n change x by (((0) - (x position)) / (3))\n end\n wait until <[4.5] < (timer)>\n hide\n go to x: (0) y: (500)\n go to [front v] layer\n wait until <[7] < (timer)>\n show\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((25) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n if <(variable) = [3.14]> then\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[12] < (timer)>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n else\n if <(costume [number v]) = [4]> then\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (0) %\n repeat (50)\n change size by (((100) - (size)) / (6))\n end\n wait until <[7] < (timer)>\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((-100) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n if <<[4] < (costume [number v])> and <[10] > (costume [number v])>> then\n if <(variable) = [1]> then\n show\n go to x: (0) y: (0)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (pick random (0) to (30))\n set [variable v] to (pick random (-20) to (20))\n set [?/? v] to (pick random (1) to (360))\n set [? v] to [0]\n repeat (60)\n go to [front v] layer\n point in direction (?/?)\n move (variable) steps\n change [? v] by (variable)\n point in direction ((?) + (?/?))\n if <touching (_edge_ v)?> then\n if on edge, bounce\n set [?/? v] to (direction)\n end\n set [variable v] to ((variable) * (0.95))\n change [ghost v] effect by (3.4)\n end\n delete this clone\n else\n go to (random position v)\n show\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (100)\n point in direction (pick random (1) to (360))\n repeat until <[6] < (timer)>\n move (0.2) steps\n if <(pick random (1) to (2)) = [1]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\n change [ghost v] effect by (-4)\n end\n delete this clone\n end\n else\n delete this clone\n end\n end\n end\n end\nend\ndelete this clone\n\ndefine Back Dust\nset [variable v] to [29]\nrepeat (40)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\ndefine Dust\nset [variable v] to [1]\nrepeat (20)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro v]\nreset timer\nstart sound [Lensko - Cetus \[NCS Release\] v]\n◆\nwait until <[1.8] < (timer)>\nBack Dust\nset [brightness v] effect to (-100)\nDust\nclear graphic effects\nswitch costume to (かっこいいイラスト v)\ncreate clone of (_myself_ v)\nwait until <[4] < (timer)>\nset [variable v] to [3.14]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (25)\n wait (0.1) seconds\nend\nwait until <[5.25] < (timer)>\nclear graphic effects\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nDust\nDust\nwait until <[9] < (timer)>\nset [variable v] to [8.97]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-15)\n wait (0.1) seconds\nend\nwait (3) seconds\nbroadcast (スタート v)\n\nwhen flag clicked\nhide\n\n@NEXT\n\ndefine クローン (クローンid)\nswitch costume to (クローンid)\ncreate clone of (_myself_ v)\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [next v]\nhide\nクローン [1]\nwait (0.05) seconds\nクローン [2]\nwait (0.05) seconds\nクローン [3]\nwait (0.05) seconds\nクローン [4]\nwait (0.05) seconds\nクローン [5]\n\nwhen I receive [next2 v]\nhide\nクローン [1]\nwait (0.05) seconds\nクローン [2]\nwait (0.05) seconds\nクローン [3]\nwait (0.05) seconds\nクローン [4]\nwait (0.05) seconds\nクローン [5]\n\nwhen I receive [next3 v]\nhide\nクローン [1]\nwait (0.05) seconds\nクローン [2]\nwait (0.05) seconds\nクローン [3]\nwait (0.05) seconds\nクローン [4]\nwait (0.05) seconds\nクローン [5]\n\nwhen I receive [next4 v]\nhide\nクローン [1]\nwait (0.05) seconds\nクローン [2]\nwait (0.05) seconds\nクローン [3]\nwait (0.05) seconds\nクローン [4]\nwait (0.05) seconds\nクローン [5]\n\nwhen I receive [next5 v]\nhide\nクローン [1]\nwait (0.05) seconds\nクローン [2]\nwait (0.05) seconds\nクローン [3]\nwait (0.05) seconds\nクローン [4]\nwait (0.05) seconds\nクローン [5]\n\nwhen I receive [next6 v]\nhide\nクローン [1]\nwait (0.05) seconds\nクローン [2]\nwait (0.05) seconds\nクローン [3]\nwait (0.05) seconds\nクローン [4]\nwait (0.05) seconds\nクローン [5]\n\nwhen I receive [next7 v]\nhide\nクローン [1]\nwait (0.05) seconds\nクローン [2]\nwait (0.05) seconds\nクローン [3]\nwait (0.05) seconds\nクローン [4]\nwait (0.05) seconds\nクローン [5]\n\nwhen I start as a clone\nshow\ngo to x: (468) y: (0)\nrepeat until <(round (x position)) = [0]>\n go to [front v] layer\n change x by (((0) - (x position)) / (7))\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to [front v] layer\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 go to [front v] layer\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 go to [front v] layer\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 go to [front v] layer\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 go to [front v] layer\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 to [front v] layer\nend\n\nwhen I receive [next8 v]\nhide\nクローン [1]\nwait (0.05) seconds\nクローン [2]\nwait (0.05) seconds\nクローン [3]\nwait (0.05) seconds\nクローン [4]\nwait (0.05) seconds\nクローン [5]\n\n@サムネイル\n\nwhen flag clicked\nset y to (340)\nset x to (0)\nhide\nforever\n go to [front v] layer\n set [タイマー v] to (timer)\nend\n\nwhen [timer v] > (タイマー)\nhide\nset y to (340)\nset x to (0)\ngo to [front v] layer\nshow\nrepeat (36)\n change y by (((-1) * (y position)) / (6))\n set volume to ((-100) / (36)) %\nend\nforever\n stop all sounds\n go to x: (0) y: (0)\nend\n\n@ターボ対策\n\nwhen flag clicked\nforever\n hide\n change [ターボ v] by (1)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n set [ターボ v] to [0]\n wait (0.001) seconds\n if <[3] < (ターボ)> then\n stop [all v]\n end\n go to [back v] layer\nend\n\n@スプライト2\n\nwhen flag clicked\nif <not <[見た人 v] contains (username)?>> then\n add (username) to [見た人 v]\nend\n\nwhen flag clicked\nhide\nchange [brightness v] effect by (-100)\nswitch costume to (100 v)\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [スタート v]\nshow\nforever\n if <(costume [number v]) = [1]> then\n broadcast (100 v)\n else\n if <(costume [number v]) = [2]> then\n broadcast (65 v)\n else\n if <(costume [number v]) = [3]> then\n broadcast (30 v)\n else\n if <(costume [number v]) = [4]> then\n broadcast (0 v)\n end\n end\n end\n end\nend\n\nwhen I receive [0 v]\nset volume to (0) %\n\nwhen I receive [30 v]\nset volume to (30) %\n\nwhen I receive [65 v]\nset volume to (65) %\n\nwhen I receive [100 v]\nset volume to (100) %\n\n@costume1\n\nwhen I receive [スタート v]\nforever\n wait (pick random (15) to (20)) seconds\n go to x: (120) y: (215)\nend\n\n
〜白と黒だけの世界で冒険しよう!!〜\n〜Let's adventure in a world of only black and white!〜\n\n《使い方》《How to use》\n/矢印キーで操作します\n Operate with arrow keys\n/画面の右端に着いたら次のステージへ行きます\n When you reach the right edge of the screen, go to the next stage\n/コースは全部で8個あります\n There are 8 courses in total\n/トゲに当たったら死にます\n If you hit a thorn, you will die\n
SUMMER PLATFORMER!
@Stage\n\nwhen I receive [\[intro\]end v]\nwait (4) seconds\nforever\n play sound (pick random (2) to (10)) until done\nend\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen I receive [\[intro\]end v]\nwait (2) seconds\nforever\n repeat until <(Stage) = [19]>\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [\[intro\]end v]\nshow variable [☁ world time v]\nshow variable [time v]\n\nwhen flag clicked\nset [☁ world time v] to (☁ World time)\n\nwhen I receive [\[intro\]end v]\nforever\n if <(Stage) = [19]> then\n if <(Time) < (☁ World time)> then\n set [☁ world time v] to (Time)\n end\n end\nend\n\nset [☁ world time v] to [150]\n\nwhen flag clicked\nswitch backdrop to (はじめ v)\nwait (10) seconds\nswitch backdrop to (あおぞら v)\n\nforever\n\nwhen flag clicked\nforever\n set [your time! v] to (Time)\nend\n\nhide variable [your time! v]\n\n@プレイヤー\n\ndefine おい当たったぞ\nstart sound [Crunch v]\nset rotation style [all around v]\nswitch costume to (player v)\nset [death v] to [12]\nrepeat (35)\n change y by (death)\n change [death v] by (-1)\n change [ghost v] effect by (1)\n turn right (5) degrees\nend\ngo to x: (-205) y: (-30)\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nswitch costume to (player v)\nstart sound [Pew v]\nbroadcast (もう一回 v)\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n switch costume to (コスチューム2 v)\n go [backward v] (1) layers\n change [ghost v] effect by (10)\n change [color v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\ngo to [back v] layer\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (コスチューム1 v)\n\nrepeat (10)\n change [color v] effect by (5)\nend\nclear graphic effects\ngo to x: (-186) y: (55)\n\nwhen flag clicked\nforever\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen flag clicked\nswitch costume to (コスチューム5 v)\nhide\n\nwhen I receive [\[intro\]end v]\nshow\n\nwhen I receive [\[intro\]end v]\ngo to x: (-186) y: (-1)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <[235] < (x position)> then\n broadcast (Next stage v)\n hide\n wait (0.6) seconds\n set [x v] to [0]\n set [y v] to [0]\n point in direction (90)\n go to x: (-186) y: (55)\n show\n end\n if <touching (ばね v)?> then\n set [y v] to [20]\n start sound [Boing v]\n end\n \n start sound [Crunch v]\n repeat (10)\n change [color v] effect by (5)\n end\n clear graphic effects\n go to x: (-186) y: (55)\n end\n if <<touching (針 v)?> or <(y position) < [-170]>> then\n おい当たったぞ\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n if <<touching (地面 v)?> or <touching (雲⁉️2 そこでワープできるよ v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (雲⁉️2 そこでワープできるよ v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (雲⁉️2 そこでワープできるよ v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (雲⁉️2 そこでワープできるよ v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (雲⁉️2 そこでワープできるよ v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (雲⁉️2 そこでワープできるよ v)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <<touching (地面 v)?> or <touching (雲⁉️2 そこでワープできるよ v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [16.3]\n start sound [Low Whoosh v]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <<touching (地面 v)?> or <touching (雲⁉️2 そこでワープできるよ v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change x by (x)\nend\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\]end v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next stage v]\nwait (0.6) seconds\nchange [stage v] by (1)\nnext costume\n\nwhen flag clicked\nset [stage v] to [1]\nforever\n go [backward v] (10000) layers\nend\n\n@針\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [\[intro\]end v]\nshow\npoint in direction (90)\nforever\n go to x: (0) y: (0)\n if <(Stage) = [10]> then\n turn right (5) degrees\n go to x: (-55) y: (-96)\n go to [back v] layer\n else\n point in direction (90)\n end\n if <(Stage) = [11]> then\n set size to (65) %\n set y to (-80)\n point in direction (90)\n repeat (20)\n move (5) steps\n point in direction (90)\n end\n repeat (20)\n move (-5) steps\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [next stage v]\nwait (0.6) seconds\nnext costume\n\nwhen flag clicked\npoint in direction (90)\nforever\n go [backward v] (10000) layers\nend\n\n\n\nwhen flag clicked\n\nforever\n\n@メッセージ\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\]end v]\nswitch costume to (コスチューム1 v)\nforever\n show\nend\n\nwhen I receive [next stage v]\nwait (0.6) seconds\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@ハートアンドほし\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\]end v]\nhide\nforever\n wait (pick random (8) to (10)) seconds\n switch costume to (costume2 v)\n go to x: (0) y: (-40)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (6)\n end\n repeat (5)\n change y by (-3)\n end\n repeat (5)\n change y by (1)\n end\n wait (2) seconds\n repeat (15)\n change y by (-7)\n end\n hide\nend\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go [backward v] (100) layers\nend\n\nwhen I receive [\[intro\]end v]\nshow\ngo to x: (208) y: (158)\nset size to (100) %\nset [sun suze v] to [100]\nforever\n wait (1) seconds\n forever\n change size by ([cos v] of (Sun Suze) )\n change [sun suze v] by (10)\n end\nend\n\n@ばね\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\n\nwhen flag clicked\nforever\n go [backward v] (10000) layers\nend\n\nwhen I receive [next stage v]\nwait (0.4) seconds\nnext costume\n\nwhen I receive [\[intro\]end v]\nshow\n\n@雲\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (30)\nshow\nset y to (135)\nforever\n move (10) steps\n if <(x position) > [256]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり v]\n\nwhen I receive [\[intro\]end v]\ngo to [back v] layer\ngo to x: (-143) y: (66)\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\n@next\n\nwhen I receive [next stage v]\nshow\nnext costume\nset x to (-575)\nstart sound [Coin v]\nrepeat (10)\n change x by (46.5)\nend\nwait (0.3) seconds\nrepeat (10)\n change x by (56.5)\nend\nhide\n\nwhen flag clicked\nhide\nclear graphic effects\nforever\n set y to (0)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n go to [front v] layer\nend\n\nswitch costume to (pick random (1) to (3))\n\n@Samune\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (0.0000000000000000000000000000000000005) seconds\nhide\ngo to [back v] layer\nwait (8.8) seconds\nbroadcast (かくして v)\n\nwhen I receive [かくして v]\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0)\nhide variable [☁ world time v]\nhide variable [time v]\ngo to x: (0) y: (999)\nrepeat until <[0] = (y position)>\n change y by ((() - (y position)) / (10))\nend\n\nwhen I receive [かくして v]\nwait (8.8) seconds\nforever\n reset timer\nend\n\nwhen flag clicked\n\n@Level\n\nwhen flag clicked\ngo to x: (-58) y: (43)\nhide\n\nwhen I receive [\[intro\]end v]\nswitch costume to (コスチューム1 v)\nshow\n\nwhen flag clicked\nforever\n set size to (75) %\n go to [back v] layer\n set [ghost v] effect to (40)\nend\n\nwhen I receive [next stage v]\nwait (0.6) seconds\nnext costume\n\n@intro\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Foxsky - Kirby Smash v]\n\nwait (0.8) seconds\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\nwait (2) seconds\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\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 [始まり v]\n\nhide\n\ndelete this clone\n\nwhen I receive [\[intro\]end v]\nrepeat (100)\n change volume by (-1)\nend\nset volume to (0) %\n\n\n\nwhen flag clicked\n\n
    *・゜゚・*:.。..。.:*・'Japan'・*:.。. .。.:*・゜゚・*\n※大画面にしてください(time見えなくなる)\n\n《English》\n⚠️ Please note that what is written in English and Japanese may be different.\n\nOperate with an arrow key or WASD key or tap. There are 17 stages in total, including Gori. If you touch the red one, you're out. I can definitely go to the goal, so let's try it first! please ❤&⭐️!\n\n\n《日本語》\n矢印キーまたはWASDキーまたはタップで操作します。ゴールも含め、全部で17ステージあります。赤いやつに触れたらアウトです。必ずゴールに行けるのでまずはトライしてみましょう!❤と⭐️お願い!\n
Upside down | a mobile platformer #all #games #art #music
@Stage\n\nwhen I receive [start v]\nplay sound [Force v] until done\n\n@player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [lvl start v]\ngo to x: (-180) y: (64)\nset size to (100) %\nset [ghost v] effect to (0)\n\nwhen I receive [new lvl v]\nbroadcast (next lvl v)\ngo to x: (-180) y: (64)\nset size to (100) %\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nshow\nswitch costume to (costume2 v)\ngo to x: (-180) y: (64)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> 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 (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change x by ((Xv) * (-1))\n change y by (5)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((y position) + (20)) > (mouse y)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [-13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (1)\n change y by (Yv)\n if <touching (sprite1 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (1)\n if <touching (sprite1 v)?> then\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((y position) + (20)) > (mouse y)>>> then\n set [yv v] to [-13]\n end\n end\n change y by (-1)\n if <touching (sprite3 v)?> then\n broadcast (next lvl v)\n go to x: (-180) y: (64)\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <touching (sprite4 v)?> then\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n end\n go to x: (-173) y: (-40)\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <key (space v) pressed?> then\n broadcast (next lvl v)\n go to x: (-180) y: (64)\n set size to (100) %\n set [ghost v] effect to (0)\n wait (.2) seconds\n end\n if <key (r v) pressed?> then\n go to x: (-180) y: (64)\n set size to (100) %\n set [ghost v] effect to (0)\n wait (.2) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next lvl v]\nnext costume\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (new lvl v)\nbroadcast (lvl start v)\nwait (.2) seconds\n\nwhen I receive [start v]\ngo to x: (-183) y: (159)\nshow\npoint in direction (90)\nforever\n repeat (3)\n turn right (5) degrees\n wait (.00001) seconds\n end\n wait (.1) seconds\n repeat (6)\n turn left (5) degrees\n wait (.00001) seconds\n end\n wait (.1) seconds\n repeat (3)\n turn right (5) degrees\n wait (.00001) seconds\n end\nend\n\n@Intro\n\nwhen flag clicked\nwait (0) seconds\nplay sound [Jim Yosef - Link \[NCS Release\] v] until done\n\nwhen flag clicked\nset [clone size v] to [0]\nset [clone x v] to [0]\nset [clone y v] to [0]\nset [clone id v] to [0]\nhide\nCreate Clones [3] [30]\nCreate Particles [18]\n\ndefine Create Clones (amount) (particle amount1)\nrepeat (amount)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nrepeat (1)\n repeat (particle amount1)\n set [clone id v] to [20]\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nif <(Clone ID) = [1]> then\n wait (0) seconds\n set size to (10) %\n switch costume to (costume4 v)\n show\n repeat (20)\n change size by (((100) - (size)) / (6))\n end\n go to [front v] layer\n repeat (140)\n switch costume to (costume4 v)\n change size by (((420) - (size)) / (4))\n switch costume to (costume5 v)\n end\n set [clone size v] to [0]\n repeat (50)\n switch costume to (costume4 v)\n change [clone size v] by (-1)\n change size by (Clone Size)\n change [ghost v] effect by ([abs v] of ((Clone Size) / (2)) )\n switch costume to (costume5 v)\n end\n delete this clone\nend\nif <(Clone ID) = [21]> then\n go to x: (pick random (-200) to (200)) y: (pick random (-200) to (200))\n set size to (pick random (80) to (100)) %\n switch costume to (costume3 v)\n set [ghost v] effect to (20)\n go to [back v] layer\n show\n repeat (4)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (4))\n change y by (((0) - (y position)) / (4))\n end\n repeat (20)\n change x by (((0) - (x position)) / (4))\n change y by (((0) - (y position)) / (4))\n end\n delete this clone\nend\nif <(Clone ID) = [2]> then\n wait (1.3) seconds\n switch costume to (costume1 v)\n set size to (10) %\n point in direction (180)\n go to [front v] layer\n show\n repeat (70)\n set [clone size v] to (((Clone Size) * (0.7)) + (((140) - (size)) / (4)))\n turn right (((90) - (direction)) / (3)) degrees\n change size by (Clone Size)\n end\n repeat (50)\n change y by (((-100) - (y position)) / (4))\n end\n repeat (25)\n change size by (-2)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\nif <(Clone ID) = [3]> then\n wait (3.6) seconds\n switch costume to (costume2 v)\n go to x: (0) y: (50)\n set size to (400) %\n go to [front v] layer\n show\n repeat (50)\n set [clone size v] to (((Clone Size) * (0.7)) + (((100) - (size)) / (4)))\n change size by (Clone Size)\n end\n repeat (25)\n change size by (-2)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\nif <(Clone ID) = [20]> then\n wait (1.31) seconds\n go to x: (pick random (-10) to (10)) y: (0)\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (costume6 v)\n set [clone x v] to (pick random (-10) to (10))\n set [clone y v] to (pick random (10) to (20))\n set [brightness v] effect to (pick random (0) to (-5))\n set size to (pick random (80) to (120)) %\n show\n repeat until <touching (_edge_ v)?>\n change [clone y v] by (-1)\n change y by (Clone Y)\n change x by (Clone X)\n set [clone y v] to ((Clone Y) * (0.96))\n end\n broadcast (Clear Clones v)\n delete this clone\nend\n\ndefine Create Particles (amount1)\nrepeat (amount1)\n set [clone id v] to [21]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait (6) seconds\nbroadcast (start v)\n\n@TH\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@love and fave 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
Hi everyone!!!\nPress Green Flag!\n\nUpside down | a mobile platformer!!! :)\nI'm glad to tell you I just made a battle and also finished it!!\n\nFullscreen recommended XD\nThis game is possible.\nPlease get this on top loved or top remixed!!! Thanks!!\nIt took 3 days for me to make this ...\n\n-------------Upside down | a mobile platformer---------------\n\n▶Advertising is not allowed\n▶No spamming or F4F\n▶No mean comments or else you'll be reported\n▶Please LOVE, FAVORITE, and FOLLOW ❤⭐\n\n---------------------------Instructions-------------------------------\n\n- Arrow keys/ WASD/ Mobile to move and jump. (swap controls)\n- Avoid lava and spikes.\n- This game is upside down!!\n\n-------------------------------------------------------------------------\n\nHope you enjoyed it!!!!\nHave fun!!!\nCheck out my other cool projects\nComment how many times you died\n \nLeave a ❤️, ⭐ and follow to @--Good-- for more projects like this!\n\nPlease Leave a ❤️ and ⭐ will be highly appreciated.\n\n------------------------------Goals-----------------------------------\n- Up to Trending\n- 3000 views\n- 300 Loves And Favs\n\nCredits:\nYou for clicking ❤️ and ⭐ this project and following me\n\n-------------------------------------------------------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nStill there? :O\n\n❤️ + ⭐ = Thanks\n❤️ and ⭐️, please.\n\n\nTags:\n-- #Player # #Winter #cloud #skip #--Good-- #games
Realistic | A Platformer #All #Games #Animations #Music #Art #Stories
@Stage\n\nwhen flag clicked\nforever\n play sound [Moosic v] until done\nend\n\n@Player\n\nwhen I receive [run platformer v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n Reset - Setup\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [level v]\nhide variable [yv v]\nbroadcast (Run Platformer v)\nhide\n\nwhen I receive [run platformer v]\ngo to [front v] layer\nset [dead? v] to [0]\nset [level v] to [0]\nset size to (60) %\nReset - Setup\nforever\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)?> or <touching (bridgetest 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)?> or <touching (bridgetest 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 (saw v)?>> then\n set [deadtype v] to [Spike]\n Death\n end\n if <touching (lava v)?> then\n set [deadtype v] to [Lava]\n Death\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 (60) %\nshow\n\ndefine Death\nset [dead? v] to [1]\nif <(deadType) = [Lava]> then\n set [deady v] to [0]\n repeat until <(y position) < [-175]>\n change [deady v] by (-1)\n change y by (DeadY)\n change [ghost v] effect by (4)\n end\n Reset - Setup\nend\nif <(deadType) = [Spike]> then\n set [deady v] to [0]\n repeat (5)\n turn right (1) degrees\n change [deady v] by (1)\n change y by (DeadY)\n change [ghost v] effect by (4)\n end\n repeat until <(y position) < [-175]>\n turn right (1) degrees\n change [deady v] by (-1)\n change y by (DeadY)\n change [ghost v] effect by (4)\n end\n Reset - Setup\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\ngo [backward v] (2) layers\n\n@ground\n\nwhen I receive [run platformer v]\nshow\nforever\n set [ghost v] effect to (100)\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 [back v] layer\nforever\n go to [back v] layer\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\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Visible\n\nwhen I receive [run platformer v]\nshow\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@BridgeTest\n\ndefine Create Bridge At X: (x) Y: (y)\ngo to x: (x) y: (y)\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nchange x by (23)\nchange y by (-5)\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nchange x by (23)\nchange y by (-5)\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nchange x by (23)\ncreate clone of (_myself_ v)\nchange x by (23)\ncreate clone of (_myself_ v)\nchange x by (23)\nchange y by (5)\nchange [cloneid v] by (-1)\ncreate clone of (_myself_ v)\nchange x by (23)\nchange y by (5)\nchange [cloneid v] by (-1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [level v] to [0]\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n Create Bridge At X: [-45] Y: [-80]\n wait until <not <(Level) = [2]>>\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen I start as a clone\nset [x v] to (x position)\nset [y v] to (y position)\nset [oldlevel v] to (Level)\nshow\nforever\n if <(distance to [player v]) < [32]> then\n if <not <(y position) < ((y) - ((5) * (CloneID)))>> then\n change y by (-1)\n end\n else\n repeat until <(y position) = (y)>\n change y by (1)\n end\n end\n if <not <(Level) = (oldLevel)>> then\n delete this clone\n end\nend\n\n@GrassTest\n\nwhen flag clicked\nset [level v] to [0]\nhide\nforever\n if <(Level) = [1]> then\n Create Grass At X: [-240] Y: [-80] Grass: [44]\n wait until <not <(Level) = [1]>>\n end\n if <(Level) = [2]> then\n Create Grass At X: [-220] Y: [-83] Grass: [14]\n Create Grass At X: [117] Y: [-80] Grass: [10]\n wait until <not <(Level) = [2]>>\n end\n if <(Level) = [3]> then\n Create Grass At X: [-220] Y: [-83] Grass: [14]\n Create Grass At X: [117] Y: [-80] Grass: [10]\n wait until <not <(Level) = [3]>>\n end\n if <(Level) = [4]> then\n Create Grass At X: [-240] Y: [-80] Grass: [44]\n wait until <not <(Level) = [4]>>\n end\n if <(Level) = [5]> then\n Create Grass At X: [-230] Y: [-83] Grass: [18]\n Create Grass At X: [-40] Y: [-8] Grass: [9]\n wait until <not <(Level) = [5]>>\n end\n if <(Level) = [6]> then\n Create Grass At X: [-230] Y: [-83] Grass: [47]\n wait until <not <(Level) = [6]>>\n end\n if <(Level) = [7]> then\n Create Grass At X: [170] Y: [-83] Grass: [10]\n Create Grass At X: [15] Y: [3] Grass: [2]\n Create Grass At X: [-245] Y: [-83] Grass: [4]\n wait until <not <(Level) = [7]>>\n end\n if <(Level) = [8]> then\n Create Grass At X: [-240] Y: [-80] Grass: [42]\n wait until <not <(Level) = [8]>>\n end\nend\n\nwhen I start as a clone\nchange x by ((CloneID) * (10))\nset [oldlevel v] to (Level)\nset [x v] to (x position)\nset [y v] to (y position)\nshow\nforever\n go to [front v] layer\n if <(distance to [player v]) < [32]> then\n if <(Xv) > [0]> then\n if <not <[130] < (direction)>> then\n turn right (5) degrees\n end\n end\n if <[0] > (Xv)> then\n if <not <(direction) < [50]>> then\n turn right (-5) degrees\n end\n end\n else\n if <[90] < (direction)> then\n repeat until <(direction) = [90]>\n turn left (5) degrees\n end\n end\n if <(direction) < [90]> then\n repeat until <(direction) = [90]>\n turn left (-5) degrees\n end\n end\n end\n if <not <(Level) = (OldLevel)>> then\n delete this clone\n end\nend\n\ndefine Create Grass At X: (x) Y: (y) Grass: (grass)\nset [cloneid v] to [0]\nrepeat (grass)\n switch costume to (pick random (1) to (2))\n go to x: (x) y: (y)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine Create Bridge At X: (x) Y: (y)\n\nwhen [m v] key pressed\nset [mousex v] to (mouse x)\nset [mousey v] to (mouse y)\nshow variable [mousex v]\nshow variable [mousey v]\n\nwhen [h v] key pressed\nhide variable [mousex v]\nhide variable [mousey v]\n\n@Saw\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\ngo to [back v] layer\nforever\n go to [back v] layer\n switch costume to (Level)\n if <(Level) = [6]> then\n go to x: (0) y: (-80)\n set size to (50) %\n show\n else\n if <(Level) = [7]> then\n go to x: (150) y: (-80)\n set size to (50) %\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [run platformer v]\nforever\n turn right (7) degrees\nend\n\n@Thumbnail\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
new!: https://scratch.mit.edu/projects/643438568/\n\n~Instructions~\n\n- Use ⬆⬅➡, w,d,a, or mobile friendly.\n- 100% possible levels.\n- Avoid spikes, lava and saws.\nMaybe ❤️ and ⭐️ and follow me for more cool games?
Platformer Engine [1k special] Mobile Friendly #games #art #music #tutorial
@Stage\n\n@player\n\nwhen flag clicked\ngo [forward v] (2) layers\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\ngo to x: (-205) y: (-30)\nset size to (130) %\npoint in direction (90)\nset [player x v] to [0]\nset [player y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [player x v] by (-1)\n end\n set [player x v] to ((Player X) * (0.9))\n change x by (Player 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 x by ((Player X) * (-1))\n change y by (-4)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Player X) > [0]> then\n set [player x v] to [-5]\n else\n set [player x v] to [5]\n end\n set [player y v] to [12]\n else\n set [player x v] to [0]\n end\n end\n end\n end\n end\n end\n change [player y v] by (-1)\n change y by (Player Y)\n if <touching (level v)?> then\n change y by ((Player Y) * (-1))\n set [player y 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)>>>> then\n set [player y v] to [12]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n play sound [hurt v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [225]> then\n go to x: (-205) y: (-30)\n change [level v] by (1)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-205) y: (-30)\n end\nend\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)>>> and <touching (water v)?>> then\n set [player y v] to [5]\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (trampoline v)?> then\n set [player y v] to [17]\n end\nend\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@thumb\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@trampoline\n\nwhen flag clicked\nset size to (70) %\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (4)\n next costume\n wait (.02) seconds\n end\n else\n switch costume to (costume1 v)\n end\n if <(Level) = [3]> then\n go to x: (-121) y: (-85)\n show\n end\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Boing v] until done\n end\nend\n\n@danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\n@text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\n@up\n\nwhen flag clicked\ngo to x: (20) y: (-20)\nset size to (80) %\nset [ghost v] effect to (30)\nforever\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 (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@down\n\nwhen flag clicked\ngo to x: (20) y: (-20)\nset size to (80) %\nset [ghost v] effect to (30)\nforever\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@left\n\nwhen flag clicked\ngo to x: (20) y: (-20)\nset size to (80) %\nset [ghost v] effect to (30)\nforever\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 (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@right\n\nwhen flag clicked\ngo to x: (20) y: (-20)\nset size to (80) %\nset [ghost v] effect to (30)\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 (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n
Hey everyones!\nI just hit 1k followers so I decided to make a Platformer engine. :D\n\nIt is really easy to use! just --\n•Remix / Backpack\n•Make some changes (add more levels)\n•Give credit and your done!\n\nLeave a ❤️&⭐️ even a follow if you liked it!!\n\nGame Mechanics--\nWall jump ✔\nCrouching ✔\nTrampoline ✔\nWater physics ✔\nFriction ✔\nKey detector ✔\n\nFamous Scratchers--\n@Lucasliu9595 Liked! \n\nShared on [25-1-22]\n#1st page of Trending Tutorial [27-1-22]\n#2nd page of Trending Music [27-1-22]\n#5th page of Trending Art [27-1-22]\n#6th page of Trending Games [28-1-22]\n#1000 views [29-1-22]\n#100 likes [29-1-22]\n#4th page of Trending All [29-1-22]\n#3rd page of Trending Games [29-1-22]\n#2nd page of Trending Art [29-1-22]\n#4th on Trending Tutorial [29-1-22]\n#7th on Trending Music [29-1-22]\n#100 remixes [07-2-22]\n\n
Light platformer!! #all #games
@Stage\n\n@player\n\nwhen flag clicked\nhide\n\ndefine 初期設定プログラム\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (右 v)\ngo to x: (-200) y: (-50)\n\nwhen I receive [the end v]\n初期設定プログラム\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1.1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1.1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n set [地面 v] to [0]\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (地面 v)?> then\n set [y v] to [15]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <[240] < (x position)> then\n 初期設定プログラム\n broadcast (メッセージ1 v)\n wait (1.4) seconds\n end\n if <<touching (トゲ v)?> or <(y position) < [-180]>> then\n 初期設定プログラム\n start sound [crashed oof v]\n end\nend\n\nwhen I receive [the end v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (6)\n change size by (-5)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\n@地面\n\nwhen flag clicked\nhide\nhide variable [time v]\nbroadcast (THE END v)\n\nwhen I receive [メッセージ1 v]\nchange [ステージ v] by (1)\n\nwhen I receive [the end v]\nshow\ngo to x: (0) y: (0)\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [the end v]\nshow variable [time v]\nset [time v] to [0]\nwait (0) seconds\nrepeat until <(ステージ) = [10]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [メッセージ1 v]\nhide variable [time v]\nwait (1.5) seconds\nshow variable [time v]\n\n@光\n\nwhen I receive [the end v]\ngo to [back v] layer\nforever\n go to (player v)\nend\n\n@トゲ\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@Next\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [メッセージ1 v]\ngo to [front v] layer\nshow\ngo to x: (465) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nwait (0.2) seconds\nglide (0.6) secs to x: (-470) y: (0)\nhide\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n play sound [Popsicle v] until done\nend\n\n
日本語は下にあります!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nIt's a platformer of darkness!\nPlease do your best!\n\n▼ How to play\nOperate with the arrow keys or tap!\nIt is mobile compatible.\n\n▼ Goal\n⭐ and ❤ 100\nNumber of references 10000\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n暗闇のプラットフォーマーです!\n頑張ってください!\n\n▼遊び方\n矢印キー、またはタップで操作します!\nモバイル対応です。\n\n▼目標\n⭐と❤ 100\n参照数10000
platformer Minigame プラットフォーマーミニゲーム
@Stage\n\n@プレイ\n\nwhen flag clicked\nbroadcast (ホーム v)\n\nwhen flag clicked\nforever\n change [変数 v] by (7)\nend\n\nwhen I receive [ホーム v]\npoint in direction (90)\ngo to x: (0) y: (-190)\nset size to (100) %\nset [変数 v] to [0]\nhide\nwait (1) seconds\nshow\nrepeat (6)\n change y by (([abs v] of (y position) ) / (4.8))\nend\nforever\n turn right ([cos v] of (変数) ) degrees\n if <touching (mouse-pointer v)?> then\n change size by (((size) - (110)) / (-2))\n if <mouse down?> then\n start sound [決定 v]\n broadcast (ゲームスタート v)\n repeat (5)\n change y by (([abs v] of (y position) ) / (-2))\n end\n hide\n end\n else\n change size by (((size) - (95)) / (-2))\n end\nend\n\n@タイトル\n\nwhen flag clicked\ngo to x: (0) y: (174)\nshow\nrepeat (10)\n change y by (([abs v] of (y position) ) / (-10))\nend\n\nwhen I receive [ゲームスタート v]\nrepeat (10)\n change y by (([abs v] of (y position) ) / (5))\nend\nhide\n\n@BGM\n\nwhen I receive [ホーム v]\nstart sound [ホーム v]\n\nwhen I receive [ゲームスタート v]\nstop all sounds\nwait (1) seconds\nstart sound [Nebula v]\n\n@player\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-130)\nwait (1) seconds\npoint in direction (90)\nset size to (200) %\nshow\n\nwhen I receive [ゲームスタート v]\nshow\nset size to (100) %\nrepeat (10)\n go to x: (0) y: (0)\n set rotation style [left-right v]\nend\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (地面 v)?> then\n set [y v] to [15]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <touching (トゲ v)?> then\n broadcast (ゲームオーバー v)\n end\nend\n\nwhen I receive [ゲームオーバー v]\nhide\n\nwhen flag clicked\nforever\n switch costume to (コスチューム)\nend\n\n@地面\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [ゲームスタート v]\nset [タヒんだ?? v] to [いいえ]\nswitch costume to (2 v)\n\nwhen I receive [ゲームオーバー v]\nset [タヒんだ?? v] to [はい]\nhide\n\n@トゲ\n\nwhen flag clicked\nhide\n\nwhen I receive [ゲームスタート v]\nhide\nwait (1) seconds\nset [score v] to [0]\nrepeat until <(タヒんだ??) = [はい]>\n wait (pick random (0.7) to (0.5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: ([x position v] of [player v]) y: (153)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <(y position) < [-200]>\n change y by (-12)\nend\nif <(タヒんだ??) = [いいえ]> then\n change [score v] by (1)\nend\ndelete this clone\n\nwhen I receive [ゲームスタート v]\nif <(タヒんだ??) = [はい]> then\n delete this clone\nend\n\n@結果\n\nwhen I receive [ゲームオーバー v]\nshow\ngo to [front v] layer\nshow variable [score v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nif <[] < (score)> then\nend\nrepeat (34)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\nhide variable [score v]\nset [タヒんだ?? v] to [いいえ]\nhide\n\n@コスチューム替え\n\nwhen flag clicked\nhide\nset [コスチューム v] to [1]\nwait (1) seconds\nshow\ngo to x: (64) y: (-134)\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change [コスチューム v] by (1)\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\ngo to x: (-65) y: (-133)\nswitch costume to (コスチューム2 v)\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change [コスチューム v] by (-1)\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I receive [ゲームスタート v]\nhide\n\nwhen I receive [ゲームスタート v]\ndelete this clone\n\n@スプライト1\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [ゲームスタート v]\nshow\nset size to (100) %\nset [大きさ v] to [0]\nforever\n change size by ([cos v] of (大きさ) )\nend\n\nwhen I receive [ゲームスタート v]\nforever\n change [大きさ v] by (5)\nend\n\n
日本語は下にあります! \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n@takuno3 The first mini game !!\n\nAvoid the needles falling from the sky !!!\nThis player can also jump !!!\n\nUse jumps to keep avoiding for a long time! !! !!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n@takuno3初のミニゲーム!!\n\n空から降ってくる針をよけろ!!!\nこのプレイヤーはジャンプもできるぞ!!!\n\nジャンプを使って長い時間よけ続けよう!!!
☁️Night platformer 4 #Games
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\ndelete all of [игроки v]\nrepeat (9)\n add [] to [игроки v]\nend\nforever\n replace item (1) of [игроки v] with (☁ и1)\n replace item (2) of [игроки v] with (☁ и2)\n replace item (3) of [игроки v] with (☁ и3)\n replace item (4) of [игроки v] with (☁ и4)\n replace item (5) of [игроки v] with (☁ и5)\n replace item (6) of [игроки v] with (☁ и6)\n replace item (7) of [игроки v] with (☁ и7)\n replace item (8) of [игроки v] with (☁ и8)\n replace item (9) of [игроки v] with (☁ и9)\nend\n\nwhen I receive [начало проекта v]\nset [brightness v] effect to (0)\nswitch backdrop to (фон 2 v)\n\nforever\n wait (5) seconds\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (фон 2 v)\n\n@игрок\n\nwhen flag clicked\nhide\n\nwhen I receive [след. уровень v]\nset x to (-230)\n\nwhen I start as a clone\nrepeat (6)\n change size by (-2)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [начало проекта v]\nset [спавн х v] to [0]\nset [спавн у v] to [0]\nset [х v] to [0]\nset [у v] to [0]\nset [прыжок v] to [0]\nset [наклон v] to [0]\nset [пад.? v] to [0]\nset [с-п v] to [0]\ngo to x: (0) y: (0)\nshow\nforever\n set [с-х v] to ((с-х) * (0.8))\n 1\n 2\n if <key (right arrow v) pressed?> then\n change [с-х v] by (1.5)\n end\n if <key (left arrow v) pressed?> then\n change [с-х v] by (-1.5)\n end\n if <(с-х) > [0.5]> then\n --) (() - (с-х)) [90]\n else\n if <(с-х) < [-0.5]> then\n --) (() - (с-х)) [-90]\n end\n end\n if <key (up arrow v) pressed?> then\n if <<(прыжок) = [0]> and <(пад.?) < [3]>> then\n set [с-п v] to [10]\n set [прыжок v] to [1]\n else\n set [прыжок v] to [0]\n end\n end\nend\n\nwhen I receive [начало проекта v]\nswitch costume to (1 v)\nforever\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n if <key (up arrow v) pressed?> then\n switch costume to (3 v)\n else\n if <<(пад.?) > [0]> and <not <key (up arrow v) pressed?>>> then\n switch costume to (4 v)\n else\n switch costume to (5 v)\n end\n end\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [начало проекта v]\nforever\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n broadcast (след. уровень v)\n end\nend\n\nwhen I receive [начало проекта v]\nforever\n if <touching (препятствие v)?> then\n set y to ((спавн у) + (5))\n set [х v] to (спавн х)\n end\n if <touching (батут v)?> then\n set [с-п v] to [30]\n end\n if <touching (ускорение v)?> then\n set [с-х v] to [50]\n end\n if <key (space v) pressed?> then\n set y to ((спавн у) + (20))\n set [х v] to (спавн х)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [начало проекта v]\nforever\n set [код v] to (join (join ((round (x position)) + (2000)) ((round (y position)) + (400))) (() + (10)))\nend\n\nwhen I receive [начало проекта v]\nforever\n if <(№) = [1]> then\n set [☁ и1 v] to (код)\n end\n if <(№) = [2]> then\n set [☁ и2 v] to (код)\n end\n if <(№) = [3]> then\n set [☁ и3 v] to (код)\n end\n if <(№) = [4]> then\n set [☁ и4 v] to (код)\n end\n if <(№) = [5]> then\n set [☁ и5 v] to (код)\n end\n if <(№) = [6]> then\n set [☁ и6 v] to (код)\n end\n if <(№) = [7]> then\n set [☁ и7 v] to (код)\n end\n if <(№) = [8]> then\n set [☁ и8 v] to (код)\n end\n if <(№) = [9]> then\n set [☁ и9 v] to (код)\n end\n if <(№) = [10]> then\n set [☁ и10 v] to (код)\n end\nend\n\ndefine 1\nchange [с-п v] by (-1)\nchange y by (с-п)\n\ndefine 2\nchange [пад.? v] by (1)\nrepeat until <not <touching (платформа v)?>>\n change y by (1)\n set [пад.? v] to [0]\n set [с-п v] to [0]\nend\n\ndefine --) (скорость) (направлене)\npoint in direction (направлене)\nchange [х v] by (скорость)\nset [наклон v] to [0]\nrepeat until <<(наклон) = [10]> or <not <touching (платформа v)?>>>\n change y by (1)\n change [наклон v] by (1)\nend\nif <(наклон) = [10]> then\n change [х v] by (() - (скорость))\n change y by (() - (наклон))\nend\n\n@другой\n\nwhen I receive [начало проекта v]\nrepeat (9)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nif <(№) = (costume [number v])> then\n delete this clone\nend\nforever\n go to [front v] layer\n glide (0.1) secs to x: ((join (letter (1) of (item (costume [number v]) of [игроки v])) (join (letter (2) of (item (costume [number v]) of [игроки v])) (join (letter (3) of (item (costume [number v]) of [игроки v])) (letter (4) of (item (costume [number v]) of [игроки v]))))) - (2000)) y: ((join (letter (5) of (item (costume [number v]) of [игроки v])) (join (letter (6) of (item (costume [number v]) of [игроки v])) (letter (7) of (item (costume [number v]) of [игроки v])))) - (400))\nend\n\nwhen I start as a clone\nforever\n set [players online v] to (№)\nend\n\nwhen flag clicked\nhide variable [players online v]\n\nwhen flag clicked\nhide\n\n@платформа\n\nwhen I receive [начало проекта v]\nswitch costume to (0 v)\nrepeat (16)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: ((Х) + ((480) * (costume [name v]))) y: (0)\nend\n\n@препятствие\n\nwhen flag clicked\nhide variable [счет. v]\nhide\n\nwhen I receive [начало проекта v]\nshow variable [счет. v]\nforever\n set [счет. v] to (join (join [players online:] (players online)) (join [ ] (join [your score: ] (round (timer)))))\nend\n\nwhen I receive [начало проекта v]\nswitch costume to (0 v)\nrepeat (16)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: ((Х) + ((480) * (costume [name v]))) y: (0)\nend\n\n@флажок\n\nwhen flag clicked\nhide\n\nwhen I receive [начало проекта v]\nswitch costume to (3 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: ((Х) + ((480) * (costume [name v]))) y: (0)\nend\n\nwhen I start as a clone\nset [color v] effect to (0)\nshow\nforever\n if <touching (игрок v)?> then\n set [color v] effect to (50)\n set [спавн х v] to (Х)\n set [спавн у v] to ((У) + (5))\n end\nend\n\n@батут\n\nwhen flag clicked\nhide\n\nwhen I receive [начало проекта v]\nswitch costume to (3 v)\nrepeat (16)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: ((Х) + ((480) * (costume [name v]))) y: (0)\nend\n\n@ускорение\n\nwhen flag clicked\nhide\n\nwhen I receive [начало проекта v]\nswitch costume to (3 v)\nrepeat (16)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: ((Х) + ((480) * (costume [name v]))) y: (0)\nend\n\n@Заставка\n\nwhen flag clicked\nhide\nerase all\npen up\nset pen color to (#0a9c00)\nset pen size to (200)\ngo to x: (-240) y: (160)\nrepeat (5)\n repeat (6)\n pen down\n move (80) steps\n end\n set x to (-240)\n change y by (-80)\nend\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nrepeat (5)\n wait (0.3) seconds\n create clone of (_myself_ v)\n next costume\nend\nwait (1) seconds\nbroadcast (начало проекта v)\nerase all\n\nwhen I start as a clone\nshow\nset size to (260) %\nrepeat (8)\n change size by (-20)\nend\n\nwhen I receive [начало проекта v]\ndelete this clone\n\n@ОБЛОЖКА\n\nwhen flag clicked\nset [скин v] to [0]\ngo to [front v] layer\nforever\n show\n set [ghost v] effect to (100)\nend\n\n@вопрос\n\nwhen flag clicked\nhide\n\ndefine ефект\nrepeat (5)\n change y by (2)\nend\nrepeat (5)\n change y by (-2)\nend\n\nwhen I receive [начало проекта v]\n\nforever\n if <touching (игрок v)?> then\n broadcast (скин v)\n end\n if <(.уровень) = [2]> then\n switch costume to (вопрос v)\n go to x: (42) y: (107)\n show\n ефект\n else\n if <(.уровень) = [5]> then\n switch costume to (вопрос v)\n go to x: (-10) y: (135)\n show\n ефект\n else\n if <(.уровень) = [11]> then\n switch costume to (вопрос v)\n go to x: (16) y: (-143)\n show\n ефект\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [скин v]\nhide\n\ngo to [front v] layer\n\n@скины\n\nwhen I receive [скин v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nif <(.уровень) = [2]> then\n switch costume to (3 v)\nelse\n if <(.уровень) = [5]> then\n switch costume to (1 v)\n else\n if <(.уровень) = [11]> then\n switch costume to (2 v)\n end\n end\nend\nset [скин v] to (costume [number v])\ngo to x: (500) y: (12)\nrepeat (45)\n change x by (-10)\nend\nwait (1) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Спрайт 1\n\nwhen I receive [начало проекта v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nset [☁ и1 v] to [1]\nset [☁ и2 v] to [1]\nset [☁ и3 v] to [1]\nset [☁ и4 v] to [1]\nset [☁ и5 v] to [1]\nset [☁ и6 v] to [1]\nset [☁ и7 v] to [1]\nset [☁ и8 v] to [1]\nset [☁ и9 v] to [1]\nwait (1) seconds\nset [№ v] to [0]\nrepeat until <(item (№) of [игроки v]) = [1]>\n change [№ v] by (1)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nreset timer\n\nwhen flag clicked\nhide\n\n@свет\n\nwhen flag clicked\nhide\n\nwhen I receive [начало проекта v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\nshow\nforever\n go to (игрок v)\nend\n\nwhen I receive [начало проекта v]\nforever\n wait until <(.уровень) = [15]>\n hide\nend\n\n
⇧ \n⇦ ■ ⇨\n ⇩ \nv0.1.1\n\n=========================================\n■■■■■■■■■■■■ РУССКИЙ ■■■■■■■■■■■■\n=========================================\nЕсли у вас заглючило нажмите на пробел и вы заспавнитесь на флажке.\n■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■\n Список версий:\n0.1.1 -- Сделана игра.\n\n\n=========================================\n■■■■■■■■■■■■ ENGLISH ■■■■■■■■■■■■\n=========================================\nIf you have a glitch, press the space bar and you will spawn on the flag.\n■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■\n Version list:\n0.1.1 - The game is made.\n
[Entry] Nature - A Platformer v1.11 #All #Games #Platformers #Stories #Music #Art #Scratch
@Stage\n\nwhen flag clicked\nset volume to (100) %\nset [music v] to (pick random (1) to (5))\nbroadcast (Play Music v)\n\nwhen I receive [play music v]\nstop all sounds\nforever\n play sound (music) until done\nend\n\nwhen I receive [de v]\n\n@Blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\ndefine the easter egg is somewhere\n\nwhen flag clicked\nif <(username) = [-CodingAnimations-]> then\n set [☁ codinganimations saw? v] to [1]\nend\n\n@Player\n\nwhen flag clicked\nset [costume v] to [1]\nset [down? v] to [0]\nset [scene # v] to [1]\nGame On\n\ndefine Fast\nrepeat (6)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (ground v)?>>\n if <(SY) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (ground v)?>>\n if <(SX) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I receive [game loop v]\ndelete all of [collected v]\nswitch costume to (costume)\npoint in direction (90)\nset rotation style [left-right v]\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <(y position) < [-180]> then\n broadcast (Die v)\n end\n change [sy v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [sx v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [sx v] by (-1)\n end\n set [sx v] to ((SX) * (0.9))\n change x by (SX)\n if <touching (ground v)?> then\n Fast\n if <touching (ground v)?> then\n change y by (-6)\n xcoll\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [sy v] to [12]\n if <([abs v] of (SX) ) = (SX)> then\n set [sx v] to [-8]\n else\n set [sx v] to [8]\n end\n else\n set [sx v] to [0]\n end\n end\n end\n change y by (SY)\n if <touching (ground v)?> then\n ycoll\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> and <(SY) < [0]>> then\n set [sy v] to [14]\n else\n set [sy v] to [0]\n end\n end\n Check Touching Hazard <<touching (spikes v)?> or <touching (lava v)?>>\nend\n\nwhen I receive [die v]\nset [dead? v] to [1]\nstart sound [Crunch v]\nhide\nset [last x v] to (x position)\nset [last y v] to (y position)\nGame On\n\nwhen I receive [game loop v]\nforever\n if <(x position) > [230]> then\n set [scene # v] to ((Scene #) + (1))\n broadcast (Chance Scene v)\n delete all of [collected v]\n end\nend\n\ndefine Game On\nset [dead? v] to [0]\nshow\nset [sx v] to [0]\nset [sy v] to [0]\ngo to x: (-220) y: (50)\ngo to [front v] layer\nbroadcast (Set Costume v)\nbroadcast (Chance Scene v)\nbroadcast (Game Loop v)\n\ndefine Check Touching Hazard <hazard?>\nif <hazard?> then\n broadcast (Die v)\n broadcast (Explode v)\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (0.1) seconds\n change [time v] by (0.1)\nend\n\nwhen I receive [set costume v]\nswitch costume to (costume)\n\nwhen I receive [get out v]\nbroadcast (Game Loop v)\n\nwhen I receive [choose skin v]\nstop [other scripts in sprite v]\n\nwhen [r v] key pressed\nbroadcast (Chance Scene v)\n\nwhen I receive [chance scene v]\ngo to x: (-220) y: (50)\n\nwhen [r v] key pressed\nset [sx v] to [0]\nset [sy v] to [0]\nbroadcast (Chance Scene v)\n\n@Ground\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [chance scene v]\nI mean Change Scene :)\n\ndefine I mean Change Scene :)\nswitch costume to (Scene #)\n\n@Particles\n\nwhen flag clicked\nhide\n\nwhen I receive [explode v]\nNow!!\n\ndefine Now!!\nrepeat (15)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume)\ngo to [front v] layer\ngo to x: (last x) y: (last y)\nshow\nset [ex v] to (pick random (-5) to (5))\nset [ey v] to (pick random (-5) to (8))\nExplode\n\nwhen I start as a clone\nforever\n if <touching (ground v)?> then\n set [ex v] to [0]\n set [ey v] to [0]\n wait (0.2) seconds\n delete this clone\n end\nend\n\ndefine Explode\nrepeat (10)\n if <not <touching (ground v)?>> then\n change x by (EX)\n change [ey v] by (-1)\n change y by (EY)\n end\nend\ndelete this clone\n\n@Spikes\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [chance scene v]\nswitch costume to (Scene #)\n\n@Trampoline\n\nwhen flag clicked\nforever\n switch costume to (Scene #)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [sy v] to [20]\n start sound [Big Boing v]\n end\nend\n\n@Skin\n\nwhen I receive [game loop v]\nhide\nforever\n if <(in) = [1]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (stand v)\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nset [costume v] to (costume [number v])\nbroadcast (Set Costume v)\nset [in v] to [0]\nbroadcast (Get Out v)\n\nwhen I receive [next skin v]\nnext costume\n\nwhen I receive [previous skin v]\nswitch costume to ((costume [number v]) - (1))\n\n@Sprite1\n\nwhen I receive [game loop v]\nhide\nforever\n if <(in) = [1]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Skin v)\n\n@Sprite2\n\nwhen I receive [game loop v]\nhide\nforever\n if <(in) = [1]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Previous Skin v)\n\n@Soon....................\n\n@Lava\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [chance scene v]\nswitch costume to (Scene #)\n\nwhen flag clicked\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (10)) + (30))\nend\n\n@Trail\n\nwhen flag clicked\nhide\nforever\n wait (0.02) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume)\nshow\ngo to [back v] layer\ngo [forward v] (2) layers\ngo to (player v)\nrepeat (12)\n change size by (-8)\nend\nchange size by (-4)\ndelete this clone\n\nwhen I receive [chance scene v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(dead?) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [de v]\ndelete this clone\n\n@Cloud\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset x to (300)\nset y to (pick random (40) to (163))\nset [ghost v] effect to (70)\nshow\nrepeat until <(x position) < [-300]>\n change x by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\nwait (3) seconds\nforever\n create clone of (_myself_ v)\n wait (pick random (6) to (10)) seconds\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Button\n\nwhen flag clicked\nshow\nset [in v] to [0]\nforever\n set size to ((([sin v] of ((timer) * (300)) ) * (4)) + (90)) %\nend\n\nwhen this sprite clicked\ngo to [front v] layer\nif <(in) = [0]> then\n set [in v] to [1]\n broadcast (Choose Skin v)\nelse\n set [in v] to [0]\n broadcast (Get Out v)\nend\n\nwhen I receive [de v]\nhide\n\n@Grey\n\nwhen flag clicked\nhide\nforever\n if <(in) = [1]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [show v]\nshow\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nwait until <(Scene #) = [27]>\nshow\nwait until <touching (player v)?>\nhide\nbroadcast (show v)\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Scene #)\nend\n\n@Grass\n\nwhen flag clicked\nforever\n switch costume to (Scene #)\n go to [back v] layer\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
Part 2 is out: https://scratch.mit.edu/projects/639425281/\n\n400 follows please. :) And 100 remixes.\n\nThis is my entry to a contest hosted by @-CodingAnimations-\n\nPlease remix, I want to see great remakes.\n\nWith this game I tried to make a more advanced platformer than my previous ones.\n\n\n--------------------- Story ---------------------\nThe World used to be a peaceful place until the 3 gems were lost. Can you find them and restore order to the world, while dodging spikes and hot slime along the way.\n\nCan you find the easter egg? Clue: it's inside.\n\n------------------------Instructions----------------------\n\n[Up] to jump\n[Left and Right] to move back and forth\nClick on the skins button to change your skin.\n[R] to reset level
Harry Potter a Platformer #all#Games#stories#tutorials
@Stage\n\n@Blank\n\n@Player\n\ndefine Gravity\nchange [change in y v] by (-1)\nchange y by (change in y)\nif <touching color (#414141)?> then\n change y by ((-1) * (change in y))\n set [change in y v] to [0]\nend\nchange y by (-1)\nif <touching color (#414141)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [change in y v] to [15]\n end\nend\nchange y by (1)\n\ndefine Side Collsion\nif <touching color (#414141)?> then\n change y by (1)\n if <touching color (#414141)?> then\n change y by (1)\n if <touching color (#414141)?> then\n change y by (1)\n if <touching color (#414141)?> then\n change y by (1)\n if <touching color (#414141)?> then\n change y by (1)\n if <touching color (#414141)?> then\n change x by ((Change in x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Change in x) > [0]> then\n set [change in x v] to [-5]\n else\n set [change in x v] to [5]\n end\n set [change in y v] to [10]\n else\n set [change in x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset size to (50) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nset [change in y v] to [0]\nset [change in x v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [change in x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [change in x v] by (-1)\n end\n set [change in x v] to ((Change in x) * (0.9))\n change x by (Change in x)\n Side Collsion\n Gravity\n if <(x position) > [308]> then\n broadcast (next level v)\n end\n if <<touching (spikes v)?> or <<touching (dementors v)?> or <touching (mandrakes v)?>>> then\n broadcast (restart v)\n end\n if <<touching color (#002699)?> or <touching color (#4a6cd4)?>> then\n set [change in y v] to [70]\n set [change in x v] to [0]\n change [change in y v] by (20)\n end\nend\n\nwhen flag clicked\nset [change in x v] to [0]\n\nwhen [z v] key pressed\nbroadcast (next level v)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <[308] < (x position)> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-115) y: (-48)\nset [change in y v] to [0]\nset [change in x v] to [0]\nset [costume v] to [1]\nchange [level v] by (1)\n\nwhen I receive [restart v]\ngo to x: (-115) y: (-48)\nset [change in y v] to [0]\nset [change in x v] to [0]\n\nwhen [r v] key pressed\nbroadcast (restart v)\n\nwhen [space v] key pressed\nrepeat until <<not <touching color (#414141)?>> or <(climbing) = [2]>>\n change y by (1)\nend\n\nwhen flag clicked\nset size to (50) %\nhide variable [score v]\nhide variable [☁ high score v]\nset [score v] to [0]\nset [☁ high score v] to [0]\nwait until <(level) = [4]>\nrepeat until <not <(level) = [4]>>\n if <<touching (land v)?> or <touching (moving platformer v)?>> then\n wait (2) seconds\n if <<touching (land v)?> or <touching (moving platformer v)?>> then\n go to (land v)\n end\n end\nend\nwait until <(level) = [6]>\nrepeat until <not <(level) = [6]>>\n if <<touching (land v)?> or <touching (moving platformer v)?>> then\n wait (2) seconds\n if <<touching (land v)?> or <touching (moving platformer v)?>> then\n go to (land v)\n end\n end\nend\nwait until <(level) = [8]>\nrepeat until <not <(level) = [8]>>\n if <<touching (land v)?> or <touching (moving platformer v)?>> then\n wait (2) seconds\n if <<touching (land v)?> or <touching (moving platformer v)?>> then\n go to (moving platformer v)\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\nif <not <touching (spikes v)?>> then\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n if <touching (sprite1 v)?> then\n broadcast (dobby v)\n end\n end\nend\n\nwhen I receive [restart v]\n\nwhen flag clicked\ngo to x: (-115) y: (-48)\n\nglide (1) secs to x: (0) y: (0)\n\n\n\n@land\n\nwhen I receive [next level v]\nset [☁ high score v] to [0]\nnext costume\n\nchange [level v] by (1)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to (costume [number v])\n\nwhen I receive [up v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (Commence THEE project v)\n end\nend\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [up v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nforever\n if <(level) = [3]> then\n forever\n glide (1) secs to x: (-104) y: (0)\n glide (1) secs to x: (-23) y: (0)\n end\n end\nend\n\n\n\n@text\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (40) to (50)) 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\nend\n\n@Dementors\n\nwhen flag clicked\nhide\nforever\n if <(level) = [3]> then\n show\n point in direction (90)\n glide (1) secs to x: (-104) y: (0)\n glide (1) secs to x: (-23) y: (0)\n else\n hide\n end\nend\n\nglide (1) secs to x: (-104) y: (0)\nglide (1) secs to x: (-23) y: (0)\n\ngo to x: (167) y: (111)\n\nglide (1) secs to x: (-3) y: (1)\n\n\n\npoint in direction (-90)\n\n@Sprite1\n\nwhen flag clicked\nset size to (70) %\nhide\nforever\n if <<(level) = [5]> or > then\n show\n else\n hide\n end\nend\n\nwhen I receive [dobby v]\nsay [Hello! My name is dobby write D o b b y in you're Keyboard If you need any help! :\)] for (4) seconds\n\nif <(level) = [7]> then\n forever\n show\n end\nend\nif <(answer) = [add a moving platformer]> then\n broadcast (Moving platformer v)\nend\n\n@Moving platformer\n\nwhen flag clicked\nhide\nforever\n if <(level) = [7]> then\n show\n glide (4) secs to x: (-93) y: (0)\n glide (4) secs to x: (103) y: (0)\n else\n hide\n end\nend\n\nwhen I receive [moving platformer v]\n\n\n forever\n go to x: (0) y: (0)\n end\nend\n\n@Mandrakes\n\nwhen flag clicked\nhide\nforever\n if <(level) = [8]> then\n show\n switch costume to (comment- mandrake if you are seeing this!!!! v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Mandrake Potting _ Harry Potter and the Chamber of Secrets2 v]\n end\nend\n\n\n\nstop all sounds\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\n@tn\n\nwhen flag clicked\nhide\n\nshow\n\ngo to [front v] layer\n\n
★Welcome to Harry Potter a Platformer!!★\n\n★★★Instructions★★★\n~ Arrow Keys or WASD to move!!\n~ Press "R" to restart.\n~ Avoid spikes, dementors and the mandrakes\n~ All levels are 100% possible!\n~ Love, fav and follow @Scratcher_No-1!\n\n★★★Credits ★★★\n~ Thanks to @class12321 for the amazing dobby art!\n~ Youtube for the Music!\n~ Cooltext.com\n~ Scratch Team for making scratch\n~ J.K Rowling for writting harry potter!!!!\n~ Google for the plant baby and hogwarts!\n~ Else everything by- @Scratcher_No-1\n\n★More★\n~ Love, fav and follow @Scratcher_No-1 for more!\n~ ❤️ and ⭐️!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#games#games#games#games#games#games#games#games#games#games#games#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#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#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#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials#tutorials\n\n\nespecially made for my sister!!
Quest 4 - Volcano - A Platformer #games #platformer
@Stage\n\nwhen I receive [change v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Glitched v] until done\nend\n\n@Spikes\n\nhide\n\nwhen I receive [change level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\n\n@Ground\n\nwhen I receive [change level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nif <(Level) = [7]> then\n broadcast (Change v)\nend\n\nhide\n\nwhen flag clicked\nshow\n\n@Player\n\nwhen flag clicked\nstart sound [ v]\nswitch costume to (right v)\ngo to x: (-200) y: (-100)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n 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 [12]\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 (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (Change level v)\n go to x: (-200) y: (-100)\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) < (x position)>>> then\n switch costume to (player right 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 (player left v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (fall limit v)?> or <touching (spikes v)?>> then\n start sound [ v]\n go to x: (-200) y: (-100)\n end\nend\n\nwhen flag clicked\nshow\n\nhide\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@Thumbnail2\n\nshow\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Sprite1\n\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [change level v]\nnext costume\n\nwhen flag clicked\nshow\n\n@Sprite2\n\nshow\n\nwhen flag clicked\nhide\n\n
My Latest platformer!\nTHIS IS THE FOURTH PART OF THE QUESTS SERIES!\nUp arrow to jump\nLeft arrow to move left\nRight arrow to move right\n#All #Games #Fun #Open #Trending
CURSED-a platformer #games#all
@Stage\n\nwhen flag clicked\nforever\n play sound [Adventure v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (non v)\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (non v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (➡ v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (⬅ v)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (⬆ v)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (⬇ v)\n end\n if <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (w v) pressed?> and <key (d v) pressed?>>> then\n switch costume to (↗ v)\n end\n if <<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> or <<key (w v) pressed?> and <key (a v) pressed?>>> then\n switch costume to (↖ v)\n end\n if <<<key (down arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (s v) pressed?> and <key (d v) pressed?>>> then\n switch costume to (↘ v)\n end\n if <<<key (down arrow v) pressed?> and <key (left arrow v) pressed?>> or <<key (s v) pressed?> and <key (a v) pressed?>>> then\n switch costume to (↙ v)\n end\nend\n\ndefine Run Game\nchange [speed y v] by (-1)\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-3)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (3)\nend\nset [speed x v] to ((Speed X) * (0.7))\nchange x by (Speed X)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (level v)?> then\n change y by (-8)\n repeat until <not <touching (level v)?>>\n change x by ((Speed X) * (-1))\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [speed y v] to [10]\n if <(Speed X) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [-16]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [speed y v] to [14]\nend\nchange y by (1)\nif <<touching (danger v)?> or <(y position) < [-179]>> then\n Reset\n play sound [Crunch v] until done\nend\nif <(x position) > [239]> then\n Reset\n change [level v] by (1)\nend\n\ndefine Reset\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-200) y: (100)\nset rotation style [left-right v]\n\nwhen I start as a clone\nset size to (70) %\nswitch costume to (↙2 v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\n change [color v] effect by (0)\n turn right (0) degrees\nend\ndelete this clone\n\nwhen flag clicked\npoint in direction (90)\nReset\nforever\n create clone of (_myself_ v)\n wait (0.004) seconds\n change [color v] effect by (0)\nend\n\nwhen flag clicked\nforever\n Run Game\nend\n\nwhen flag clicked\nset [color v] effect to (pick random (-200) to (200))\nforever\n set [brightness v] effect to (-10)\nend\n\n@level\n\nwhen flag clicked\nset [pixelate v] effect to (40)\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [pixelate v] effect to (40)\n\n@extras\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@sun\n\nwhen flag clicked\nhide\ngo to [back v] layer\nshow\ngo to x: (217) y: (160)\nset size to (100) %\nreset timer\nforever\n repeat (50)\n change size by (((140) - (size)) / (18))\n end\n repeat (50)\n change size by (((size) - (100)) / (18))\n end\nend\n\nwhen flag clicked\nset [pixelate v] effect to (40)\n\n@Thunbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Love fave 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
Arrow keys to move.\nLove fave and follow or you will get the curse.\n(joking, but plz Love fave and follow I am scratching for 7 months and have only 60 followers.)\nlet's go for trending and 1000 views!\npart-2 https://scratch.mit.edu/projects/634732427/\n100 + views! wow :)\n200 + views! WOW :D\n300 + views! Thanks! XD\n400 + views! WOW XD\n500 + views! WOOW XD\n600 + views! WOOOW XD!
Grappler A Platformer
@Stage\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@kill\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@next level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@player\n\nwhen flag clicked\nbroadcast (bericht1 v)\n\nwhen I receive [bericht1 v]\nset [raak v] to [0]\ngo to x: (-170) y: (-80)\nset [x vell v] to [0]\nset [y vell v] to [0]\nset [r v] to [0]\nforever\n move\n create clone of (_myself_ v)\n if <(x position) > (mouse x)> then\n switch costume to (uiterlijk2 v)\n else\n switch costume to (uiterlijk1 v)\n end\nend\n\ndefine move\nif <(raak) = [0]> then\n change [y vell v] by (-2)\n set [r v] to ((r) + (((0) - (r)) / (10)))\n point in direction (0)\nelse\n point towards (line v)\n set [r v] to ((r) + (((direction) - (r)) / (10)))\nend\nset rotation style [don't rotate v]\nset [x vell v] to ((x vell) * (0.95))\nset [y vell v] to ((y vell) * (0.95))\nchange x by (x vell)\nif <touching (ground v)?> then\n if <(x vell) > [0]> then\n repeat until <not <touching (ground v)?>>\n change x by (-1)\n end\n else\n repeat until <not <touching (ground v)?>>\n change x by (1)\n end\n end\n set [x vell v] to [0]\nend\nchange y by (y vell)\nif <touching (ground v)?> then\n if <(y vell) > [0]> then\n repeat until <not <touching (ground v)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\n end\n set [y vell v] to [0]\nend\npoint in direction (r)\nset rotation style [all around v]\nif <touching (kill v)?> then\n broadcast (bericht1 v)\n stop [this script v]\nend\nif <touching (next level v)?> then\n change [level v] by (1)\n broadcast (bericht1 v)\n stop [this script v]\nend\n\nwhen I start as a clone\nset size to (80) %\nset [ghost v] effect to (50)\nswitch costume to (uiterlijk3 v)\nrepeat (10)\n turn right (3) degrees\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@line\n\ndefine move\nrepeat (50)\n if <not <touching (ground v)?>> then\n move (1) steps\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n set [raak v] to [0]\n wait until <mouse down?>\n go to (hand v)\n point towards (mouse-pointer v)\n repeat until <touching (ground v)?>\n move\n end\n move (5) steps\n set [raak v] to [1]\n repeat until <<not <mouse down?>> or <(raak) = [0]>>\n if <(x position) > ([x position v] of [player v])> then\n change [x vell v] by (1)\n else\n change [x vell v] by (-1)\n end\n if <(y position) > ([y position v] of [player v])> then\n change [y vell v] by (1)\n else\n change [y vell v] by (-1)\n end\n end\nend\n\n@pen\n\nwhen flag clicked\nset pen color to (#000000)\nset pen size to (1)\nset [ghost v] effect to (100)\nforever\n erase all\n if <mouse down?> then\n go to (hand v)\n pen down\n go to (line v)\n pen up\n end\nend\n\n@front\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\n\n@hand\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to (player v)\n point towards (mouse-pointer v)\n move ((20) + ((distance to [mouse-pointer v]) / (25))) steps\nend\n\n
Mouse down to shoot
Republic Day a Platformer! #all#games
@Stage\n\n@Player\n\nwhen I receive [death v]\nset rotation style [all around v]\nset [y v v] to [10]\nrepeat until <(y position) < [-179]>\n switch costume to (death v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset rotation style [left-right v]\n\nwhen I receive [start v]\npoint in direction (90)\nset rotation style [left-right v]\nshow\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n create clone of (_myself_ v)\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n create clone of (_myself_ v)\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platformer v)?> then\n change y by (1)\n end\n if <touching (platformer v)?> then\n change y by (1)\n end\n if <touching (platformer v)?> then\n change y by (1)\n end\n if <touching (platformer v)?> then\n change y by (1)\n end\n if <touching (platformer v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <touching (platformer v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (spikes v)?> then\n broadcast (Death v) and wait\n go to x: (-217) y: (70)\n point in direction (90)\n set rotation style [left-right v]\n broadcast (Reset the moving variables v)\n clear graphic effects\n end\n if <(x position) > [222]> then\n hide\n broadcast (Next Level v) and wait\n go to x: (-214) y: (70)\n broadcast (Reset the moving variables v)\n show\n clear graphic effects\n end\nend\n\nwhen I receive [reset the moving variables v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\ngo to x: (-214) y: (-85)\npoint in direction (90)\n\nwhen I receive [skip v]\nhide\ngo to x: (-214) y: (70)\nbroadcast (Next Level v)\nbroadcast (Reset the moving variables v)\nshow\n\nwhen flag clicked\nforever\n if <<touching (bounce v)?> or <touching (bounce2 v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (speed2 v)?> then\n change [x v] by (10)\n end\n if <<<touching (speed3 v)?> or <touching (speed4 v)?>> or <<touching (speed5 v)?> or <<touching (speed6 v)?> or <<touching (speed v)?> or <<<touching (speed8 v)?> or <<touching (speed9 v)?> or <touching (speed10 v)?>>> or <touching (speed11 v)?>>>>>> then\n change [x v] by (-10)\n end\n if <touching (speed7 v)?> then\n change [y v] by (-10)\n end\nend\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen flag clicked\nswitch costume to (side v)\nshow\ngo to x: (-205) y: (-54)\n\nwhen I receive [next level v]\ngo to x: (-205) y: (-55)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-205) y: (-55)\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [love fave: costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (25) to (35)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n 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 <(Love fave: Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [game over \(you win\) v]\nhide\n\n@detector\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 broadcast (Show Text v)\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 broadcast (Show Text v)\n end\n end\nend\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\ngo to [front v] layer\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)\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\nend\n\n@Sun\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\nforever\n repeat (100)\n switch costume to (sun3 v)\n change size by (1)\n switch costume to (sun2 v)\n end\n repeat (100)\n switch costume to (sun3 v)\n change size by (-1)\n switch costume to (sun2 v)\n end\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (sun2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\nwait (2) seconds\nswitch costume to (sun2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\nwait (2) seconds\nswitch costume to (sun2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen flag clicked\nshow\ngo to x: (-189) y: (-142)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (80) %\n end\n point in direction ((([sin v] of ((Direction) * (300)) ) * (10)) + (90))\n change [direction v] by (0.04)\nend\n\nwhen I receive [game over \(you win\) v]\nhide\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n hide\n else\n show\n end\nend\n\n@clouds\n\ndefine go to (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (pick random (20) to (75))\nswitch costume to (pick random (1) to (6))\nshow\nset [rand2 v] to (pick random (5) to (10))\nif <(pick random (1) to (2)) = [1]> then\n go to [-300] (pick random (75) to (200))\n repeat until <(x position) > [300]>\n go to (((x position) + (rand2)) * (1)) (y position)\n end\n delete this clone\nelse\n go to [300] (pick random (100) to (250))\n repeat until <(x position) < [-300]>\n go to ((x position) + ((rand2) * (-1))) (y position)\n end\n delete this clone\nend\n\nwhen I receive [game over \(you win\) v]\nhide\n\n@SPikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Platformer\n\nwhen I receive [levelübergang v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro finish v]\ngo to [front v] layer\ngo [backward v] (5) layers\n\nwhen I receive [next level v]\nnext costume\n\nchange [level v] by (1)\n\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n play sound [videoplayback v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n
➠Heyy guys! Happy Republic Day!!\n------------------------------------------------------------------------\n➠Collab with - @Mcherry2809 and @Scratcher_No-1\n------------------------------------------------------------------------\n➠Instructions\n❯❯ Arrow keys or WASD to move\n❯❯ It is mobile friendly too!\n------------------------------------------------------------------------\n➠Credits\n❯❯ Levels by - @Mecherry2809\n❯❯ Art/ Code- @Scratcher_No-1\n------------------------------------------------------------------------\n\ndon't scroll down!!!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ncomment "tricolor" for More!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ni said don't!!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nhope you like it :D\n\n\n\n\n\n\n\n\n\n\n\n\nfollow @Scratcher_no-1 for more :D\n\n\n\n\n\n\n\nbye!!\nhappy republic day!!! :D\n\n\n\n#all#games#republic#day#india
Neon platformer
@Stage\n\nwhen flag clicked\nplay sound [Vexento - Pixel Party v] until done\n\n@Sprite4\n\nwhen flag clicked\nhide\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\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 (#0600ff)?> 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\nwhen [r v] key pressed\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\n@Sprite2\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nset [timer v] to [0]\nswitch costume to (costume1 v)\nset [level v] to (costume [number v])\n\nwhen flag clicked\nshow\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nset [☁ high score time v] to []\n\nwhen flag clicked\n\nforever\n if <(timer) > (☁ high score time)> then\n change [☁ high score time v] by (join (timer) (join [ by ] (username)))\n end\nend\n\nset [☁ high score time v] to (join [100] (join [by] [scratcher_no-1]))\n\nshow variable [☁ high score time v]\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(level) = [22]> and <touching (mouse-pointer v)?>> then\n hide list [more projects v]\n show\n else\n show list [more projects v]\n end\nend\n\n\n\n\n\nadd [https://scratch.mit.edu/projects/622838937/] to [more projects v]\n\nwhen flag clicked\n\nforever\nend\n\nif then\nelse\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nforever\nend\n\nif <<(level) = [18]> and <touching (mouse-pointer v)?>> then\n show\n hide list [sunset valley v]\nelse\n show list [sunset valley v]\nend\n\nwhen flag clicked\n\nforever\n if <touching (mouse-pointer v)?> then\n hide list [sunset valley v]\n else\n show list [sunset valley v]\n end\nend\n\nwhen flag clicked\n\nforever\n if <(level) = []> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [22]> and <touching (mouse-pointer v)?>> then\n show\n hide list [sunset valley v]\n else\n show list [sunset valley v]\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\n@Part 2!!\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n if <<(level) = [20]> or <(level) = [21]>> then\n show\n glide (1) secs to x: (-53) y: (0)\n glide (1) secs to x: (25) y: (0)\n else\n hide\n end\nend\n\nif then\nend\n\nwhen flag clicked\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nforever\n if <(level) = [21]> then\n show\n end\nend\n\nglide (1) secs to x: (-53) y: (0)\nglide (1) secs to x: (25) y: (0)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\nforever\n if <(level) = [21]> then\n show\n glide (1) secs to x: (-57) y: (0)\n glide (1) secs to x: (-18) y: (0)\n else\n hide\n end\nend\n\nglide (1) secs to x: (-53) y: (0)\nglide (1) secs to x: (25) y: (0)\n\n
Hi you can advertise do anything you want but to do that like my project \nNo F4f \n\n\n ──★∘∘∘★──\nHey there!! Welcome to Neon a Platformer! \n→ Instructions!\n✎ Arrow keys, or WASD to move.\n✎ It's a mobile friendly game\n✎Press " R" to restart.\n\n✂Updatesˊˎ-\n15/ 01/ 2022 - shared\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 \n\n#1st on trending , #4 on popular!!\n\n✎ Famous scratchers who loved/ fav or commented\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
~ Classic 2 ~ (A Platformer)
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [The March v] until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (Ground Type)\nend\n\nwhen flag clicked\nwait until <(Ground Type) = [4]>\nrepeat (100)\n change volume by (-1)\nend\n\nwhen flag clicked\nset [vibrate x v] to [0]\nset [vibrate y v] to [0]\nforever\n broadcast (Animate v)\nend\n\nwhen I receive [vibrate v]\nrepeat (5)\n if <(pick random (1) to (2)) = [1]> then\n set [vibrate x v] to [5]\n wait (0.01) seconds\n set [vibrate x v] to [0]\n wait (0.01) seconds\n else\n set [vibrate x v] to [-5]\n wait (0.01) seconds\n set [vibrate x v] to [0]\n wait (0.01) seconds\n end\n if <(pick random (1) to (2)) = [1]> then\n set [vibrate y v] to [5]\n wait (0.01) seconds\n set [vibrate y v] to [0]\n wait (0.01) seconds\n else\n set [vibrate y v] to [-5]\n wait (0.01) seconds\n set [vibrate y v] to [0]\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [101]>\nforever\n broadcast (Vibrate v)\n wait (0.5) seconds\nend\n\n@You\n\ndefine Up\nif <(Touching Ground?) = [True]> then\n if <touching (moving platforms v)?> then\n repeat (50)\n if <<(Touching Ground?) = [True]> and <[180] > (y position)>> then\n change y by (1)\n Touching Ground?\n end\n end\n if <(Touching Ground?) = [True]> then\n set [suicide v] to [True]\n end\n else\n repeat until <<(Touching Ground?) = [False]> or <(y position) > [180]>>\n change y by (1)\n Touching Ground?\n end\n end\nend\nchange y by (-1)\n\nwhen flag clicked\nhide\n\ndefine Touching Ground?\nif <<<touching (ground 1 v)?> or <touching (ground 2 v)?>> or <<touching (ground 3 v)?> or <<touching (ground 4 v)?> or <touching (moving platforms v)?>>>> then\n set [touching ground? v] to [True]\nelse\n set [touching ground? v] to [False]\nend\n\nwhen I receive [walljump left v]\nset [wall- jumping v] to [1]\nrepeat (3)\n change [x velocity v] by (-5)\n point in direction (-90)\n set [x velocity v] to ((X Velocity) * (0.9))\nend\nset [wall- jumping v] to [0]\n\nwhen I receive [walljump right v]\nset [wall- jumping v] to [2]\nrepeat (3)\n change [x velocity v] by (5)\n point in direction (90)\n set [x velocity v] to ((X Velocity) * (0.9))\nend\nset [wall- jumping v] to [0]\n\nwhen I receive [start game v]\nclear graphic effects\nswitch costume to (hitbox v)\nset size to (200) %\nshow\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-240) y: (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [suicide v] to [False]\nforever\n if <(Ground Type) = [3]> then\n switch costume to (spec hit v)\n else\n switch costume to (hitbox v)\n end\n set rotation style [left-right v]\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n set [y velocity v] to [1]\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (-10)\n if <touching (water v)?> then\n set [y velocity v] to [5]\n end\n if <(Touching Ground?) = [True]> then\n set [y velocity v] to [20]\n end\n change y by (10)\n end\n if <(Umbrella Open?) = [Boing]> then\n set [y velocity v] to [25]\n set [umbrella open? v] to [False]\n end\n change y by (1)\n if <<touching (water v)?> or <<(Umbrella Open?) = [True]> and <(Y Velocity) < [0]>>> then\n change [y velocity v] by (-0.1)\n change y by (5)\n else\n change [y velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [x velocity v] to ((X Velocity) * (0.9))\n else\n set [x velocity v] to ((X Velocity) * (0.7))\n end\n change x by ((X Velocity) + (Movement for You))\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change y by (5)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change y by (-5)\n change x by ((X Velocity) * (-1))\n set [x velocity v] to [0]\n else\n change y by (-5)\n Up\n end\n end\n change y by (-5)\n Touching Ground?\n if <(Touching Ground?) = [False]> then\n switch costume to (hitbox 2 v)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Wall- Jumping) = [1]> then\n point in direction (90)\n broadcast (Walljump Right v)\n set [x velocity v] to [5]\n else\n if <(Wall- Jumping) = [2]> then\n point in direction (-90)\n broadcast (Walljump Left v)\n set [x velocity v] to [-5]\n else\n if <(direction) = [90]> then\n point in direction (-90)\n broadcast (Walljump Left v)\n set [x velocity v] to [-5]\n else\n point in direction (90)\n broadcast (Walljump Right v)\n set [x velocity v] to [5]\n end\n end\n end\n set [y velocity v] to [20]\n end\n end\n end\n if <(Ground Type) = [3]> then\n switch costume to (spec hit v)\n else\n switch costume to (hitbox v)\n end\n change y by (Y Velocity)\n Touching Ground?\n if <<(Touching Ground?) = [True]> and <(Y Velocity) > [0]>> then\n if <(Touching Ground?) = [True]> then\n change y by ((Y Velocity) * (-1.5))\n set [y velocity v] to [-1]\n end\n end\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change y by (-10)\n change x by (10)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change x by (-20)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change x by (10)\n change y by (10)\n end\n end\n end\n end\n Up\n if <<[-180] > (y position)> or <<<touching (enemies v)?> or <<<touching (lava 1 v)?> or <touching (sawblades v)?>> or <<touching (lava 3 v)?> or <touching (lava 2 v)?>>>> or <<key (r v) pressed?> or <<touching (bullet hell v)?> or <<<touching (boss 4 laser beam v)?> or <<touching (turret v)?> or <touching (carriages v)?>>> or <(Suicide) = [True]>>>>>> then\n if <(Level) = [100]> then\n broadcast (Whoops! v)\n end\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set rotation style [all around v]\n set [y velocity v] to [15]\n start sound [Whiz v]\n if <(Ground Type) = [3]> then\n switch costume to (spec hit v)\n else\n switch costume to (costume1 v)\n end\n if <not <(Level) = [100]>> then\n repeat until <(y position) < [-170]>\n turn right (15) degrees\n change y by (Y Velocity)\n change [y velocity v] by (-1)\n end\n end\n go to x: (-240) y: (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [suicide v] to [False]\n point in direction (90)\n set rotation style [left-right v]\n if <<(Level) > [69]> and <(Level) < [75]>> then\n broadcast (Send Back v)\n end\n broadcast (Dieded v)\n end\n if <(x position) > [230]> then\n if <(Level) < [99]> then\n broadcast (Nextly Levelly v)\n go to x: (-240) y: (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n end\n set [movement for you v] to [0]\n Touching Ground?\n if <not <(Ground Type) = [3]>> then\n if <(Y Velocity) > [1]> then\n switch costume to (costume8 v)\n if <(X Velocity) > [1]> then\n set rotation style [all around v]\n point in direction ((((timer) * (25)) mod (12)) * (30))\n if <(((timer) * (25)) mod (10)) < [1]> then\n start sound [Whiz v]\n end\n else\n if <[-1] > (X Velocity)> then\n set rotation style [all around v]\n point in direction ((((timer) * (25)) mod (12)) * (-30))\n if <(((timer) * (25)) mod (10)) < [1]> then\n start sound [Whiz v]\n end\n end\n end\n else\n if <[-1] > (Y Velocity)> then\n switch costume to (costume9 v)\n else\n if <<(X Velocity) > [1]> or <(X Velocity) < [-1]>> then\n switch costume to ((((timer) * (25)) mod (8)) + (2))\n if <(((timer) * (25)) mod (8)) < [1]> then\n start sound [Hand Clap v]\n end\n else\n switch costume to (costume1 v)\n end\n end\n if <(Umbrella Open?) = [True]> then\n set rotation style [all around v]\n point in direction ((([sin v] of ((timer) * (150)) ) * (25)) + ([direction v] of [umbrella v]))\n end\n end\n end\n go to [front v] layer\nend\n\nwhen I receive [end game v]\nrepeat (150)\n change [ghost v] effect by (1)\nend\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nhide\n\n@Classic\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (My Cost)\nset [brightness v] effect to (100)\nwait (1) seconds\nclear graphic effects\nhide\nrepeat until <[-360] < (My Y)>\n change [my y v] by (1)\n set y to (My Y)\nend\ngo to [front v] layer\nshow\nrepeat until <[360] < (My Y)>\n change [my y v] by (10)\n set y to (My Y)\n go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [credits v]\nswitch costume to (costume5 v)\nshow\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (costume2 v)\nset [my y v] to [-360]\nset [my cost v] to [4]\nrepeat (2)\n create clone of (_myself_ v)\n change [my y v] by (-360)\n change [my cost v] by (1)\nend\nswitch costume to (costume2 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (5) seconds\nrepeat (100)\n change [brightness v] effect by (-1)\nend\nswitch costume to (costume5 v)\nwait (2) seconds\nstop [all v]\n\n@Ground 1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ground type v] to [1]\nset [level v] to [1]\nshow\nswitch costume to (costume1 v)\nDraw Outline\nwait until <(costume [name v]) = [You're Not Supposed To See This]>\nhide\nchange [ground type v] by (1)\n\ndefine Draw Outline\nerase all\nset [brightness v] effect to (-100)\nset rotation style [don't rotate v]\nmove (2) steps\nturn right (90) degrees\nmove (2) steps\nrepeat (4)\n stamp\n turn right (90) degrees\n move (4) steps\nend\nmove (-2) steps\nturn left (90) degrees\nmove (-2) steps\nclear graphic effects\n\nwhen I receive [nextly levelly v]\nchange [level v] by (1)\nif <(Ground Type) = [1]> then\n next costume\n Draw Outline\nend\n\n@Ground 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\nwait until <(Ground Type) = [2]>\nshow\nDraw Outline\nwait until <(costume [name v]) = [You're Not Supposed To See This]>\nhide\nchange [ground type v] by (1)\n\ndefine Draw Outline\nerase all\nset [brightness v] effect to (-100)\nset rotation style [don't rotate v]\nmove (2) steps\nturn right (90) degrees\nmove (2) steps\nrepeat (4)\n stamp\n turn right (90) degrees\n move (4) steps\nend\nmove (-2) steps\nturn left (90) degrees\nmove (-2) steps\nclear graphic effects\n\nwhen I receive [nextly levelly v]\nif <(Ground Type) = [2]> then\n next costume\n Draw Outline\nend\n\n@Ground 3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\nwait until <(Ground Type) = [3]>\nshow\nDraw Outline\nwait until <(costume [name v]) = [You're Not Supposed To See This]>\nhide\nchange [ground type v] by (1)\n\ndefine Draw Outline\nerase all\nset [brightness v] effect to (-100)\nset rotation style [don't rotate v]\nmove (2) steps\nturn right (90) degrees\nmove (2) steps\nrepeat (4)\n stamp\n turn right (90) degrees\n move (4) steps\nend\nmove (-2) steps\nturn left (90) degrees\nmove (-2) steps\nclear graphic effects\n\nwhen I receive [nextly levelly v]\nif <(Ground Type) = [3]> then\n next costume\n Draw Outline\nend\n\nwhen I receive [send back v]\nswitch costume to (costume20 v)\nset [level v] to [70]\n\n@Ground 4\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nwait until <(Ground Type) = [4]>\nshow\nDraw Outline\nwait until <(costume [number v]) = [12]>\nchange [ground type v] by (1)\n\ndefine Draw Outline\nerase all\nset [brightness v] effect to (-100)\nset rotation style [don't rotate v]\nmove (2) steps\nturn right (90) degrees\nmove (2) steps\nrepeat (4)\n stamp\n turn right (90) degrees\n move (4) steps\nend\nmove (-2) steps\nturn left (90) degrees\nmove (-2) steps\nclear graphic effects\n\nwhen I receive [nextly levelly v]\nif <(Ground Type) > [3]> then\n if <<(Level) = [98]> and <(The Cut) = [False]>> then\n broadcast (Cut! v)\n else\n next costume\n Draw Outline\n set [the cut v] to [False]\n end\nend\n\nwhen flag clicked\nset volume to (0) %\nforever\n play sound [dump 22 v] until done\nend\n\nwhen flag clicked\nwait until <(Ground Type) = [4]>\nrepeat (100)\n change volume by (1)\nend\nwait until <(Ground Type) = [5]>\nrepeat (100)\n change volume by (-1)\nend\n\nwhen flag clicked\nforever\n if <(Ground Type) > [3]> then\n go to x: (Vibrate X) y: (Vibrate Y)\n Draw Outline\n end\nend\n\n@Text 1\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\nwait until <(Ground Type) = [1]>\nshow\nwait until <not <(Ground Type) = [1]>>\nhide\n\nwhen I receive [nextly levelly v]\nif <(Ground Type) = [1]> then\n next costume\nend\n\n@Text 2\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\nwait until <(Ground Type) = [2]>\nshow\nwait until <not <(Ground Type) = [2]>>\nhide\n\nwhen I receive [nextly levelly v]\nif <(Ground Type) = [2]> then\n next costume\nend\n\n@Text 3\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\nwait until <(Ground Type) = [3]>\nshow\nwait until <not <(Ground Type) = [3]>>\nhide\n\nwhen I receive [nextly levelly v]\nif <(Ground Type) = [3]> then\n next costume\nend\n\nwhen I receive [send back v]\nswitch costume to (costume20 v)\n\n@Text 4\n\nwhen flag clicked\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nwait until <(Ground Type) = [4]>\nshow\n\nwhen I receive [nextly levelly v]\nif <(Ground Type) > [3]> then\n if <<not <(Level) = [99]>> or <(The Cut) = [True]>> then\n next costume\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nwait until <(Ground Type) = [5]>\nrepeat (100)\n change volume by (1)\nend\nwait until <(Level) = [99]>\nrepeat (10)\n change volume by (-10)\nend\n\nwhen flag clicked\nset volume to (0) %\nforever\n play sound [Factory v] until done\nend\n\nwhen flag clicked\nforever\n go to x: (Vibrate X) y: (Vibrate Y)\nend\n\n@Lava 1\n\nwhen I receive [nextly levelly v]\nif <(Ground Type) = [1]> then\n next costume\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\nwait until <(Ground Type) = [1]>\nshow\nwait until <not <(Ground Type) = [1]>>\nhide\n\n@Lava 2\n\nwhen I receive [nextly levelly v]\nif <(Ground Type) = [2]> then\n next costume\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\nwait until <(Ground Type) = [2]>\nshow\nwait until <not <(Ground Type) = [2]>>\nhide\n\n@Lava 3\n\nwhen I receive [nextly levelly v]\nif <(Ground Type) = [3]> then\n next costume\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\nwait until <(Ground Type) = [3]>\nshow\nwait until <not <(Ground Type) = [3]>>\nhide\n\nwhen flag clicked\nforever\n go to x: (0) y: (([sin v] of ((timer) * (100)) ) * (5))\n point in direction ((([sin v] of ((timer) * (75)) ) * (2)) + (90))\n set [brightness v] effect to ([abs v] of (([sin v] of ((timer) * (200)) ) * (10)) )\nend\n\nwhen I receive [send back v]\nswitch costume to (costume20 v)\n\n@Sawblades\n\nwhen I receive [nextly levelly v]\nif <(Ground Type) > [3]> then\n next costume\nend\n\nwhen I receive [dieded v]\ndelete this clone\n\nwhen I receive [nextly levelly v]\ndelete this clone\n\nwhen I receive [nextly levelly v]\nwait (0.01) seconds\nReset\n\ndefine Sawblades (x1) (y1) (x2) (y2) (level)\nif <<(Level) = (level)> and <(Is a Clone?) = [No]>> then\n go to x: (x1) y: (y1)\n set [x2 v] to (x2)\n set [y2 v] to (y2)\n create clone of (_myself_ v)\nend\n\nwhen I receive [dieded v]\nReset\n\nwhen flag clicked\nset [is a clone? v] to [No]\nhide\n\nwhen I start as a clone\nset [is a clone? v] to [Yes]\nshow\nforever\n There and back again (x position) (y position)\nend\n\ndefine There and back again (x) (y)\nwait (1) seconds\nglide (1.5) secs to x: (X2) y: (Y2)\nwait (1) seconds\nglide (1.5) secs to x: (x) y: (y)\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n start sound [Whir v]\n next costume\n point in direction ((([sin v] of ((timer) * (150)) ) * (25)) + (90))\nend\n\ndefine Reset\nSawblades [30] [-140] [-130] [-140] [86]\nSawblades [-125] [50] [240] [50] [87]\nSawblades [240] [-125] [-150] [-125] [87]\nSawblades [-150] [-50] [150] [-50] [88]\nSawblades [240] [100] [-240] [100] [88]\nSawblades [240] [-155] [-240] [-155] [88]\nSawblades [-170] [50] [-170] [-140] [89]\nSawblades [40] [-140] [40] [50] [89]\nSawblades [230] [50] [230] [-140] [89]\nSawblades [-200] [-240] [-200] [20] [90]\nSawblades [-100] [20] [-100] [-240] [90]\nSawblades [0] [-240] [0] [20] [90]\nSawblades [100] [20] [100] [-240] [90]\nSawblades [200] [-240] [200] [20] [90]\nSawblades [-200] [-240] [-200] [20] [91]\nSawblades [-100] [20] [-100] [-240] [91]\nSawblades [0] [-240] [0] [20] [91]\nSawblades [100] [20] [100] [-240] [91]\nSawblades [200] [-240] [200] [20] [91]\nSawblades [0] [0] [240] [0] [92]\nSawblades [220] [-80] [220] [180] [94]\nSawblades [-50] [-20] [-200] [-20] [95]\nSawblades [0] [-90] [200] [-90] [95]\nSawblades [-160] [90] [-160] [0] [96]\nSawblades [-160] [0] [-160] [90] [96]\nSawblades [-160] [90] [-160] [0] [97]\nSawblades [-160] [0] [-160] [90] [97]\n\n@Enemies\n\nwhen I start as a clone\nset [is a clone? v] to [Yep]\nshow\nswitch costume to (hitbox v)\nset size to (200) %\nswitch costume to (costume10 v)\nrepeat until <(Grounded?) = [True]>\n change y by (-10)\n Touching Ground?\nend\nswitch costume to (hitbox v)\nUp\nswitch costume to (costume1 v)\nwait (pick random (0.5) to (1.5)) seconds\nforever\n set rotation style [left-right v]\n repeat (50)\n if <(x position) < ([x position v] of [you v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (hitbox 2 v)\n Touching Ground?\n if <(Grounded?) = [False]> then\n switch costume to (hitbox 3 v)\n Touching Ground?\n if <(Grounded?) = [True]> then\n switch costume to (hitbox v)\n if <(x position) < ([x position v] of [you v])> then\n change [my x velocity v] by (1)\n else\n change [my x velocity v] by (-1)\n end\n end\n end\n Animate\n end\n switch costume to (costume1 v)\n wait (pick random (0.5) to (1.5)) seconds\nend\n\nwhen I receive [nextly levelly v]\ndelete this clone\n\ndefine Touching Ground?\nif <<<touching (ground 1 v)?> or <touching (ground 2 v)?>> or <<touching (ground 3 v)?> or <<touching (ground 4 v)?> or <touching (moving platforms v)?>>>> then\n set [grounded? v] to [True]\nelse\n set [grounded? v] to [False]\nend\n\ndefine Up\nif <(Grounded?) = [True]> then\n repeat until <<(Grounded?) = [False]> or <(y position) > [180]>>\n change y by (1)\n Touching Ground?\n end\nend\nchange y by (-1)\n\nwhen I start as a clone\nforever\n change x by (My X Velocity)\n set [my x velocity v] to ((My X Velocity) * (0.7))\nend\n\ndefine Animate\nif <[1] < ([abs v] of (My X Velocity) )> then\n switch costume to ((((timer) * (25)) mod (7)) + (5))\n if <(((timer) * (25)) mod (8)) < [1]> then\n start sound [Hand Clap v]\n end\nelse\n switch costume to (costume1 v)\nend\n\ndefine Enemies (x) (y) (level)\nif <<(Level) = (level)> and <(Is a Clone?) = [No]>> then\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [is a clone? v] to [No]\nhide\n\nwhen I receive [nextly levelly v]\nwait (0.01) seconds\nReset\n\ndefine Reset\nEnemies [-30] [0] [9]\nEnemies [30] [0] [9]\nEnemies [0] [0] [10]\nEnemies [60] [0] [10]\nEnemies [120] [0] [10]\nEnemies [-240] [180] [11]\nEnemies [0] [-50] [12]\nrepeat (10)\n Enemies [240] [180] [15]\nend\nEnemies [-100] [0] [22]\nEnemies [-20] [0] [22]\nEnemies [90] [0] [22]\nEnemies [0] [0] [27]\nEnemies [-100] [0] [33]\nEnemies [240] [0] [33]\nEnemies [-50] [-100] [60]\nEnemies [0] [-100] [60]\nEnemies [50] [-100] [60]\nrepeat (10)\n Enemies [240] [-100] [74]\nend\nEnemies [0] [-100] [79]\nrepeat (10)\n Enemies [-50] [50] [97]\nend\n\nwhen I receive [dieded v]\nReset\n\nwhen I receive [dieded v]\ndelete this clone\n\n@Moving Platforms\n\ndefine Touching Ground?\nif <<<touching (ground 1 v)?> or <touching (ground 2 v)?>> or <<touching (ground 3 v)?> or <<touching (ground 4 v)?> or <touching (_edge_ v)?>>>> then\n set [grounded? v] to [True]\nelse\n set [grounded? v] to [False]\nend\n\nwhen I receive [dieded v]\nReset\n\nwhen flag clicked\nset [is a clone? v] to [No]\nhide\n\nwhen I receive [nextly levelly v]\nwait (0.01) seconds\nReset\n\ndefine Platforms (x) (y) (level) (axis)\nif <<(Level) = (level)> and <(Is a Clone?) = [No]>> then\n point in direction (axis)\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [nextly levelly v]\ndelete this clone\n\nwhen I receive [dieded v]\ndelete this clone\n\ndefine Reset\nPlatforms [0] [0] [13] [90]\nPlatforms [110] [0] [14] [0]\nPlatforms [0] [-100] [15] [90]\nPlatforms [-150] [-20] [17] [0]\nPlatforms [0] [-50] [17] [0]\nPlatforms [155] [-80] [17] [0]\nPlatforms [0] [50] [21] [-90]\nPlatforms [0] [50] [23] [-90]\nPlatforms [0] [0] [44] [0]\nPlatforms [-150] [0] [44] [0]\nPlatforms [150] [0] [44] [0]\nPlatforms [-200] [-75] [57] [-90]\nPlatforms [-150] [0] [58] [-90]\nPlatforms [0] [0] [86] [-90]\nPlatforms [-180] [-50] [90] [180]\nPlatforms [-100] [-25] [90] [180]\nPlatforms [0] [0] [90] [180]\nPlatforms [100] [25] [90] [180]\nPlatforms [180] [50] [90] [180]\nPlatforms [-180] [-100] [91] [180]\nPlatforms [-100] [-50] [91] [180]\nPlatforms [0] [0] [91] [180]\nPlatforms [100] [50] [91] [180]\nPlatforms [180] [100] [91] [180]\nPlatforms [0] [20] [92] [-90]\nPlatforms [53] [-150] [96] [0]\nPlatforms [53] [-150] [97] [0]\n\nwhen I start as a clone\nset [is a clone? v] to [Yep]\nset rotation style [don't rotate v]\nshow\nforever\n move (10) steps\n Touching Ground?\n if <(Grounded?) = [True]> then\n move (-5) steps\n Forward\n wait (0.5) seconds\n turn right (180) degrees\n end\n if <(Grounded?) = [False]> then\n move (-5) steps\n change y by (5)\n if <touching (you v)?> then\n if <(direction) = [90]> then\n set [movement for you v] to [5]\n else\n if <(direction) = [-90]> then\n set [movement for you v] to [-5]\n end\n end\n if <<([abs v] of ((x position) - ([x position v] of [you v])) ) > [52]> and <<(direction) = [90]> or <(direction) = [-90]>>> then\n set [suicide v] to [True]\n end\n if <<([abs v] of ((y position) - ([y position v] of [you v])) ) > [36]> and <(direction) = [180]>> then\n set [suicide v] to [True]\n end\n end\n change y by (-5)\n end\nend\n\ndefine Forward\nTouching Ground?\nrepeat until <(Grounded?) = [True]>\n move (1) steps\n Touching Ground?\nend\nmove (-1) steps\n\n@Bullet Hell\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [23]> then\n go to x: (pick random (-180) to (240)) y: (-150)\n point in direction (0)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n if <(Level) = [24]> then\n go to x: (50) y: (100)\n repeat (4)\n turn right (90) degrees\n create clone of (_myself_ v)\n end\n turn right (45) degrees\n wait (0.5) seconds\n end\n if <(Level) = [32]> then\n go to x: (50) y: (100)\n repeat (4)\n turn right (90) degrees\n create clone of (_myself_ v)\n end\n go to x: (-50) y: (100)\n repeat (4)\n turn right (90) degrees\n create clone of (_myself_ v)\n end\n turn right (45) degrees\n wait (0.75) seconds\n end\n if <(Level) = [49]> then\n go to x: (220) y: (160)\n point in direction ((pick random (15) to (11)) * (20))\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (moving platforms v)?>>\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [nextly levelly v]\ndelete this clone\n\n@Turret\n\nwhen I receive [dieded v]\ndelete this clone\n\nwhen I receive [nextly levelly v]\ndelete this clone\n\nwhen I receive [nextly levelly v]\nwait (0.01) seconds\nReset\n\ndefine Enemies (x) (y) (level)\nif <<(Level) = (level)> and <(Is a Clone?) = [No]>> then\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [is a clone? v] to [No]\nhide\n\nwhen I receive [dieded v]\nReset\n\ndefine Touching Ground?\nif <<<touching (ground 1 v)?> or <touching (ground 2 v)?>> or <<touching (ground 3 v)?> or <<touching (ground 4 v)?> or <<touching (_edge_ v)?> or <touching (moving platforms v)?>>>>> then\n set [grounded? v] to [True]\nelse\n set [grounded? v] to [False]\nend\n\nwhen I start as a clone\nif <(Is a Clone?) = [Yep]> then\n start sound [Pew v]\n show\n switch costume to (costume5 v)\n move (20) steps\n repeat until <(Grounded?) = [True]>\n move (10) steps\n Touching Ground?\n end\n delete this clone\nelse\n wait (0.01) seconds\n set [is a clone? v] to [Yep]\n show\n forever\n switch costume to (costume1 v)\n wait (pick random (1.5) to (2.5)) seconds\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n wait (0.01) seconds\n repeat (2)\n next costume\n wait (0.01) seconds\n end\n end\nend\n\ndefine Reset\nEnemies [0] [0] [28]\nEnemies [-150] [120] [29]\nEnemies [-75] [120] [29]\nEnemies [0] [120] [29]\nEnemies [75] [120] [29]\nEnemies [150] [120] [29]\nEnemies [240] [180] [33]\nEnemies [230] [-20] [40]\nEnemies [-180] [40] [40]\nEnemies [230] [110] [40]\nEnemies [90] [-100] [47]\nEnemies [-15] [-150] [48]\ngo to x: (-200) y: (150)\nrepeat (9)\n Enemies (x position) [150] [58]\n change x by (50)\nend\nEnemies [220] [0] [62]\nEnemies [0] [0] [73]\n\nwhen I start as a clone\nif <(Is a Clone?) = [No]> then\n forever\n point towards (you v)\n end\nend\n\n@Water\n\nwhen flag clicked\nforever\n set [ghost v] effect to (25)\n go to x: (0) y: (([sin v] of ((timer) * (100)) ) * (5))\n point in direction ((([sin v] of ((timer) * (75)) ) * (2)) + (90))\n go to [back v] layer\nend\n\nwhen I receive [nextly levelly v]\nif <(Ground Type) > [3]> then\n if <<not <(Level) = [99]>> or <(The Cut) = [True]>> then\n next costume\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\nwait until <(Ground Type) = [4]>\nshow\n\n@Fire\n\nwhen I start as a clone\nset [is a clone? v] to [Yes]\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nwait (Wait Time) seconds\nset rotation style [left-right v]\nforever\n switch costume to (costume1 v)\n wait (0.5) seconds\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n start sound [Ocean Wave v]\n repeat (20)\n turn right (90) degrees\n end\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n repeat (10)\n turn right (90) degrees\n end\n repeat (3)\n next costume\n wait (0.02) seconds\n end\nend\n\nwhen I receive [dieded v]\ndelete this clone\n\nwhen I receive [nextly levelly v]\ndelete this clone\n\nwhen I receive [nextly levelly v]\nwait (0.01) seconds\nReset\n\ndefine Flames (x) (y) (level) (wait time)\nif <<(Level) = (level)> and <(Is a Clone?) = [No]>> then\n go to x: (x) y: (y)\n set [wait time v] to (wait time)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [is a clone? v] to [No]\nhide\n\nwhen I receive [dieded v]\nReset\n\ndefine Reset\nFlames [0] [-35] [53] [0]\nFlames [-100] [-110] [54] [0]\nFlames [0] [-110] [54] [0.5]\nFlames [100] [-110] [54] [1]\nFlames [200] [5] [55] [2]\nFlames [100] [5] [55] [2.5]\nFlames [0] [5] [55] [3]\nFlames [-100] [5] [55] [3.5]\nFlames [-100] [-180] [55] [3.2]\nFlames [0] [-180] [55] [3.7]\nFlames [100] [-180] [55] [4.2]\nFlames [200] [-180] [55] [4.7]\nFlames [-200] [-220] [57] [0]\nFlames [-150] [-220] [57] [0.1]\nFlames [-100] [-220] [57] [0.2]\nFlames [-50] [-220] [57] [0.3]\nFlames [0] [-220] [57] [0.4]\nFlames [50] [-220] [57] [0.5]\nFlames [100] [-220] [57] [0.6]\nFlames [150] [-220] [57] [0.7]\nFlames [200] [-220] [57] [0.8]\nFlames [-100] [-110] [58] [0]\nFlames [100] [-110] [58] [1]\nFlames [-100] [-110] [60] [1]\nFlames [100] [-110] [60] [0]\nFlames [-200] [-50] [62] [1]\nFlames [-100] [-50] [62] [0]\nFlames [0] [-50] [62] [1]\nFlames [100] [-50] [62] [0]\nFlames [200] [-50] [62] [1]\nFlames [-30] [-50] [65] [0]\nFlames [-100] [-110] [71] [0]\nFlames [0] [-110] [71] [0]\nFlames [100] [-110] [71] [0]\nFlames [-100] [-110] [72] [0]\nFlames [100] [-110] [72] [0]\nFlames [-150] [-30] [88] [0]\nFlames [0] [-30] [88] [0]\nFlames [150] [-30] [88] [0]\nFlames [-150] [-155] [88] [0]\nFlames [0] [-155] [88] [0]\nFlames [150] [-155] [88] [0]\nFlames [90] [-140] [89] [0]\nFlames [230] [50] [90] [0.5]\nFlames [230] [50] [91] [0.5]\nFlames [20] [-100] [92] [0]\nFlames [220] [-200] [93] [0]\nFlames [220] [-200] [93] [0.5]\nFlames [220] [-200] [93] [1]\nFlames [220] [-200] [93] [1.5]\nFlames [220] [-200] [94] [0]\nFlames [220] [-200] [94] [0.5]\nFlames [220] [-200] [94] [1]\nFlames [220] [-200] [94] [1.5]\nFlames [80] [15] [95] [0.5]\nFlames [50] [10] [96] [0]\nFlames [200] [10] [96] [1]\nFlames [50] [10] [97] [0]\nFlames [200] [10] [97] [1]\n\nwhen I start as a clone\nforever\n if <<touching (you v)?> and <(costume [number v]) = [5]>> then\n set [suicide v] to [True]\n end\nend\n\n@Your Trail\n\nwhen flag clicked\nset size to (200) %\nhide\nforever\n if <(Ground Type) = [3]> then\n go to (you v)\n point in direction ([direction v] of [you v])\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\n@Cover\n\nwhen flag clicked\nhide\n\n@"Boss" 3\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nwait until <(Level) = [70]>\ngo to x: (100) y: (0)\npoint in direction (-90)\nset [my x velocity v] to [0]\nset [my y velocity v] to [0]\nshow\nrepeat until <[74] < (Level)>\n if <touching (ground 3 v)?> then\n set [my y velocity v] to [17.5]\n end\n if <((Level) mod (2)) = [0]> then\n if <(x position) < ([x position v] of [you v])> then\n change [my x velocity v] by (0.5)\n point in direction (90)\n else\n change [my x velocity v] by (-0.5)\n point in direction (-90)\n end\n end\n set [my x velocity v] to ((My X Velocity) * (0.9))\n change [my y velocity v] by (-1)\n change x by (My X Velocity)\n change y by (My Y Velocity)\n Up\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\nend\nhide\n\ndefine Up\nrepeat until <not <touching (ground 3 v)?>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen I receive [nextly levelly v]\ngo to x: (150) y: (0)\n\nwhen I receive [dieded v]\ngo to x: (100) y: (0)\n\n@Umbrella\n\nwhen flag clicked\nset rotation style [all around v]\nhide\nset [umbrella open? v] to [False]\nwait until <(Level) = [81]>\nforever\n wait until <<key (space v) pressed?> and <<<key (down arrow v) pressed?> and <(Touching Ground?) = [True]>> or <(Y Velocity) < [0]>>>\n if <(Y Velocity) < [0]> then\n start sound [Drum v]\n point in direction (90)\n show\n switch costume to (closed v)\n wait (0.01) seconds\n repeat (3)\n next costume\n wait (0.01) seconds\n end\n set [y velocity v] to [-0.01]\n switch costume to (open v)\n set [umbrella open? v] to [True]\n wait until <<not <key (space v) pressed?>> or <(Y Velocity) > [-0.01]>>\n start sound [Crank v]\n point in direction (90)\n set [umbrella open? v] to [False]\n repeat (3)\n next costume\n wait (0.01) seconds\n end\n hide\n else\n start sound [Big Boing v]\n point in direction (-90)\n show\n set [umbrella open? v] to [Boing]\n switch costume to (closed v)\n wait (0.01) seconds\n repeat (3)\n next costume\n wait (0.01) seconds\n end\n switch costume to (open v)\n wait (0.01) seconds\n repeat (3)\n next costume\n wait (0.01) seconds\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to (you v)\n if <(Umbrella Open?) = [True]> then\n if <key (right arrow v) pressed?> then\n turn right (((135) - (direction)) / (4)) degrees\n end\n if <key (left arrow v) pressed?> then\n turn right (((45) - (direction)) / (4)) degrees\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n turn right (((90) - (direction)) / (4)) degrees\n end\n end\nend\n\n@Monitor\n\nwhen flag clicked\nhide\nwait until <(Level) = [99]>\nshow\nbroadcast (Boss 4 Intro v)\n\nwhen I receive [boss 4 intro v]\nshow\nstop [other scripts in sprite v]\nAnimate [1]\nAnimate [2]\nbroadcast (Boss 4 Phase 1 v)\n\ndefine Animate (costume)\nswitch costume to (costume)\nrepeat (50)\n set x to (([sin v] of ((timer) * (250)) ) * (10))\n set y to ((([abs v] of (x position) ) * (-1)) + (10))\n point in direction (((x position) / (2)) + (90))\nend\n\ndefine Lookat (costume)\nset x to (([sin v] of ((timer) * (250)) ) * (10))\nset y to ((([abs v] of (x position) ) * (-1)) + (10))\npoint in direction (((x position) / (2)) + (90))\nif <([x position v] of [you v]) < [-100]> then\n switch costume to (costume)\nelse\n if <[100] < ([x position v] of [you v])> then\n switch costume to ((costume) + (2))\n else\n switch costume to ((costume) + (1))\n end\nend\n\nwhen I receive [boss 4 phase 1 v]\nstop [other scripts in sprite v]\nrepeat (5)\n repeat (50)\n Lookat [3]\n end\n broadcast (B4LH1 v)\n repeat (50)\n Lookat [3]\n end\n broadcast (B4RH1 v)\nend\nbroadcast (Boss 4 Phase 2 v)\n\nwhen I receive [boss 4 phase 2 v]\nstop [other scripts in sprite v]\nbroadcast (B4LH2 v)\nrepeat (5)\n repeat (75)\n Lookat [6]\n end\n broadcast (B4P2C v)\n repeat (75)\n Lookat [6]\n end\n broadcast (B4RH2 v)\nend\nAnimate [12]\nbroadcast (Boss 4 Phase 3 v)\n\nwhen I receive [boss 4 phase 3 v]\nstop [other scripts in sprite v]\nrepeat (3)\n set [handle phase 3 v] to [True]\n repeat (150)\n Lookat [9]\n end\n set [handle phase 3 v] to [False]\n repeat (10)\n switch costume to (costume13 v)\n repeat (1)\n set x to (([sin v] of ((timer) * (250)) ) * (10))\n set y to ((([abs v] of (x position) ) * (-1)) + (10))\n point in direction (((x position) / (2)) + (90))\n end\n switch costume to (costume14 v)\n repeat (1)\n set x to (([sin v] of ((timer) * (250)) ) * (10))\n set y to ((([abs v] of (x position) ) * (-1)) + (10))\n point in direction (((x position) / (2)) + (90))\n end\n end\n broadcast (B4P3S v)\nend\nAnimate [12]\nset [the cut v] to [True]\nbroadcast (Vibrate v)\nbroadcast (Fire v)\nbroadcast (Nextly Levelly v)\nbroadcast (Boss 4 Win v)\nhide\n\n@Intro\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-100)\nrepeat (5)\n switch costume to (costume1 v)\n wait (0.1) seconds\n change [brightness v] effect by (10)\n start sound [Crank v]\n next costume\n wait (0.1) seconds\n change [brightness v] effect by (10)\n start sound [Crank v]\nend\nrepeat (19)\n next costume\n wait (0.1) seconds\n start sound [Crank v]\nend\nwait (1) seconds\nbroadcast (Startup v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nnext costume\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Start Game v)\n\n@Fan\n\nwhen flag clicked\nforever\n turn right (15) degrees\n go to x: (-130) y: (-100)\n if <(Ground Type) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Ground Type) = [5]> then\n play sound [High Whoosh v] until done\n end\nend\n\n@Doors\n\nwhen I start as a clone\nshow\ngo to x: (300) y: (180)\nrepeat until <(x position) < [-300]>\n if <(Myself) = [sin]> then\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (70))\n change x by ((((90) - (direction)) * (-1)) / (5))\n go to [back v] layer\n else\n point in direction ((([cos v] of ((timer) * (200)) ) * (10)) + (70))\n change x by ((((90) - (direction)) * (-1)) / (5))\n go to [back v] layer\n end\n if <(Ground Type) = [5]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\nclear graphic effects\nforever\n wait (1) seconds\n create clone of (_myself_ v)\n if <(Myself) = [cos]> then\n set [myself v] to [sin]\n else\n set [myself v] to [cos]\n end\n change [color v] effect by ((pick random (3) to (5)) * (10))\nend\n\n@Dewt\n\nwhen flag clicked\nset [the cut v] to [False]\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [cut! v]\nswitch costume to (costume1 v)\nshow\nrepeat (5)\n wait (0.01) seconds\n next costume\nend\nset [the cut v] to [True]\nbroadcast (Nextly Levelly v)\nrepeat (5)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\nwhen I receive [whoops! v]\nswitch costume to (costume1 v)\nshow\nrepeat (5)\n wait (0.01) seconds\n next costume\nend\nbroadcast (Boss 4 Intro v)\nrepeat (5)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\n@Left Hand\n\nwhen flag clicked\nhide\nwait until <(Level) = [99]>\nshow\n\nwhen I receive [boss 4 intro v]\nstop [other scripts in sprite v]\nswitch costume to (idle v)\ngo to x: (-200) y: (-150)\nshow\n\nwhen I receive [boss 4 phase 1 v]\nstop [other scripts in sprite v]\nrepeat (6)\n switch costume to (idle v)\n change y by (50)\nend\nforever\n switch costume to (idle v)\n change x by ((([x position v] of [you v]) - (x position)) / (20))\nend\n\nwhen I receive [animate v]\nforever\n point in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (90))\n change x by ([sin v] of ((timer) * (250)) )\n change y by ([cos v] of ((timer) * (250)) )\nend\n\nwhen I receive [b4lh1 v]\nset y to (150)\nset [my x v] to (x position)\nstart sound [Crank v]\nrepeat (10)\n if <(pick random (1) to (2)) = [1]> then\n wait (0.01) seconds\n change x by (5)\n wait (0.01) seconds\n change x by (-5)\n else\n wait (0.01) seconds\n change x by (-5)\n wait (0.01) seconds\n change x by (5)\n end\n set x to (My X)\nend\nstart sound [High Whoosh v]\nset y to (0)\nrepeat (2)\n set x to (My X)\n switch costume to (costume3 v)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\nend\nrepeat (2)\n set x to (My X)\n switch costume to (costume4 v)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\nend\nrepeat (2)\n set x to (My X)\n switch costume to (costume5 v)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\nend\nrepeat (2)\n set x to (My X)\n switch costume to (costume6 v)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\nend\nswitch costume to (costume2 v)\nset y to (-150)\nbroadcast (Vibrate v)\nstart sound [Bowling Strike v]\nrepeat (10)\n set x to (My X)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\n switch costume to (costume2 v)\nend\nrepeat (10)\n change y by (((150) - (y position)) / (4))\n set x to (My X)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\n switch costume to (costume1 v)\nend\nset y to (150)\n\nwhen I receive [boss 4 phase 2 v]\nstop [other scripts in sprite v]\nswitch costume to (idle v)\nrepeat (10)\n change x by (((-300) - (x position)) / (4))\n change y by (((250) - (y position)) / (4))\nend\nhide\n\nwhen I receive [boss 4 phase 3 v]\nstop [other scripts in sprite v]\nshow\nset x to (200)\nrepeat (5)\n change y by (((150) - (y position)) / (4))\nend\nswitch costume to (costume1 v)\nforever\n glide (1) secs to x: (-200) y: (150)\n create clone of (_myself_ v)\n glide (1) secs to x: (200) y: (150)\n create clone of (_myself_ v)\nend\n\nwhen I receive [boss 4 intro v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume7 v)\nrepeat until <(y position) < [-180]>\n point in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (90))\n change y by (-5)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\nend\ndelete this clone\n\nwhen I receive [boss 4 win v]\nstop [other scripts in sprite v]\nhide\n\n@Right Hand\n\nwhen flag clicked\nhide\nwait until <(Level) = [99]>\nshow\n\nwhen I receive [boss 4 intro v]\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\ngo to x: (150) y: (10)\n\nwhen flag clicked\nhide\nwait until <(Level) = [99]>\nshow\n\nwhen I receive [boss 4 phase 1 v]\nstop [other scripts in sprite v]\nrepeat (10)\n switch costume to (idle v)\n change x by (5)\n set y to ([y position v] of [you v])\nend\nforever\n switch costume to (idle v)\n change y by ((([y position v] of [you v]) - (y position)) / (20))\nend\n\nwhen I receive [b4rh1 v]\nset x to (200)\nset [my y v] to (y position)\nstart sound [Crank v]\nrepeat (10)\n if <(pick random (1) to (2)) = [1]> then\n change y by (5)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\n else\n change y by (-5)\n wait (0.01) seconds\n change y by (5)\n wait (0.01) seconds\n end\n set y to (My Y)\nend\nstart sound [Low Whoosh v]\nset x to (0)\nrepeat (2)\n set y to (My Y)\n switch costume to (costume4 v)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\nend\nrepeat (2)\n set y to (My Y)\n switch costume to (costume5 v)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\nend\nrepeat (2)\n set y to (My Y)\n switch costume to (costume6 v)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\nend\nbroadcast (Vibrate v)\nstart sound [Bowling Strike v]\nrepeat (10)\n switch costume to (costume3 v)\n set x to (-200)\n set y to (My Y)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\nend\nrepeat (10)\n change x by (((200) - (x position)) / (4))\n set y to (My Y)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\n switch costume to (costume2 v)\nend\nset x to (200)\n\nwhen I receive [animate v]\nforever\n point in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (90))\n change x by ([sin v] of ((timer) * (250)) )\n change y by ([cos v] of ((timer) * (250)) )\nend\n\nwhen I receive [boss 4 phase 2 v]\nstop [other scripts in sprite v]\nswitch costume to (costume7 v)\nwait (0.5) seconds\nrepeat (5)\n next costume\n wait (0.01) seconds\nend\nbroadcast (B4P2 v)\n\nwhen I receive [b4rh2 v]\nstop [other scripts in sprite v]\nrepeat (10)\n start sound [Ocean Wave v]\n switch costume to (costume11 v)\n wait (0.01) seconds\n switch costume to (costume12 v)\n wait (0.01) seconds\nend\nnext costume\nwait (0.01) seconds\nbroadcast (Fire v)\nrepeat (5)\n start sound [A Bass v]\n switch costume to (costume14 v)\n repeat (2)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\n end\n switch costume to (costume15 v)\n repeat (2)\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\n end\nend\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\nend\nbroadcast (B4P2 v)\n\nwhen I receive [b4p2 v]\nforever\n change x by (((([x position v] of [you v]) + (150)) - (x position)) / (4))\n change y by (((([y position v] of [you v]) - (75)) - (y position)) / (4))\nend\n\nwhen I receive [b4p2 v]\nforever\n switch costume to (costume12 v)\n wait (0.01) seconds\n switch costume to (costume16 v)\n wait (0.01) seconds\nend\n\nwhen I receive [boss 4 phase 3 v]\nstop [other scripts in sprite v]\nswitch costume to (costume17 v)\nwait (0.1) seconds\nswitch costume to (costume18 v)\nwait (0.1) seconds\nswitch costume to (costume2 v)\nrepeat (5)\n change y by (((-120) - (y position)) / (4))\nend\nforever\n if <(Handle Phase 3) = [True]> then\n change x by ((([x position v] of [you v]) - (x position)) / (200))\n end\n if <touching (you v)?> then\n set [suicide v] to [True]\n end\nend\n\nwhen I receive [boss 4 win v]\nstop [other scripts in sprite v]\nhide\n\n@Boss 4 Music\n\nwhen flag clicked\nset volume to (0) %\nforever\n play sound [dark shrums theme v] until done\nend\n\nwhen flag clicked\nwait until <(Level) = [99]>\nrepeat (10)\n change volume by (10)\nend\n\n@Smoke Puff\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [boss 4 phase 2 v]\nshow\nswitch costume to (costume1 v)\nwait (0.01) seconds\nrepeat (6)\n next costume\n wait (0.01) seconds\nend\nhide\n\nwhen I receive [boss 4 phase 3 v]\nshow\nswitch costume to (costume1 v)\nwait (0.01) seconds\nrepeat (6)\n next costume\n wait (0.01) seconds\nend\nhide\n\n@Carriages\n\nwhen flag clicked\nhide\nset [is clone? v] to [False]\nclear graphic effects\n\nwhen I start as a clone\nset [is clone? v] to [True]\nshow\ngo to x: (300) y: (0)\nrepeat until <(x position) < [-250]>\n start sound [Whir v]\n change x by (-5)\n next costume\n wait (0.01) seconds\n change x by (-5)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\nend\ndelete this clone\n\nwhen I receive [b4p2c v]\nif <(Is Clone?) = [False]> then\n switch costume to (costume3 v)\n repeat ((pick random (0) to (2)) * (2))\n next costume\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [boss 4 intro v]\ndelete this clone\n\n@Boss 4 Laser Beam\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nhide\n\nwhen I receive [b4p3s v]\nstart sound [Pew v]\nbroadcast (Vibrate v)\nbroadcast (Fire v)\nswitch costume to (costume1 v)\nshow\nwait (0.1) seconds\nrepeat (3)\n next costume\n wait (0.05) seconds\nend\nhide\n\n@Boss 4 Flame Effects\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n go to x: (Vibrate X) y: (Vibrate Y)\nend\n\nwhen I receive [fire v]\nshow\nrepeat (20)\n set [ghost v] effect to (((pick random (-5) to (5)) * (5)) + (75))\n set [brightness v] effect to ((pick random (-5) to (5)) * (5))\nend\nset [ghost v] effect to (100)\nhide\n\n@Dust\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nshow\nrepeat (20)\n turn right (15) degrees\n change y by (-10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [vibrate v]\nrepeat (5)\n go to x: ((pick random (-12) to (12)) * (20)) y: (180)\n repeat (5)\n create clone of (_myself_ v)\n end\nend\n\n@Boss 4 Gem\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\npoint in direction (90)\nset size to (100) %\nwait until <(Level) = [101]>\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n go to x: (0) y: ((([sin v] of ((timer) * (250)) ) * (10)) + (20))\nend\nrepeat (10)\n change [brightness v] effect by (-10)\n go to x: (0) y: ((([sin v] of ((timer) * (250)) ) * (10)) + (20))\nend\nrepeat until <touching (you v)?>\n go to x: (0) y: ((([sin v] of ((timer) * (250)) ) * (10)) + (20))\nend\nbroadcast (End Game v)\nrepeat (10)\n repeat (10)\n go to x: (pick random ((size) / (-20)) to ((size) / (20))) y: (((([sin v] of ((timer) * (250)) ) * (10)) + (pick random ((size) / (20)) to ((size) / (-20)))) + (20))\n end\n create clone of (_myself_ v)\n go to [front v] layer\n change size by (10)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n go to x: (pick random (-10) to (10)) y: ((([sin v] of ((timer) * (250)) ) * (10)) + (pick random (10) to (30)))\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction ((pick random (1) to (12)) * (30))\nswitch costume to (costume2 v)\nwait (0.1) seconds\nrepeat (2)\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [credits v]\ndelete this clone\n\n@Whiteness\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [end game v]\nrepeat (150)\n change [ghost v] effect by (-1)\nend\nbroadcast (Credits v)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to [back v] layer\n\n
It's Classic- but better. Now with actual enemies and moving platforms! Can Top Hat Man get away from the increasing quality of the game before it robs him of his simplicity?\n\n===CONTROLS===\n⬆ or W to jump,\n⬅, ➡, A, or D to move left and right.\n\n===TIPS===\n➡ Play in fullscreen.\n➡ Don't use Safari.
Adventure - Part 1 (Now Mobile!) #Games #All #Trending #Music #Platformer #Tutorials
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next scene v]\nnext backdrop\nchange [scene v] by (1)\n\nwhen I receive [intro v]\nswitch backdrop to (backdrop1 v)\n\n@Player!\n\nwhen flag clicked\ngo to x: (-209) y: (-85)\nforever\n if <touching (spikes v)?> then\n die\n end\nend\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [17]\n if <(x) = [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<(x position) = [241]> or <(x position) = [246]>> then\n go to x: (-209) y: (-81)\n broadcast (NEXT LVL v)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [next lvl v]\nset size to (75) %\nset [death count v] to [0]\nchange [level v] by (1)\n\nwhen flag clicked\nset [death count v] to [0]\nforever\n if <(y) = [-182]> then\n go to x: (-209) y: (-81)\n change [deaths: v] by (1)\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (front v)\nset [deaths: v] to [0]\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [red v]\nswitch costume to (front v)\n\nwhen I receive [orange v]\nswitch costume to (costume2 v)\n\nwhen I receive [yellow v]\nswitch costume to (costume3 v)\n\nwhen I receive [green v]\nswitch costume to (costume4 v)\n\nwhen I receive [blue v]\nswitch costume to (costume5 v)\n\nwhen I receive [purple v]\nswitch costume to (costume6 v)\n\nwhen flag clicked\nforever\n if <touching (side trampoline v)?> then\n set [x v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n go to x: (-209) y: (-85)\n broadcast (NEXT SCENE v)\n broadcast (NEXT LVL v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (supertramp v)?> then\n set [y v] to [25]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (tiny tim v)?> then\n set size to (40) %\n end\nend\n\nwhen flag clicked\nset [scene v] to [1]\n\nwhen flag clicked\nbroadcast (The Beginning v)\nwait (9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) seconds\n\nwhen flag clicked\nforever\n if <(Deaths:) = [50]> then\n broadcast (Game Over? v)\n wait (9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Deaths:) = [100]> then\n broadcast (Told You So! v)\n wait (9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) seconds\n end\nend\n\ndefine die\nchange [death count v] by (1)\nchange [y v] by (15)\nrepeat (20)\n turn right (5) degrees\n change [ghost v] effect by (5)\nend\ngo to x: (-209) y: (-85)\nset size to (75) %\nset [ghost v] effect to (0)\npoint in direction (90)\nchange [deaths: v] by (1)\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n broadcast (sword v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (fireball v)?> then\n die\n end\nend\n\nwhen flag clicked\nset [clone v] to []\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[] > (clone)> then\n broadcast (trail v)\n set size to (35) %\n repeat (10)\n change y by (5)\n turn right (5) degrees\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n broadcast (trail v)\n set size to (75) %\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 [start v]\nforever\n set volume to (100) %\n play sound [chill-abstract-2 v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n broadcast (NEXT LVL v)\n end\nend\n\nwhen I receive [secret v]\n\n@Ground\n\nwhen flag clicked\ngo to x: (35) y: (26)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next lvl v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\ngo to x: (35) y: (26)\npoint in direction (90)\n\nwhen flag clicked\nforever\n \nend\n\nwhen I receive [next lvl v]\nchange [level v] by (-10)\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\n\n@Cloud\n\nwhen I start as a clone\nshow\ngo to x: (249) y: (pick random (-42) to (168))\nrepeat until <(x position) = [-234]>\n change x by (-3)\nend\ndelete this clone\n\nwhen I receive [next scene v]\nnext costume\nset size to (150) %\n\nwhen I receive [next scene v]\nhide\ngo to x: (249) y: (60)\nset [ghost v] effect to (20)\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\n wait (2.5) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (249) y: (60)\nset [ghost v] effect to (20)\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <(scene) = [6]> then\n forever\n repeat (1)\n change x by (pick random (10) to (15))\n change y by (pick random (10) to (15))\n end\n wait (pick random (0..00000001) to (2)) seconds\n change [color v] effect by (pick random (1) to (500))\n end\n end\nend\n\nwhen I receive [intro v]\nhide\n\n@Trampoline\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (35) y: (25)\n\n@Achivements!\n\nwhen I receive [roy g. biv v]\nswitch costume to (roy g. biv v)\ngo to [front v] layer\nshow\nanimation\n\nwhen flag clicked\nswitch costume to (roy g. biv v)\ngo to [front v] layer\nhide\ngo to x: (11) y: (186)\n\ndefine animation\nrepeat (20)\n change y by (-3)\nend\nrepeat (5)\n change y by (-0.5)\nend\nrepeat (3)\n change y by (-0.25)\nend\nwait (2) seconds\nrepeat (20)\n change y by (3)\nend\nrepeat (5)\n change y by (0.5)\nend\nrepeat (3)\n change y by (0.25)\nend\nhide\n\nwhen I receive [grass green v]\nswitch costume to (grass green v)\nshow\ngo to [front v] layer\nanimation\n\nwhen I receive [winter blue v]\nswitch costume to (winter blue v)\nshow\ngo to [front v] layer\nanimation\n\nwhen I receive [desert yellow v]\nswitch costume to (desert yellow v)\ngo to [front v] layer\nshow\nanimation\n\nwhen I receive [blood orange v]\ngo to [front v] layer\nswitch costume to (blood orange v)\nshow\nanimation\n\nwhen I receive [gl!#ch v]\ngo to [front v] layer\nswitch costume to (gl!#ch v)\nshow\nanimation\n\nwhen I receive [the beginning v]\nwait (5) seconds\ngo to [front v] layer\nswitch costume to (the beginning v)\nshow\nbroadcast (intro v)\nanimation\n\nwhen I receive [game over? v]\ngo to [front v] layer\nswitch costume to (game over? v)\nshow\nanimation\n\nwhen I receive [told you so! v]\ngo to [front v] layer\nswitch costume to (told you so! v)\nshow\nanimation\n\nwhen I receive [god moments v]\ngo to [front v] layer\nswitch costume to (god moments v)\nshow\nanimation\n\nwhen I receive [intro v]\nhide\n\n@Skip Button\n\nwhen flag clicked\ngo to x: (204) y: (-77)\nhide\nwait (5) seconds\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (NEXT LVL v)\n\nwhen flag clicked\nforever\n if <(death count) = [25]> then\n broadcast (skip lvl v)\n end\nend\n\nwhen flag clicked\nforever\n if <(death count) = [25]> then\n broadcast (skip lvl v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(death count) = [25]> or <(death count) > [25]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [39]> then\n forever\n hide\n end\n end\nend\n\nwhen I receive [intro v]\nhide\n\n@Effects\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(introOn?) = [y]> then\n hide\nelse\n go to [back v] layer\n set [ghost v] effect to (pick random (20) to (50))\n show\n set y to (-10000)\n set [myx v] to (pick random ((Scroll X) - (400)) to ((Scroll X) + (400)))\n set [speedeffect v] to (pick random (5) to (12))\n set size to (pick random (50) to (100)) %\n repeat (30)\n switch costume to (costume2 v)\n change y by (SpeedEffect)\n set x to ((MyX) - (Scroll X))\n switch costume to (costume1 v)\n change size by (-1)\n change [ghost v] effect by (1)\n end\n delete this clone\nend\n\nwhen I receive [show v]\nshow\n\nwhen I receive [hide v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-146) y: (139)\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [1]> then\n broadcast (show v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (hide v)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nshow\n\nwhen I receive [intro v]\nhide\n\n@Sprite2\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@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)\n broadcast (Thanks v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\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 go to [front v] layer\nend\n\nwhen I receive [intro v]\nhide\n\n@intro\n\nwhen flag clicked\nbroadcast (intro v)\nbroadcast (Start v)\n\n
READ THIS (sry for yelling)\n\n-Play this too: https://scratch.mit.edu/projects/664195252/\n\n-Play this after you beat the game: https://scratch.mit.edu/projects/654472013/ (go ahead and follow this guy)\n\n-CONTEST: https://scratch.mit.edu/projects/664704029/\n\n-After this hits 1000 loves, I will be hosting a game contest! If you want to enter, tell me on my profile.\n-Thank you so much for 250 loves!!\n-I'm working on the next part!!\nYou are a normal cube and you decide to go on a quest! Your adventure will be one of the most exciting things you have ever done! \n\n- This is part one, so there are only ten levels. If you look inside, you will see that there is a bunch of extra stuff. If you want to use assets, feel free! But please make sure to give credit.\n\n-Check this out too: https://scratch.mit.edu/projects/665526540/
NEW Platformer! プラットフォーマーVel.0.03
@Stage\n\nwhen flag clicked\nforever\n play sound [Starship v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide variable [☁ 世界新記録 world record v]\nhide variable [☁ あなたの記録 your record v]\nbroadcast (あああああ v)\nswitch costume to (costume1 v)\nshow\nforever\n set [x v] to [0]\n set [y v] to [0]\n set [jump v] to [0]\n go to x: (-210) y: (-55)\n repeat until <<(x position) > [240]> or <touching (danger v)?>>\n change [x v] by (<<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or <key (d v) pressed?>> - <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>>)\n set [x v] to ((X) * (0.9))\n create clone of (_myself_ v)\n change x by (round (X))\n if <touching (platform v)?> then\n change x by (round ((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 [-8]\n else\n set [x v] to [8]\n end\n set [jump v] to [0]\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 (platform v)?> then\n change y by ((Y) * (-1))\n if <(Y) < [0]> then\n set [jump v] to [0]\n end\n set [y v] to [0]\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Jump) = [0]> then\n set [y v] to [15]\n set [jump v] to [1]\n end\n end\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n end\nend\n\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwait (10) seconds\n\nwhen flag clicked\nforever\n if <touching (speed right v)?> then\n change [x v] by (5)\n end\nend\n\n\n\nset [x v] to [0]\n\nwhen flag clicked\nforever\n if <touching (speed left v)?> then\n change [x v] by (-00.9)\n end\nend\n\nmove (10) steps\n\nwhen flag clicked\nreset timer\nforever\n\nset [jump v] to [0]\n\nwhen I receive [あああああ v]\n\n\n\nset [☁ 世界新記録 world record v] to [0]\n\nwhen I receive [s v]\nhide\n\nwhen flag clicked\nforever\n if <(y position) < [-175]> then\n go to x: (-221) y: (-7)\n end\nend\n\nwhen I receive [クリア v]\nhide\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (-3) y: (-29)\npoint in direction (90)\nshow\nswitch costume to (コスチューム13 v)\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (クリア v)\n end\nend\n\nwhen I receive [あああああ v]\nshow\n\ngo to x: (0) y: (0)\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (-12) y: (4)\nset size to (100) %\nset [太陽の変数 v] to [100]\nforever\n change size by ([cos v] of (太陽の変数) )\n change [太陽の変数 v] by (7)\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (コスチューム12 v)\npoint in direction (90)\ngo to x: (57) y: (-82)\nshow\n\nwhen I receive [next level v]\nnext costume\n\ngo to x: (57) y: (-82)\n\nwhen I receive [あああああ v]\n\nshow\n\nhide\n\n@Love and fave reminder\n\nwhen I receive [intro v]\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nforever\n wait (pick random (5) to (10)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nhide\n\ngo to [front v] layer\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to [front v] layer\n reset timer\n hide\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n
English↓\n続編です!\n前: https://scratch.mit.edu/projects/610968154/\n前の前: https://scratch.mit.edu/projects/589175077\n矢印キー操作またはWASD\n星とハートを押してくれると嬉しいです!(上のやつも)\nIt's a sequel! Before: https://scratch.mit.edu/projects/610968154/ Before before: https://scratch.mit.edu/projects/589175077\n I'd be happy if you could operate the arrow keys or press the WASD star and heart!\n
SHOOT PLATFORMER!
@Stage\n\nwhen flag clicked\nswitch backdrop to (achtergrond1 v)\n\nwhen I receive [don v]\nswitch backdrop to (achtergrond2 v)\n\nwhen I receive [done v]\nswitch backdrop to (backdrop1 v)\nbroadcast (klaar v)\n\n@Sprite3\n\nwhen I receive [klaar v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nhide\nforever\n if <(level) = [1]> then\n switch costume to (costume2 v)\n end\n if <(level) = [2]> 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 (uiterlijk4 v)\n end\n if <(level) = [6]> then\n hide\n end\nend\n\nwhen I receive [don v]\nhide\n\n@player\n\nwhen I receive [klaar v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n go to [front v] layer\n show\n show variable [level v]\n wait (0) seconds\n show\n switch costume to (right v)\n show variable [level v]\n set [level v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-215) y: (-76)\n forever\n if <(x position) > [230]> then\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-195) y: (-76)\n broadcast (NextLVL v)\n end\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n switch costume to (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 (lijn2 v)?> then\n change y by (1)\n if <touching (lijn2 v)?> then\n change y by (1)\n if <touching (lijn2 v)?> then\n change y by (1)\n if <touching (lijn2 v)?> then\n change y by (1)\n if <touching (lijn2 v)?> then\n change y by (1)\n if <touching (lijn2 v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (lijn2 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 (lijn2 v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n if <touching (sprite3 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) = [15]> 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)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide variable [level v]\nhide\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen I receive [player dood v]\ngo to x: (-195) y: (-76)\n\n@lijn2\n\nwhen I receive [klaar v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n go to [front v] layer\n if <(level) = [1]> then\n switch costume to (uiterlijk1 v)\n end\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 (uiterlijk5 v)\n end\n if <(level) = [6]> then\n switch costume to (uiterlijk6 v)\n end\nend\n\nwhen flag clicked\nhide\n\nset [level v] to [5]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen I receive [klaar v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [klaar v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [klaar v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I start as a clone\nforever\n repeat (40)\n change [ghost v] effect by (12)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (-74) y: (23)\n\nwhen I receive [klaar v]\nshow\ngo to (player v)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n go to (player v)\n create clone of (_myself_ v)\n go to x: (x) y: (y)\n go [backward v] (1) layers\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n broadcast (done v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\n@Sprite1\n\nwhen I receive [klaar v]\nshow\ngo to (player v)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n point towards (mouse-pointer v)\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen I receive [klaar v]\ngo to [front v] layer\nshow\ngo to (sprite1 v)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n point towards (mouse-pointer v)\n go to (sprite1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [klaar v]\nforever\n if <<mouse down?> and <not <(max shoots) = (shoots)>>> then\n change [shoots v] by (1)\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nrepeat until <<touching (_edge_ v)?> or <touching (lijn2 v)?>>\n move (20) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (vijand v)?> then\n broadcast (dood v)\n delete this clone\n end\nend\n\nhide variable [level v]\n\n@vijand\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nhide\nforever\n if <(level) = [1]> then\n point in direction (90)\n go to x: (0) y: (-85)\n end\n if <(level) = [2]> then\n point in direction (90)\n go to x: (-100) y: (-85)\n end\n if <(level) = [3]> then\n point in direction (90)\n go to x: (0) y: (-85)\n end\n if <(level) = [4]> then\n point in direction (90)\n go to x: (-50) y: (90)\n end\n if <(level) = [5]> then\n go to x: (-53) y: (56)\n point in direction (45)\n end\n if <(level) = [6]> then\n point in direction (90)\n go to x: (68) y: (92)\n end\nend\n\nwhen I receive [klaar v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [dood v]\nif <not <(level) = [6]>> then\n hide\nend\n\nwhen I receive [nextlvl v]\nshow\n\n@Sprite6\n\nwhen I receive [klaar v]\nshow\ngo to (vijand v)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n point towards (player v)\n go to (vijand v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [dood v]\nhide\n\nwhen I receive [nextlvl v]\nshow\n\n@Sprite7\n\nwhen I receive [klaar v]\ngo to [front v] layer\nshow\ngo to (sprite6 v)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n go to (sprite6 v)\n point towards (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [klaar v]\nforever\n change [shoots v] by (1)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nrepeat until <<touching (_edge_ v)?> or <touching (lijn2 v)?>>\n move (20) steps\nend\ndelete this clone\n\nwhen I receive [dood v]\nhide\n\nwhen I receive [nextlvl v]\nshow\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (player dood v)\n end\nend\n\n
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